Please use this identifier to cite or link to this item: http://dspace.mediu.edu.my:8181/xmlui/handle/1721.1/6199
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dc.creatorPapert, Seymour-
dc.creatorSolomon, Cynthia-
dc.date2004-10-04T14:45:35Z-
dc.date2004-10-04T14:45:35Z-
dc.date1970-01-01-
dc.date.accessioned2013-10-09T02:44:03Z-
dc.date.available2013-10-09T02:44:03Z-
dc.date.issued2013-10-09-
dc.identifierAIM-254-
dc.identifierhttp://hdl.handle.net/1721.1/6199-
dc.identifier.urihttp://koha.mediu.edu.my:8181/xmlui/handle/1721-
dc.descriptionThis note illustrates some ideas about how to initiate beginning students into the art of planning and writing a program complex enough to be considered a project rather than an exercise on using the language or simple programming ideas. The project is to write a program to play a simple game ("one-pile NIM" or "21") as invincibly as possible. We developed the project for a class of seventh grader children we taught in 1968-69 at the Muzzey Junior High School in Lexington, Massachusetts. This was the longest programming project these children had encountered, and our intention was to give them a model of how to go about working under these conditions.-
dc.format7115814 bytes-
dc.format428742 bytes-
dc.formatapplication/postscript-
dc.formatapplication/pdf-
dc.languageen_US-
dc.relationAIM-254-
dc.titleNIM: A Game-Playing Program-
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