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Teaching machines were originally mechanical devices that presented educational materials and taught students. They were first invented by Sidney L. Pressey in the mid-1920s. [1] His machine originally administered multiple-choice questions. The machine could be set so it moved on only when the student got the right answer.
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 ...
Skinner, who was responsible for bringing the whole subject into popular view, acknowledged Pressey's work in his 1958 paper on teaching machines. [15] [16] Sidney was displeased by the “crass commercialization” of teaching machines. He objected to this use of teaching machines feeling they had a lack of questioning about basic theory.
Skinner made some very effective criticisms of traditional teaching methods. [23] His scheme of programmed instruction was to present the material as part of a "schedule of reinforcement" in typical behaviourist manner. The programmed text of Skinner's theory of behaviorism is the most complete example of his ideas in action. [24]
PLATO (Programmed Logic for Automatic Teaching Operations), [1] [2] also known as Project Plato [3] and Project PLATO, was the first generalized computer-assisted instruction system. Starting in 1960, it ran on the University of Illinois 's ILLIAC I computer.
Teaching Machines Inc, a group of psychologists produced a series of programmed learning texts. The texts were based on the work of B.F. Skinner, breaking complicated tasks to a one-step-at-a-time activity (terminal learning objectives). Grolier and TMI marketed Min-Max (a teaching machine) with machine programs and programmed text books. [18]
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Adaptive learning, also known as adaptive teaching, is an educational method which uses computer algorithms as well as artificial intelligence to orchestrate the interaction with the learner and deliver customized resources and learning activities to address the unique needs of each learner. [1]