Instruction Manual - Chicco Video Talking Farm Instruction Manual

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  • ENGLISH, page 6

Instruction Manual

GB USA
Age: 12 months and up
OPERATING MANUAL
• We recommend that you read this manual carefully and save it for future reference.
• The toy runs on 3 "AA" - 1.5 Volt batteries which are included. The batteries included with the product at the time of purchase are only
provided so you can test function at the store. They must be replaced with new batteries immediately after purchase.
WARNING
For your child's safety: ATTENTION!
• Before use, remove and eliminate any plastic bags and other materials which are not part of the toy itself (e.g. bindings, securing ele-
ments, etc.) and keep them out of the child's reach.
• Regularly check the product for wear and signs of damage. If the toy is damaged, do not use it and keep it out of the child's reach.
• Adult supervision is recommended when using the toy.
INTRODUCTION TO PLAY
A bilingual toy: stimulates a child's language development through listening, memorizing and repeating the nursery rhymes, the first words
and short sentences, also in another language.
3 learning levels: level 1_ ANIMALS & COLORS the child discovers the names of the animals, colors and verses; level 2_ QUIZ the child has
great fun finding the right answers to the riddles; level 3_ NURSERY RHYMES the child learns the animals' habits.
HOW THE TOY WORKS
Turning it on and selecting the language
• Turn the toy on by moving the switch (A, Fig.1) on the farm windmill from 0 to either I or II depending on the volume desired. A brief initial
welcome melody plays when it goes on. From this point on, all electronic functions are active.
• When the toy is turned on, it is automatically set to the mother tongue. You can change language by pressing the buttons on the front
of the toy (B, Fig. 1). A short melody plays, confirming your selection.
• After a brief pause, the toy greets the child and reverts to stand-by mode until one of the activity buttons is pressed.
• To extend battery life, we recommend that you always turn the toy off by setting the switch (A) to 0.
How to play
For a gradual learning of the educational content, we recommend starting play at level 1 and then moving up to levels 2 and 3.
Level 1: ANIMALS & COLORS
Press the level 1 button (C, Fig. 1) on the farm windmill and a light goes on to confirm your choice; the initial nursery rhyme starts to play
introducing the child to the activity for this level:
"So many sounds down on the farm .Why it's the animals going round .There's a red rooster and a bird so blue, pick the one you like, it's
up to you"
When the child presses the buttons for the various animals, it will be thrilled to hear the names of the animals, their colors and sounds. An
image of the animal selected and the corresponding color appears on the LCD display (F, Fig. 1).
Level 2: QUIZ
Press the level 2 button (D, Fig. 1) and a light goes on to confirm your choice; the initial nursery rhyme starts to play introducing the child
to the activity for this level:
"Eight animals to find you know, listen to their sounds, let's go!"
The toy poses questions, inviting the child to give the right answer. If the child guesses right, a child appears on the LCD display confirming
the right answer and the animal is displayed making its typical sound.
If the child presses the wrong animal or does not press anything at all, a child appears on the LCD display saying "OH, OH" and the question
is repeated. Then an image appears on the LCD display to help the child recognize the right animal. If the wrong button is pressed several
times, the toy provides the right answer and moves on to the next question.
Level 3: NURSERY RHYME
Press the level 3 button (E, Fig. 1) and a light goes on to confirm your choice; the initial nursery rhyme starts to play introducing the child
to the activity for this level:
"What are the animals' lives all about? Listen to the rhymes and you'll soon find out."
Pressing the button for the corresponding animal, the child will hear a nursery rhyme recounting the animal's habits and a moving image
of the animal will appear on the LCD display.
Other talking activities
When the window (G, Fig. 1) is moved to the right, the child will hear the alphabet song (ABC) and if it is moved again, will hear the number
song (1,2,3) while the letters or numbers appear on the LCD display.
Video Talking Farm
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