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The concept of intelligent machines for instructional use date back as early as 1924, when Sidney Pressey of Ohio State University created a mechanical teaching machine to instruct students without a human teacher. [5] [6] His machine resembled closely a typewriter with several keys and a window that provided the learner with questions. The ...
B. F. Skinner was responsible for a different type of machine which used his ideas on how learning should be directed with positive reinforcement. [8] Skinner advocated the use of teaching machines for a broad range of students (e.g., preschool aged to adult) and instructional purposes (e.g., reading and music).
Pressey's machine had a window with a question and four answers. The student pressed the key to the chosen answer. The machine recorded the answer on a counter to the back of the machine, and showed the next question. The great idea was to fix the machine so that it would not move on until the student chose the right answer.
Since the SIC and SIC/XE machines are not real machines, the task of actually constructing a SIC emulator is often part of coursework in a systems programming class. The purpose of SIC is to teach introductory-level systems programmers or collegiate students how to write and assemble code below higher-level languages like C and C++.
[20] [21] [22] Examples of this method show that the alternatives offered in questions were chosen to cover mistakes which students were likely to make. [ 3 ] [ 19 ] Crowder's system, which he called "intrinsic programming", was better known as "branching programming" on account of its multiple-choice alternatives.
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The concept of code blocks it implements is based on MIT's Scratch visual language (listed above). It also permits the use of normal typed code (separate or intermingled) through its own API and the Haxe language. ToonTalk is a language and environment that looks like a video game. Computational abstractions are mapped to concrete analogs such ...