Learn how to touch type in the most effective and efficient way with ATRT's no nonsense approach. Our learning methodology was designed by keyboarding specialists so that you will see positive results quickly.
From school or from home you can continue your lesson where you left off to improve your typing skills and save valuable time. All The Right Type was designed especially for school use and has all the tools teachers need to help their students improve their typing skills. |
All the Right Type
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ATRT has four types of lessons that support immediate reinforcement (learn, practice, skill and test). If "sequencing" is turned on, students must follow the learning pattern designed by keyboarding specialists. The maintenance section has many exceptional features for teacher management.
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Theme Pages
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User interfaces change so that ATRT is enjoyed by all ages. Improving keyboarding skills is like swimming. Everyone needs to start at the same point, however, learners can progress at their own speed with different goals. Our lessons and learning methodology focus on finger reach and aromaticity, therefore, advance keyboarding skills as quickly as possible.
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Hand Position
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Animated fingers display proper fingering and reach. Users are then presented with several lines of text which they must type correctly to progress to the next key. If a mistake is made, users will see immediate feedback in the form of an animation of the correct fingering and reach.
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Learn
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After completing each line in the "learn" type lesson, users will see a report
and get immediate feedback finger analysis. A critical ATRT advantage is the letter-by-letter error checking to report the individual finger to the user should focus on. The program will prompt users to redo the lesson if they have not achieved the level of accuracy set by the teacher.
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Practice
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The keys presented are the same keys that they have learned in the previous
"learn" type lesson; however, the learning focus has moved to using the letters in words and sentences.
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Games
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We have two types of games: Lesson Games which follow the same letters
that students have learned if sequencing (time-tested effective learning order) has been turned on, and Themed Games. In themed games we have
also incorporated basic math keyboarding (number-pad) lessons as well as "dictation" or "note-taking" type games to reinforce keyboarding without text
to copy. All game results are tracked into the database for recordkeeping.
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Lessons
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Teachers have the control to modify, create and sequence lessons to
better suit the needs of their students.
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Records for Test
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Teachers can record student test scores. Student's words-per-minute
(WPM), Accuracy and Errors are displayed for student performance and class comparison purposes.
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Records for Skill
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Teachers can record student test scores. Student's words-per-minute (WPM), Accuracy and Errors are displayed for student performance and class comparison purposes.
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Certificate
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Certificates can be generated from the program for students to reinforce
their achievements and good work.
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Import Teachers and Students
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Users can be added one by one or large numbers of students may be
imported using an industry standard comma-separated values (CSV) file format.
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