The skinny white boxes below are text boxes. Click in the first box with your mouse, then type your first name. Then click inside the second box and type your last name. When you are done, click the 'Submit' button.

A mouse is a handheld device that lets you point to objects on the screen, click them, and move them. Take a look at the diagram below to learn the different parts of a typical mouse.


Computer Mouse Practice Games Free Download


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Let's start off with clicking. When you click, you're interacting with the computer, telling it what to do. In order to click, press and release the left mouse button with your index finger.


I struggle with teaching my incoming Kindergarten students mouse skills at the beginning of each year. I am new to your blog and was thrilled to run across this list of websites to teach these skills to my kindergarten kids!

Mouse Practice was created using MacroMind Director and released in 1992 by Apple for the Macintosh computer platform. It involved the user learning the key functions of the mouse by controlling a scuba diver in an underwater environment.[1]

The next activity was to use a flashlight to look around while in the deep sea, requiring the use to move the mouse to control the flashlight in order to show a number of deep sea animals, such as jellyfish, gulper eels and squids This again worked on the basic skill of controlling the pointer by the use of moving the mouse. Once all of the animals have been illuminated, an animation showed the scuba diver traveling along holding onto an ascending whale's fin.

In the next activity, set on a coral reef, the user was required to move the pointer to the puffer fish, and then click the mouse button on the fish. The user then had to click in crevices of the reef revealing other sea animals which were a lobster, an octopus, a stingray, a gray reef eel and a seahorse. This taught the skill of pointing-and-clicking. After all animals had been revealed, an animation showed the scuba diver riding on a sea turtle saying "Let's see what else we can find".

The final activity involved a sunken ship where the user would gather the treasures that are scattered all over the ocean floor and put them away in a nearby treasure chest. The user was required to point to each treasure as instructed, starting with the golden crown, then click on it and drag it to the treasure chest. Once all the treasure was collected, a hook appeared and the user had to drag the hook to the chest, and then release the mouse button to let it be lifted to the motorboat. These activities taught the skill of dragging-and-dropping.

In the final scene, the diver, who has put the treasure chest in the boat, bids the user farewell and says "If you want to go underwater again, point to me and click. If you want to stop, click the treasure chest". Clicking the diver would result in the tutorial being repeated, while clicking on the treasure chest would quit the program. Clicking the treasure chest was the only way out of the program; unlike other computer programs, Mouse Practice could not be exited until the mission was accomplished.

This study explored the effects of training computer mouse use in the nondominant hand on clicking performance of the dominant and nondominant hands. Computer mouse use is a daily operation in the workplace and requires minute hand and wrist movements developed and refined through practice and training for many years. Our study had eleven right-handed computer mouse users train their nondominant hand for 15 min a day, five days per week, for six weeks. This study found improved performance with the computer mouse in the dominant hand following nondominant hand training because of the bilateral transfer effect of training. Additionally, our study showed that the nondominant hand is capable of learning the complex movements that our dominant hand has trained for many years. Last, our research showed that nondominant hand performance decreases when the skill is not trained for over a year, but the performance is significantly higher than that prior to the original training and can be rapidly relearned. Overall, training the nondominant hand on the computer mouse will allow for improved performance in industry while allowing safer, sustainable, and more achievable work in a multitude of economies.

Further research on hand usage has affirmed an association between hand dominance and injury. A right-hand dominant person is estimated to be five times more likely to develop carpal tunnel syndrome in their right hand than in their left4, and people who use the computer mouse with the same hand throughout the day have significantly more symptoms of injury in the mouse-side hand than in the hand on the non-mouse side5. Another study found that in 83% of people who suffered a hand injury, the dominant hand was affected, and an upper extremity disorder of the hand was more likely to occur in those who injured their dominant hand than in those who injured their nondominant hand6. Once the hand is injured, the dominant hand was shown to have significantly higher erosion, joint space narrowing, and damage progression than an injured nondominant hand7. After surgery, both hands have significantly less pain, but the prevalence of pain reported after surgery is higher for those with surgery on the dominant hand versus the nondominant hand8,9.

To further support our hypotheses, we also examined the long-term retention of training for the dominant and nondominant hands on the computer mouse. This allowed us to better understand whether participants truly learned the task with their nondominant hand and transferred the training or simply performed better by repeating the task for six weeks. Following approximately one year of no practice on the computer mouse by the nondominant hand, we hypothesized that, on average, the nondominant hand performance would exceed the performance from day one of the study. Additionally, we hypothesized that the one-year retention performance would not exceed the performance observed after six weeks of training, as some losses will occur if the task is not performed for a year.

The use of a computer mouse by one hand for extended periods of time can put people at risk of cumulative trauma disorders such as carpal tunnel syndrome. Since the use of a mouse requires the wrist to be in extension for long periods of time performing multidimensional movements, this causes carpal tunnel pressure to increase33. However, research has shown that when the mouse was used by the nondominant hand, wrist extension was reduced in the nondominant hand31. Successful training of the nondominant hand could lead to a reduction in carpal tunnel syndrome and other repetitive force injuries that are currently seen in the dominant hand from overuse. Another way carpal tunnel syndrome and other repetitive force injuries could be reduced is by switching which hand uses the mouse with throughout the day. Research has shown that rest is an easy way to prevent fatigue34,35. Using the nondominant hand to complete computer mouse operations will allow workers to switch hands during the day to reduce load and give the hands and wrists time for rest and repair. Rather than frequent breaks to prevent fatigue36, in which there is no production from the employee, the employees within companies can alternatively rest the dominant hand while continuing to work with the nondominant hand. Rotating hand use is also similar to a job rotation program in the sense that it changes the posture the workers are in for long periods of time. Worker rotation programs have been an effective industry practice for many years and have been shown to prevent ergonomic injuries, as they reduce static postures that are being assumed by employees for long periods of time37. Implementing hand rotation based on this successful practice, which is often used in manufacturing or service settings, may reduce the risk of injury in office environments.

Some may argue that the clicking game is not representative of work and cannot represent an industry task. However, many tasks in the work environment involve clicking with a computer mouse, as a study found that the average computer user clicks 7400 times each week while working on the computer for an average of 12.4 h a week38. This is an average of 9.95 clicks/min, which equates to just over a click every six seconds, while working on the computer in the workplace38. Whether it is opening software, changing cells in Excel, switching tabs, or closing browsers, clicking is one of the most common computer tasks. The game aspect was used to foster the participants' natural motivation to perform better and limit variability in the participants' motivation to improve39. The game is representative of the same sensorimotor applications people use in their job, making it an appropriate tool to judge the performance of industry tasks.

The results from the one-year retention study suggested that the dominant and nondominant hands retained a significant amount of click speed and accuracy after not being used for approximately a year, as represented by the improved scores from day one of the six-week study to day one of the retention study. These results strongly suggested that the nondominant hand learned the skills to control the speed and accuracy of the mouse movements and did not simply improve because of repetition. The results by Fleishman et al. supported the notion that after two years of not practicing complex, continuous control, perceptual-motor skills, the performance initially decreased, as participants refamiliarized themselves with the task, yet participants recovered learning when they had gained proficiency in the initial training40. The results of the one-year retention study also supported the notion that the dominant hand experienced bilateral transfer of training as the dominant hand performance after not training for a year was significantly higher than day one of the original study, and only 2.4% lower, on average, then at the end of the six-week training. Purdy el al. found that the level of proficiency in a task that took ten days in the original training to achieve was reached within three days after not practicing for one year41. This coincided with our one-year retention study results, which found that after not completing the task for approximately a year, the participants were able to reach the level of proficiency they had on day 25 of the original study after five days of practicing. 2351a5e196

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