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بسم
الله الرحمن
الرحيم
Teaching Machines ,
mechanical devices employed to present systematically a programmed
sequence of instruction to a student.
The first teaching
machines were designed by the American psychologist Sidney Leavitt Pressey
in the 1920s to provide immediate feedback for multiple-choice tests.
Immediate correction of errors served a teaching function, enabling
students to practice test items until their answers were correct.
In 1954 the
American behavioral psychologist B. F. Skinner popularized the potential
of teaching machines for academic instruction. Skinner held that classroom
teachers, responsible for heterogeneous groups of students, could not be
expected to provide individualized instruction for each student without
assistance from mechanical devices. Teaching machines containing
well-programmed sequences could provide step-by-step progress toward
carefully defined instructional objectives, with each step depending on
mastery of all the prerequisite steps. A good program in a teaching
machine could thus make efficient use of the principle of active
responding by providing students with immediate feedback on success or
failure.
The early linear
teaching machines could not judge the student's response nor, indeed, even
determine that the student had responded; they simply presented the
correct answer on demand, providing a chance for the student to inspect
that feedback before proceeding. Branching teaching machines, using
multiple-choice questions, sent students to different next frames,
providing either remedial information and a chance to try again, or
confirmation of success and the next step in the sequence. Both kinds of
machines were so simple in design that they were replaceable by programmed
textbooks offering almost the same control over learner progress.
The potential of
the computer as a teaching machine promises increasing design
sophistication. Computers can be programmed to judge student input and to
tailor lessons to each individual's level of mastery. In a tutorial mode,
computers can present instructional input and require mastery of each step
in ways that were not possible in the early machines. The sensitivity of
the instructional designer to alternative patterns of student learning is
the necessary key to full use of this advance in machine capacity.
Simulation—using the machine to model a real situation—enables even
greater sophistication, allowing realistic reactions to student input.
Well-designed intellectual games can provide patient environments in which
to practice important problem-solving skills.
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