When Machines Teach: Designing Computer CoursewareGrade level: 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, p, e, i, s, t. |
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Page 11
... knowledge an expert has but a student lacks . To make this transition , we must either have a thorough knowledge of what we want to teach or have access to an expert who does . Where there is no clear path to a solution , we can ...
... knowledge an expert has but a student lacks . To make this transition , we must either have a thorough knowledge of what we want to teach or have access to an expert who does . Where there is no clear path to a solution , we can ...
Page 124
... knowledge as courseware does . Instead , they stress discovering , asking " what if ” questions and having the computer answer by carrying out the necessary actions . Students acquire requisite skills and knowledge indirectly in the ...
... knowledge as courseware does . Instead , they stress discovering , asking " what if ” questions and having the computer answer by carrying out the necessary actions . Students acquire requisite skills and knowledge indirectly in the ...
Page 126
... knowledge about the system of interest . In some instances , as in the fulcrum problem , the model is an equation ( or a group of them ) that is readily programmable and which indeed does capture what is central to the system . With ...
... knowledge about the system of interest . In some instances , as in the fulcrum problem , the model is an equation ( or a group of them ) that is readily programmable and which indeed does capture what is central to the system . With ...
Contents
Instructional Design for Courseware | 3 |
The Design of Scripted Courseware | 26 |
The Design of Generative CAL | 44 |
Copyright | |
7 other sections not shown
Common terms and phrases
Accept input algorithm Artificial Intelligence ask students ask the student attributes basic bignumber bugs cards chapter choose COMCON comma complex Concordia University coordinate conjunction course courseware design cursor designing courseware display draw educational errors example expert Figure frame fulcrum function keys give goal Gordon Pask graphics heuristic human instance instructional decisions instructional design intelligent Intelligent Tutoring Systems interaction kind knowledge learners learning legal moves lesson let students look machine main clauses master performer master performer's mean metalanguage multiple-choice players possible problem procedure pseudocode punctuation question random number response right answer rules score screen scripted courseware seesaw sentence simple simulation skills solution solve specific square status line student model student's answer taught teach teacher things TICCIT topic tutoring strategy users values variable what's word writing wrong answers