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Module 3
The Creation of Educational Activities using JClic
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Automatic content generation
   

The modules for automatic generation are in charge of providing the activities of the content which the boxes must show. At the present time the only module which exists is for mental arithmetic (Arith). To create an automatic content generator, it must be programmed in Java. This is not an objective for this course.

The automatic content generator Arith allows you to create activities that contain mental arithmetic which are generated at random from certain criteria which is laid down at the moment of designing the activity.

You can see this option in the dropdown menu which is in the section Content Generator in the tab Activity Options. This option is not visible in all the activities. As Arith generates a type of content thought out for pairing boxes or putting them in order, it is only visible in the activities which work with boxes.

  • simple association
  • complex association
  • identification activity
  • exploring activity
  • memory game
  • written answers
  • double puzzle
  • interchangeable puzzle
  • hole puzzle

Of these activities, the complex association activity and the identification activity cannot use the automatic content generator because of the logic in each of them. The first because it relates grids of different numbers of boxes and, consequently, has operations without origen or end, making it impossible to finalize the activity. In the identification activity, it is impossible to choose En la actividad de identificación no se puede escoger cuál es la marca que no señala alguna o algunas casillas ni por los números ni por las operaciones. The parameters are always established at random.

The remaining modules treat mental arithmatic differently depending on the way each one is organised:

  • In simple association activities, one grid with the mathematical operations must be paired off with a second grid which shows the results.
  • In the exploring activity the result of the operations is shown.
  • In the memory game you have to find pairs formed by an operation and the results.
  • In written reply activities you write the answer using the keyboard
  • In the puzzles, the only option is to put the results in order going either up or down.

The button Configuration opens the window Content Generator Editor:

This is where you decide what type of mental arithmatic operations you want to put into the activity you are editing:

Operations
You choose one or more basic arithmetical operations.
Unknown quantity
You choose which of the four elements of an operation (first operant,operation, second operant and result) will be the unknown quantity. Normally the unknown quantity is the result,e.g.: "4+2=?", but it is possible to put forward the same operation by writing "4+?=6", "?+2=6" or "4?2=6". You can also set out the operations starting with the result.e.g."6=4+2".
Limits for numbers and results
Depending on their position in the operation you can choose from -9999 to 9999.
Decimal s
There isn´t (# whole), but you can choose between one or two decimals in the numbers.
"carry"
This is the possibility of setting forth additions and subtractions wherein the operation applied digit by digit is never higher than 9 or lower than 0.
Putting in order
This is very useful when doing double puzzles or interchangeable puzzles.

 
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