By Keith Cameron
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Extra info for Computer Assisted Language Learning: Programme Structure and Principles
V. programs, board games and computer software. T. was conducting research into computational linguistics and artificial intelligence. Their work included the analysis of natural language by computer, and the development of increasingly powerful parsers. As we know, their findings are paying off in areas as far apart as robotics and medical diagnosis. Problem-solving by computer became a major growth area for scientific research, and the invention of puzzles receptive to computational analysis was and is a priority in artificial intelligence research.
So for this reason and also to keep the program reasonably small a qualifying heuristic was defined as one which gave predictive power of approximately 10 to 1 over a significant number of nouns. So an example of a qualifying suffix would be 'isme' (all masculine, 695 to 0) whilst an example of a non- qualifying suffix would be 'one' (predominantly masculine but by only 63 to 58). The unfortunate side of this natural selection was that quite significant bodies of nouns went to the wall. In part this was remedied by looking for structural similarities between suffixes.
All the activities provided so far relate to these texts in much the same way as a reading skills book will base its activities on the author's choice of texts. Naturally this is a limiting factor but one which can be overcome, at least to some extent, with computer-based materials. There are two possibilities for extending existing programs. The first of these can be achieved by providing instructions concerning how a teacher can alter a program by simple alterations to its listing. The second is to provide a fully developed authoring program which will allow a teacher to adapt the existing program by following screenbased instructions concerning the input of new text or data.
Computer Assisted Language Learning: Programme Structure and Principles by Keith Cameron