Search results
Results from the WOW.Com Content Network
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 instructional potential of the teaching machine stemmed from several factors: it provided automatic, immediate and regular reinforcement without the use of aversive control; the material presented was coherent, yet varied and novel; the pace of learning could be adjusted to suit the individual.
The learning material is in a kind of textbook or teaching machine or computer. The medium presents the material in a logical and tested sequence. The text is in small steps or larger chunks. After each step, learners are given a question to test their comprehension. Then immediately the correct answer is shown.
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.
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.
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 ...
In the 68k, a full 1 ⁄ 3 of the transistors were used for this microcoding. [19] In 1979, David Patterson was sent on a sabbatical from the University of California, Berkeley to help DEC's west-coast team improve the VAX microcode. Patterson was struck by the complexity of the coding process and concluded it was untenable. [20]
The source code of Snap! is GNU Affero General Public License (AGPL) licensed and is hosted on GitHub. [7] The earlier, desktop-based 3.x version's code is available under a license that allows modification for only non-commercial uses and can be downloaded from the UC Berkeley website [8] or CNET's download.com and TechTracker download page ...