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  • Teaching Machines and Mechanical Learning
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Teaching Machines

Teaching Machines and Mechanical Learning

American History Museum

From the 1920s American psychologists experimented with teaching using machines. Inspired, in part, by the expansion of schooling, especially at the secondary level; the success of paper-and-pencil psychological tests in education; and the prestige associated with efficient machinery, they designed devices to present problems and reward accurate responses. Sidney Pressey of Ohio State University proposed such a machine in 1925. Joseph Ray of Tennessee worked on a combination of instruments in the 1930s. B.F. Skinner of the University of Minnesota and then Harvard University worked on machines for animal learning. During World War II, he proposed to guide missiles to their targets using trained pigeons in the nose cone. After the war, Skinner suggested several teaching machines for training people, both at an elementary level and in the college classroom. Although these were not widely adapted, learning with specially programmed textbooks and individually designed phonographic material entered the commercial marketplace. Traditional teaching tools like flash cards were modified to reflect principles of programmed instruction. Machines with electronic components even sold for teaching logic and principles of computer science.

Keller Breland and Marian Kraus, early graduate students of B.F. Skinner at the University of Minnesota, left the university in 1943 without completing their doctorates to establish Animal Behavior Enterprises. They used Skinnerian techniques to train animals to appear in advertisements and at theme parks, and also trained animal trainers. In 1950, the firm moved to Hot Springs Arkansas. By the middle of the decade, the Brelands had established their own “IQ Zoo” in Hot Springs that featured trained entertaining animals. Keller Breland died in 1964, but Marian continued the business. In 1976, she married Bob Bailey, the general manager. From the mid-1970s, ABE provided arcade games with specially trained animals. The Bird Brain featured a chicken trained to respond to directions from a microcomputer and play a game of tic-tac-toe. The Piano-Playing Duck was, as the name suggests, trained to operate a small piano. Thus, even when Skinnerian methods were not widely applauded in education, traditions of operant training lived on.


Teaching Machine Component, Physico-Trig II Disc

Teaching Machine Component, Physico-Trig III Disc

Teaching Machine Component, Natural Sciences 114 Disc

Sheets Used by B.F. Skinner in Conjunction with Teaching Natural Sciences 114

UICSM High School Mathematics, Experimental Programed Edition

New Math Addition Flash Cards

Logic Machine, Compulogical Tutor

Logic Machine Component, Compulogical Tutor

Booklet, Compulogical Tutor Demonstration at Control Data Corporation May 26, 1970

Booklet, National Museum of History and Technology Compulogical Tutor Demonstration Outline

Responsive Environments “Talking Page” teaching machine

Responsive Environments “Responsive Mathematics” Talking Page module

Coin-Operated Arcade Game, Bird Brain

Sign Labeling the Bird Brain Arcade Game

Bird Brain Play Tic-Tac-Toe with a Real Chicken

Sign for the Bird Brain Arcade Game, Aminal Shows Air Conditioned

PLEASE! DO NOT TAP ON GLASS

Set of Keys for Bird Brain Arcade Game

Taxidermied Chicken Like Those Used in the Bird Brain

CD-ROM Relating to the Bird Brain Arcade Game

Video Tape on Animal Behavioral Researches, Patient Like the Chipmunks Version 3

Components for the Bird Brain Arcade Game

Notebook with Information on the Bird Brain and Animal Behavioral Enterprises

Coin-Operated Arcade Game, Piano Playing Duck


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