All the Right Type
Homepage where users can easily navigate from lesson to lesson. 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.

Theme Pages change the users interface
so that ATRT is enjoyed by all ages. Improving keyboarding skills is like swimming. Everyone needs to start at the same point learning homerow key hand position: 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.
Hand Position
This is a screen shot of a lesson in the Learning lab where new keys are introduced. 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.

After completing each line in the "learn" type lesson , users will see a report and get immediate feedback finger analysis. A critical ATRT 4 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.
This is a screen shot of a "practice" type lesson displaying immediate feedback to the student on the line that they have just completed. The error checking algorithm is not letter by letter as in the learning lab so users may type any letter to complete the line. 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.

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 that involve all the letters and numbers on the keyboard for general practice after all keys have been learned. In themed games we have also incorporated basic math keyboarding (number-pad) drills 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.
Class Report
For assessment, teachers can view class reports of all students' progress as well as reports for individual students. All reports can be exported into a spreadsheet. When analyzing student results, teachers that spot an area for improvement may delete a lesson so that students will be prompted to redo that lesson the next time they log on.

Import teachers and students
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.
Here is a screen shot displaying what a lesson drill file looks like. Teachers may modify the sequence to control which lesson will be presented and in what order. Teachers may also create and sequence their own drill files.

Records for Test
This is a screen shot. For example of test scores in the testing building. Student's words-per-minute (WPM), Accuracy and Errors are displayed for student performance and class comparison purposes.​
Records for Skill
This is a screen shot of skill building scores. It is a comprehensive summary of skill and improvement presented in a clear graphic form. Lessons in the skill building are broken into isolated words, sentences and paragraphs. Each lesson gets a little more complex and the program will save results after each section into the database.

Sample certificate that teachers can generate from the program. This is great for reinforcement and is in addition to the varied e-stickers that teachers gmay be generated and given to students for good work.