Making-a-Difference Exercises

As computer costs decline, it becomes feasible for every student, regardless of economic circumstance, to have a computer and use it in school. This creates exciting possibilities for improving the educational experience of all students worldwide as suggested by the next two exercises. [Note: Check out initiatives such as the One Laptop Per Child Project (http://one.laptop.org). Also, research “green” laptops—and note the key “going green” characteristics of these devices. Look into the Electronic Product Environmental Assessment Tool (http://www.epeat.net) which can help you assess the “greenness” of desktops, notebooks and monitors to help you decide which products to purchase.]

  1. 7.39 (Computer-Assisted Instruction) The use of computers in education is referred to as computer-assisted instruction (CAI). Write a program that will help an elementary-school student learn multiplication. Use a Random object to produce two positive one-digit integers. The program should then prompt the user with a question, such as

    
    How much is 6 times 7?
    

    The student then inputs the answer. Next, the program checks the student’s answer. If it’s correct, display the message "Very good!" and ask another multiplication question. If the answer is wrong, display the message "No. Please try again." and let the student try the same question repeatedly until the student gets it right. A separate method should be used to generate each new question. This method should be called once when the app begins execution and each time the user answers the question correctly.

  2. 7.40 (Computer-Assisted Instruction: Reducing Student Fatigue) One problem in CAI environments is student fatigue. This can be reduced by varying the computer’s responses to hold the student’s attention. Modify the program of Exercise 7.39 so that various comments are displayed for each answer. Possible responses to a correct answer:

    
    Very good!
    Excellent!
    Nice work!
    Keep up the good work!
    

    Possible responses to an incorrect answer:

    
    No. Please try again.
    Wrong. Try once more.
    Don't give up!
    No. Keep trying.
    

    Use random-number generation to choose a number from 1 to 4 that will be used to select one of the four appropriate responses to each correct or incorrect answer. Use a switch statement to issue the responses.

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