Annotation of loncom/html/adm/help/tex/Numerical_Response_Parts_A.tex, revision 1.5
1.2 bowersj2 1: \label{Numerical_Response_Parts_A}
1.1 bowersj2 2:
3: %
4: \begin{figure}
5: \begin{center}\includegraphics[ width=0.80\paperwidth]{numericalResponse1}\end{center}
6:
7:
8: \caption{Numerical Response editor \label{Numerical Response Editor Figure}}
9: \end{figure}
10: A Numerical Response problem has seven major parts by default:
11:
12: \begin{enumerate}
1.3 vandui11 13: \item The \textbf{Script} is the heart of advanced Numerical Response
1.1 bowersj2 14: problems. It can be used to decide some of the parameters of the problem,
15: compute the answer to the problem, and do just about anything else you can
16: imagine. The Script language is \textbf{Perl}. You do not need to know Perl
1.3 vandui11 17: to use the \textbf{Script} block because we will be stepping through some advanced
1.1 bowersj2 18: examples in this chapter, but knowing Perl can help.
19: \item Like other problem types, the \textbf{Text Block} is used to display the
20: problem the student will see. In addition, you can place variables in the
21: \textbf{Text Block} based on computations done in the \textbf{Script}.
1.4 lira 22: \item The \textbf{Answer} is the answer the system is looking for. The answer can
23: use variables calculated/defined in the problem's \textbf{Script} block, allowing the answer to be
1.5 ! raeburn 24: determined dynamically (including randomization).
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