3. A competitive computer educational game for teaching a plurality of students in the classroom enviornment, utilizing a computer network where all students are simultaneously asked a question, each student having access to and input device with which to enter an answer, with a master computer asking the questions and keeping score, and comprising: a means of adjusting the time allowed for each student to answer in the inverse order of their instantaneous score, thereby giving the students with a low score more time to answer, thereby encouraging the slower students to mainttain their interest in the learning process.
4. A competitive computer educational game as set forth in claim 3 further comprising a means of computing an instantaneous handicap for each student based on a predetermined function of the difference between his score and the player with the highest score, and a means of adding said handicap to the slower students score when they enter a correct answer in such a manner that all student scores tend to be equalized.