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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 ...
The ideas of teaching machines and programmed learning provided the basis for later ideas such as open learning and computer-assisted instruction. Illustrations of early teaching machines can be found in the 1960 sourcebook, Teaching Machines and Programmed Learning. [12] An "Autotutor" was demonstrated at the 1964 World's Fair. [13]
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.
1.4 Computer science. ... Download QR code; Print/export ... This is a list of educational software that is computer software whose primary purpose is teaching or ...
[3] [19] Crowder's system, which he called "intrinsic programming", was better known as "branching programming" on account of its multiple-choice alternatives. Much better known was the other style of programmed learning, as proposed by the behaviourist B.F. Skinner. Skinner made some very effective criticisms of traditional teaching methods. [23]
Alice was developed to address four core problems in educational programming: [2] Alice is designed solely to teach programming theory without the complex semantics of production languages such as C++. Users can place objects from Alice's gallery into the virtual world that they have imagined, and then they can program by dragging and dropping ...
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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]