Dataman

Dataman was an educational toy calculator with mathematical games to aid in learning arithmetic.[1][2] It had an 8-digit vacuum fluorescent display (VFD)[3] and a keypad.[4] Dataman was manufactured by Texas Instruments[5] and was launched on 5 June 1977.[3][6]

Dataman

Details

DataMan was designed to resemble a robot. It had an array of 24 keys of differing shape, including ten digit keys, four arithmetic function keys, an equals key, a memory bank key, an on key, an off key, and keys for various games.

The following games, played against the clock, were designed to teach the four basic operations of arithmetic—addition, subtraction, multiplication and division:[2][6]

  • "Electro Flash" – for practicing mathematical tables
  • "Wipe Out" – for competing at solving arithmetic problems rapidly
  • "Number Guesser" – for guessing a number selected by DataMan
  • "Force Out" – for subtracting numbers, to avoid being the one who arrives at zero[4]
  • "[?]" – to enter unknowns in equations
gollark: I've had pretty good maths teachers consistently, at least.
gollark: ħæħ indeed.
gollark: Although that seems to partly just be people being annoying and saying "no, I obviously should have gotten X grade, you should just have used my definitely accurate teacher-predicted grade".
gollark: GCSE results are in five days, and people are complaining a lot about how they messed up A-levels.
gollark: I'm not really sure about what do after A-level, and am also vaguely unsure about my subject choices for that, but *oh well* (I technically can still change them, though).

References

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