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Exercise 6.30 through Exercise 6.32 developed a computer-assisted instruction program to teach an elementary school student multiplication. Perform the following enhancements: a) Modify the program to allow the user to enter a school grade-level capability. A grade level of 1 means that the program should use only single-digit numbers in the problems, a grade level of 2 means that the program should use numbers as large as two digits, and so on. b) Modify the program to allow the user to pick the type of arithmetic problems he or she wishes to study. An option of 1 means addition problems only, 2 means subtraction problems only, 3 means multiplication problems only, 4 means division problems only and 5 means a random mixture of problems of all these types.

Short Answer

Expert verified
Add grade level to set number size and choose problem type for customization.

Step by step solution

01

Define User Input for Grade Level

Start by adding user input functionality to your program to allow the user to specify their grade level. This input will determine the range of numbers used in problems. Use a simple input statement: ```python grade_level = int(input('Enter your grade level: ')) ``` This should be at the beginning of your program to capture the user's grade level.
02

Configure Problem Range Based on Grade Level

Based on the grade level input, configure the maximum number size for the problems. Use conditional statements to set the range: ```python if grade_level == 1: max_number = 9 elif grade_level == 2: max_number = 99 # Continue similarly for other grade levels. ``` This will mean problems will only use numbers up to the max_number.
03

Define User Input for Problem Type

Next, extend your program to allow the user to choose the type of arithmetic problems they want to solve. Add another input statement: ```python type_of_problem = int(input('Choose the type of problems (1-addition, 2-subtraction, 3-multiplication, 4-division, 5-random): ')) ``` This lets the user pick what kind of arithmetic problems they will work on.
04

Implement Problem Generation Logic

Now, use the inputs from steps 1 and 3 to generate problems: ```python import random number1 = random.randint(1, max_number) number2 = random.randint(1, max_number) # Based on type_of_problem, create different problems: if type_of_problem == 1: problem = f'{number1} + {number2}' elif type_of_problem == 2: problem = f'{number1} - {number2}' elif type_of_problem == 3: problem = f'{number1} * {number2}' elif type_of_problem == 4: # Ensure number2 is not 0 number2 = random.randint(1, max_number) problem = f'{number1} / {number2}' else: # Generate a random mixed problem operation = random.choice(['+', '-', '*', '/']) if operation == '/' and number2 == 0: number2 = random.randint(1, max_number) # Avoid division by zero problem = f'{number1} {operation} {number2}' ```
05

Display the Problem and Get User Answer

Present the problem to the user and capture their answer: ```python print(f'Solve: {problem}') user_answer = input('Your answer: ') ``` This step ensures users can see the problem and respond to it.

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Key Concepts

These are the key concepts you need to understand to accurately answer the question.

Grade-Level Customization
Customizing the difficulty of arithmetic exercises by grade level is essential for effective learning. In our program, we allow students to choose their grade level. This adaptation is crucial as it tailors the complexity of problems to the student's capability. The choice of grade level directly influences the numerical range used in exercises:
  • A level 1 grade implies problems will use only single digits (numbers 0-9).
  • Level 2 extends this to two-digit numbers (up to 99).
  • This pattern continues, adding another digit as the grade level increases.
By using this progression, students are gradually challenged with more complex numbers as they advance in their studies. Implementing grade-level customization in programming involves capturing the user's desired level through simple user input commands and then using conditional statements to define the maximum number size for math problems. This tailored approach ensures all students are engaged and working within a suitable level of difficulty.
Arithmetic Problem Types
Arithmetic problem types offer learners the flexibility to choose specific areas to focus on, catering to their individual needs and learning goals. The problem types included in our program are addition, subtraction, multiplication, division, and a random mix of these operations. Each option codes for a specific type of problem generation:
  • Addition - where numbers are summed together.
  • Subtraction - where one number is subtracted from another.
  • Multiplication - which involves calculating the product of two numbers.
  • Division - where one number is divided by another.
  • Random Mix - a blend of all operations provided randomly.
Allowing students to select the type of arithmetic problems helps focus on areas that need improvement, reinforcing learning through repetition. The program captures the student's choice through user input and uses conditional statements to generate the corresponding arithmetic problems dynamically.
User Input Functions
User input functions form the interactive backbone of the computer-assisted instruction program. They allow the program to capture real-time input from users and adjust the output accordingly. Our program uses these functions to gather information about the user's grade level and preferred arithmetic problem type. Two main points of input include:
  • Grade level selection, which determines the number range.
  • Problem type choice, determining the operations for practice.
Python's `input()` function is a simple, effective way to engage with users. In our program, input is requested at the start, facilitating a personalized learning experience. This information is then stored in variables, allowing the program to customize exercises based on the user's answers. By effectively using user input functions, educators can create a flexible and responsive learning tool that meets individual student needs.

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Most popular questions from this chapter

Write an application that displays a table of the binary, octal, and hexadecimal equivalents of the decimal numbers in the range 1 through 256 . If you are not familiar with these number systems, read Appendix E first.

Write a method integerPower ( base, exponent ) that returns the value of ? base exponent For example, integerPower (3,4) calculates \(3^{4}(\text { or } 3 * 3 \text { in } 3 * 3) .\) Assume that exponent is a positive, nonzero integer and that base is an integer. Method integerPower should use a for or while statement to control the calculation. Do not use any math library methods. Incorporate this method into an application that reads integer values for base and exponent and performs the calculation with the integerPower method.

Write program segments that accomplish each of the following tasks: a) Calculate the integer part of the quotient when integer a is divided by integer b. b) Calculate the integer remainder when integer a is divided by integer b. c) Use the program pieces developed in parts (a) and (b) to write a method display Digits that receives an integer between 1 and 99999 and displays it as a sequence of digits, separating each pair of digits by two spaces. For example, the integer 4562 should appear as 4 5 6 2 d) Incorporate the method developed in part (c) into an application that inputs an integer and calls displayDigits by passing the method the integer entered. Display the results.

Answer each of the following questions: a) What does it mean to choose numbers "at random?" b) Why is the nextInt method of class Random useful for simulating games of chance? c) Why is it often necessary to scale or shift the values produced by a Random object? d) Why is computerized simulation of real-world situations a useful technique?

Write an application that plays “guess the number” as follows: Your program chooses the number to be guessed by selecting a random integer in the range 1 to 1000. The application displays the prompt Guess a number between 1 and 1000. The player inputs a first guess. If the player's guess is incorrect, your program should display Too high. Try again. or Too low. Try again. to help the player “zero in” on the correct answer. The program should prompt the user for the next guess. When the user enters the correct answer, display Congratulations. You guessed the number!, and allow the user to choose whether to play again. [Note: The guessing technique employed in this problem is similar to a binary search, which is discussed in Chapter 16, Searching and Sorting.]

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