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1.
- In the 'Boards' section you can change the list of activities. Just untoggle them in the treeview. You can change the language used for reading, for example, then the language used for saying the names of colors.
- You can save multiple configurations, and switch between them easily. In the 'Profile' section add a profile, then in the 'Board' section select the profile in the combobox, then select the boards you want to be active. You can add multiple profiles, with different lists of boards, and different languages. You set the default profile in the 'Profile' section, by choosing the profile you want, then clicking on the 'Default' button. You can also choose a profile from the command line.
- You can add users, classes and for each class, you can create groups of users. Note that you can import users from a comma-separated file. Assign one or more groups to a profile, after which those new logins will appear after restarting GCompris. Being able to identify individual children in GCompris means we can provide individual reports. It also recognizes the children as individuals; they can learn to type in and recognize their own usernames (login is configurable).
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Located in ../src/administration-activity/administration.xml.in.h:1
3.
If you want to fine tune GCompris to your needs, you can use the administration module here. The ultimate goal is to provide child-specific reporting for parents and teacher who want to monitor the progress, strengths and needs of their children.
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Located in ../src/administration-activity/administration.xml.in.h:5
101.
Go to calculation activities
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Located in ../boards/algebramenu.xml.in.h:1
102.
Various calculation activities.
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Located in ../boards/algebramenu.xml.in.h:2
113.
At the beginning of the game four seeds are placed in each house. Players take turns moving the seeds. In each turn, a player chooses one of the six houses under his or her control. The player removes all seeds from this house, and distributes them, dropping one in each house counter-clockwise from the original house, in a process called sowing. Seeds are not distributed into the end scoring houses, nor into the house drawn from. That is, the starting house is left empty; if it contained 12 seeds, it is skipped, and the twelfth seed is placed in the next house. After a turn, if the last seed was placed into an opponent's house and brought its total to two or three, all the seeds in that house are captured and placed in the player's scoring house (or set aside if the board has no scoring houses). If the previous-to-last seed also brought the total seeds in an opponent's house to two or three, these are captured as well, and so on. However, if a move would capture all an opponent's seeds, the capture is forfeited, and the seeds are instead left on the board, since this would prevent the opponent from continuing the game. The proscription against capturing all an opponent's seeds is related to a more general idea, that one ought to make a move that allows the opponent to continue playing. If an opponent's houses are all empty, the current player must make a move that gives the opponent seeds. If no such move is possible, the current player captures all seeds in his/her own territory, ending the game. (Source Wikipedia <http://en.wikipedia.org/wiki/Oware>)
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Located in ../src/awele-activity/awele.xml.in.h:1
114.
Oware
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Located in ../src/awele-activity/awele.xml.in.h:2
115.
Play the Oware strategy game against Tux
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Located in ../src/awele-activity/awele.xml.in.h:3
116.
The object of the game is to capture more seeds than one's opponent. Since the game has only 48 seeds, capturing 25 is sufficient to accomplish this. Since there are an even number of seeds, it is possible for the game to end in a draw, where each player has captured 24. The game is over when one player has captured 25 or more stones, or both players have taken 24 stones each (draw). If both players agree that the game has been reduced to an endless cycle, each player captures the stones on their side of the board.
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Located in ../src/awele-activity/awele.xml.in.h:4
118.
In the main board area, a set of objects is displayed. In the vertical box (at the left of the main board) another set of objects is shown, each object in the group on the left matching exactly one object in the main board area. This game challenges you to find the logical link between these objects. How do they fit together? Drag each object to the correct red space in the main area.
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Located in ../src/babymatch-activity/babymatch.xml.in.h:2
124.
Drag and Drop the shapes on their respective targets
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Located in ../src/babyshapes-activity/babyshapes.xml.in.h:3
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Contributors to this translation: Isopogon.