teaching machine

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teaching machine

n.
Any of various devices designed to teach by presenting the student with a planned sequence of statements and questions and providing an immediate response to his or her answers.

teaching machine

n
(Education) a machine that presents information and questions to the user, registers the answers, and indicates whether these are correct or acceptable

teach′ing machine`


n.
an automatic device, esp. a computer, that offers programmed instruction and corrects students' answers.
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Summary: TEHRAN (FNA)- A new type of neural network made with memristors can dramatically improve the efficiency of teaching machines to think like humans.
The researchers will develop new ways of teaching machines the complex relationship between actions and results, known as reinforcement learning.
The result is Project Magenta, a team of Google researchers who are teaching machines to create not only their own music but also to make so many other forms of art, including sketches, videos and jokes.
He's published dozens of papers demonstrating clever ways of teaching machines to understand and interact with the world.
An international AI mission focused on teaching machines to read could genuinely change the world for the better - the more so if it made AI a public good, rather than the property of a privileged few.
So-called deep learning, a branch of AI that specializes in teaching machines to learn by themselves, is also transforming the capability of speech recognition, computer vision and analytical algorithms used in autonomous vehicle technologies.
Teaching machines have not lived up to their promise of changing educational processes: this tells why, and considers the events surrounding those who fostered such believes about the power of technological change to improve education.
The program that time also included presentations on teaching machines and a report on credentialing.
Skinner, and their teaching machines and how companies were formed to address perceived deficits in the educational system in the 1960s; what happened when computer scientists took the reins of teaching machines from psychologists and created machines like PLATO, the Logo programming language, CD-ROMs, and tutoring systems; the role of the internet, including learning management systems, immersive experiences like simulations and Second Life, the Khan Academy, e-learning, and MOOCs (massive open online courses); and issues in designing future teaching machines.
For instance, expensive teaching machines cannot be bought for every school.
Pask was involved with research on teaching machines.
At the Public School, robotic teaching machines program children on Mars to be model citizens.

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