Manual de instrucciones Franklin SYT-106

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Summary
  • Franklin SYT-106 - page 1

    22 SYT -106 User ’ s Guide Retain for future reference SY S TECH D IGITAL T HESAURUS ...

  • Franklin SYT-106 - page 2

    1 READ THIS LICENSE AGREEMENT BEFORE USING THE PRODUCT . YOUR USE OF THE PRODUCT DEEMS THA T YOU ACCEPT THE TERMS OF THIS LICENSE. IF YOU DO NOT AGREE WITH THESE TERMS, YOU MA Y RETURN THIS P ACKAGE WITH PURCHASE RECEIPT T O THE DEALER FROM WHICH YOU PURCHASED THE PRODUCT AND YOUR PURCHASE PRICE WILL BE REFUNDED. PRODUCT means the software product ...

  • Franklin SYT-106 - page 3

    2 Goes back or erases a typed letter . Clears to the Ready screen or stops the Quick Demo. Gives the Confusables ™ of a word. Enters a word or scrolls to the right. Shows the Games menu. Shows a help message. Shows the next entry or word. T urns the product on or off. Shows the previous entry or word. T ypes a ? to stand for any letter . In games ...

  • Franklin SYT-106 - page 4

    3 Getting Started 1. Press ON/OFF . The Quick Demo appears. Y ou can stop the demo at any time by pressing CLEAR . 2. Press or to adjust the contrast at the Ready screen. Y ou can only adjust the contrast here. 3. If the screen is still blank, you may need to change the battery . See “Product Information” to learn how . ✓ Disabling the Demo Y ...

  • Franklin SYT-106 - page 5

    4 Most thesaurus entries include a brief defini- tion, or meaning core, and a related list of syn- onyms or Classmates. (Classmates are words related by subject.) Some entries include idi- oms and antonyms. Note: If a word has no thesaurus entry , Correct word will appear when you enter it. 1. T ype a word (e.g., tardy ). T o erase a letter , press ...

  • Franklin SYT-106 - page 6

    5 Looking Up Words 5. Continue pressing to view its idioms, if any . 6. Continue pressing to view its antonyms, if any . 7. Press BACK to return to your word. ...

  • Franklin SYT-106 - page 7

    6 Looking Up Words ✓ Follow the Arrows The flashing arrows at the right of the screen show which arrow keys you can press to view more words. Remember , whenever you see a flashing right arrow , you can press ENTER to auto- matically scroll to the right. ✓ Help is at Hand At most displays, you can view an appro- priate help message by pressing ...

  • Franklin SYT-106 - page 8

    7 V iewing Confusables ™ Confusables are commonly confused words such as homonyms and spelling variants. When a C flashes to the right of a word in a thesaurus entry , that word has Confusables. T ry this example. 1. T ype reign . 2. Press ENTER . Notice the flashing C at the right of the screen. 3. Press CONF . 4. Press to view more Confusables. ...

  • Franklin SYT-106 - page 9

    8 Whenever you enter a misspelled word, a list of corrections and similar words appear . Note: If you enter a correctly spelled word that does not have a thesaurus entry , Correct word ap- pears. T ry this example. 1. T ype a misspelled word. 2. Press ENTER . 3. Press to view similar words. Note: A flashing T after a word shows that it has at least ...

  • Franklin SYT-106 - page 10

    9 T o find unknown letters in words, type a ques- tion mark for each unknown letter . 1. T ype a word with ?’s for letters. 2. Press ENTER . 3. Press to view more words, if any . 4. Press CLEAR . Finding Letters in W ords ✓ Help for W ord Games Y ou can use ?’s to help solve crossword puzzles and other word games. For example, if the second l ...

  • Franklin SYT-106 - page 11

    10 Finding Parts of Words ✓ Letter Finding T ips Y ou can type both ?’s and ✻ ’ s in a word. However , if you type either at the start of the word, finding words may take a while. Note: It is not necessary to type two ✽ ’s in a row . T o find prefixes, suffixes, or fragments of a word, type one or more ✻ ’s in the word. Each ✻ sta ...

  • Franklin SYT-106 - page 12

    11 Selecting Games Before you can play a game, you need to know how to select it and how to pick a skill level. There are five skill levels: Beginner , Interme- diate , Advanced , Expert , and Wizard . The harder the skill level you choose, the longer the word or shorter the time you have to win. Follow these instructions before playing. 1. Press G ...

  • Franklin SYT-106 - page 13

    12 Hangman challenges you to guess the letters of a mystery word in a limited number of tries. 1. Select Hangman . 2. Select a skill level. mystery word tries left 3. T ype letters. 4. Press ENTER to reveal a letter . 5. Press ? to reveal the word. 6. Press ENTER to play a new round. Hangman ...

  • Franklin SYT-106 - page 14

    13 Anagrams In Anagrams, you try to enter all the anagrams of a word. An anagram is a word formed from some or all of the letters of another word. 1. Select Anagrams . 2. Select a skill level. word anagrams left 3. T ype an anagram, then press ENTER . If the anagram is correct, OK appears. 4. Enter more anagrams. 5. Press to review used anagrams. 6 ...

  • Franklin SYT-106 - page 15

    14 In Jumble, a jumbled word appears and you must unscramble the letters to spell a word or words. Note: Some jumbles are formed from more than one word. 1. Select Jumble . 2. Select a skill level. jumble number of words 3. T ype a word, then press ENTER . 4. Press ENTER to re-jumble the letters. 5. Press ? to reveal the answer . 6. Press ENTER to ...

  • Franklin SYT-106 - page 16

    15 Spelling Bee In Spelling Bee, you try to spell the word that flashes on the screen. The easier the skill level you choose, the longer you have to view the spelling word. 1. Select Spelling Bee . 2. Select a skill level. Look for the word to flash on the screen. 3. T ype the word you just saw . 4. Press ENTER . 5. Press ENTER to play a new round. ...

  • Franklin SYT-106 - page 17

    16 In Word Builder , you can type in letters at the Enter letters screen, and the game will build as many words (anagrams) as possible. Try your name. 1. Select Word Builder . 2. T ype in random letters or a word. 3. Press ENTER . 4. Press to view the list of anagrams. 5. Press ENTER to play a new round. W ord Builder ✓ Viewing Game Words After a ...

  • Franklin SYT-106 - page 18

    17 Deduction is a decoder game. Y ou have a lim- ited number of tries to guess the pattern of letters hidden by the question marks. The pattern will always be four letters long and include only the letters “a-f”. 1. Select Deduction . 2. Select a skill level. tries left pattern letter choices 3. T ype in four letters from the choices to the rig ...

  • Franklin SYT-106 - page 19

    18 Deduction “M” stands for match. If you have a num- ber beside “M”, you have that many let- ters that match, but they are in the wrong position. 5. T ype in another pattern, then press ENTER . 6. Continue entering patterns until you win. Press the ? to reveal the answer . 7. Press ENTER to play a new round. 8. Press CLEAR to return to the ...

  • Franklin SYT-106 - page 20

    19 W ord Blaster In W ord Blaster , you must guess the mystery word before it fully appears. Y ou must spell the word correctly to win. Beginners have the most time, and Wizards have the least. 1. Select Word Blaster . 2. Select a skill level. Y ou will see a row of question marks, which represents a mystery word. 3. Press ENTER to stop the clock. ...

  • Franklin SYT-106 - page 21

    20 Product Information Model SYT -106: Digital Thesaurus • 500,000 synonyms, antonyms, and Classmates ™ • SpellBlaster II ™ spelling correction • Confusables ™ • MatchMaker ™ characters (? and ✽ ) • eight word games with scoring • automatic shutoff • context-sensitive help with automatic scrolling • auto self-demonstration ...

  • Franklin SYT-106 - page 22

    21 This product, excluding batteries, is guaranteed by Franklin for a period of one year from the date of pur- chase. It will be repaired or replaced with an equivalent product (at Franklin’s option) free of charge for any de- fect due to faulty workmanship or materials. Products purchased outside the United States that are returned under warrant ...

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Un conjunto de documentos determinado como manual de instrucciones se divide también en tipos más detallados, tales como: instrucciones de montaje Franklin SYT-106, instrucciones de servicio, instrucciones cortas o instrucciones de usuario Franklin SYT-106. Dependiendo de la situación debes buscar el documento que necesitas. En nuestra página puedes consultar el manual de instrucciones más popular del producto Franklin SYT-106.

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El manual de instrucciones del dispositivo Franklin SYT-106, ¿cómo debería ser?
El manual de instrucciones, también determinado como el manual de usuario o simplemente instrucciones, es un documento técnico que tiene como objetivo ayudar a los usuarios a utilizar Franklin SYT-106. Las instrucciones normalmente las realiza un escritor técnico pero en un lenguaje comprensible para todos los usuarios de Franklin SYT-106.

El manual de instrucciones completo de Franklin debe contener unos elementos básicos. Una parte de ellos es menos importante, como por ejemplo: la portada / la página principal o las páginas de autor. Sin embargo, lo demás debe facilitarnos la información más importante desde el punto de vista del usuario.

1. Introducción y pistas sobre cómo orientarse con el manual Franklin SYT-106 - Al principio de cada manual se deben encontrar las indicaciones acerca de la manera de usar un manual de instrucciones. Debe contener información sobre dónde encontrar el índice Franklin SYT-106, preguntas frecuentes o problemas más comunes – son los apartados más buscados por los usuarios de cada manual de instrucciones.
2. Índice - listados de todos los consejos acerca de Franklin SYT-106 que encontraremos en el documento
3. Consejos de uso de las funciones básicas del dispositivo Franklin SYT-106 - que deben facilitarnos los primeros pasos durante el uso de Franklin SYT-106
4. Troubleshooting - una secuencia sistematizada de acciones que nos ayudará a diagnosticar los problemas más importantes con Franklin SYT-106
5. FAQ - las preguntas frecuentes
6. Datos de contacto Información acerca de cómo encontrar los datos de contacto del fabricante / servicio de Franklin SYT-106 en cada país si no somos capaces de solucionar el problema por nuestra cuenta.

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