Learning With Artificial Worlds


Book Description

First Published in 1994. This book is about modelling in education. It is about providing children with computer tools to enable them to create their own worlds, to express their own representations of their world, and also to explore other people's representations - learning with artificial worlds. This title is best suited for the classroom teacher who has used some modelling, and now wishes to seriously consider the role of modelling within their curriculum.




Artificial Unintelligence


Book Description

A guide to understanding the inner workings and outer limits of technology and why we should never assume that computers always get it right. In Artificial Unintelligence, Meredith Broussard argues that our collective enthusiasm for applying computer technology to every aspect of life has resulted in a tremendous amount of poorly designed systems. We are so eager to do everything digitally—hiring, driving, paying bills, even choosing romantic partners—that we have stopped demanding that our technology actually work. Broussard, a software developer and journalist, reminds us that there are fundamental limits to what we can (and should) do with technology. With this book, she offers a guide to understanding the inner workings and outer limits of technology—and issues a warning that we should never assume that computers always get things right. Making a case against technochauvinism—the belief that technology is always the solution—Broussard argues that it's just not true that social problems would inevitably retreat before a digitally enabled Utopia. To prove her point, she undertakes a series of adventures in computer programming. She goes for an alarming ride in a driverless car, concluding “the cyborg future is not coming any time soon”; uses artificial intelligence to investigate why students can't pass standardized tests; deploys machine learning to predict which passengers survived the Titanic disaster; and attempts to repair the U.S. campaign finance system by building AI software. If we understand the limits of what we can do with technology, Broussard tells us, we can make better choices about what we should do with it to make the world better for everyone.




Turtle Geometry


Book Description

Turtle Geometry presents an innovative program of mathematical discovery that demonstrates how the effective use of personal computers can profoundly change the nature of a student's contact with mathematics. Using this book and a few simple computer programs, students can explore the properties of space by following an imaginary turtle across the screen. The concept of turtle geometry grew out of the Logo Group at MIT. Directed by Seymour Papert, author of Mindstorms, this group has done extensive work with preschool children, high school students and university undergraduates.




The Deep Learning Revolution


Book Description

How deep learning—from Google Translate to driverless cars to personal cognitive assistants—is changing our lives and transforming every sector of the economy. The deep learning revolution has brought us driverless cars, the greatly improved Google Translate, fluent conversations with Siri and Alexa, and enormous profits from automated trading on the New York Stock Exchange. Deep learning networks can play poker better than professional poker players and defeat a world champion at Go. In this book, Terry Sejnowski explains how deep learning went from being an arcane academic field to a disruptive technology in the information economy. Sejnowski played an important role in the founding of deep learning, as one of a small group of researchers in the 1980s who challenged the prevailing logic-and-symbol based version of AI. The new version of AI Sejnowski and others developed, which became deep learning, is fueled instead by data. Deep networks learn from data in the same way that babies experience the world, starting with fresh eyes and gradually acquiring the skills needed to navigate novel environments. Learning algorithms extract information from raw data; information can be used to create knowledge; knowledge underlies understanding; understanding leads to wisdom. Someday a driverless car will know the road better than you do and drive with more skill; a deep learning network will diagnose your illness; a personal cognitive assistant will augment your puny human brain. It took nature many millions of years to evolve human intelligence; AI is on a trajectory measured in decades. Sejnowski prepares us for a deep learning future.




You Look Like a Thing and I Love You


Book Description

As heard on NPR's "Science Friday," discover the book recommended by Malcolm Gladwell, Susan Cain, Daniel Pink, and Adam Grant: an "accessible, informative, and hilarious" introduction to the weird and wonderful world of artificial intelligence (Ryan North). "You look like a thing and I love you" is one of the best pickup lines ever . . . according to an artificial intelligence trained by scientist Janelle Shane, creator of the popular blog AI Weirdness. She creates silly AIs that learn how to name paint colors, create the best recipes, and even flirt (badly) with humans—all to understand the technology that governs so much of our daily lives. We rely on AI every day for recommendations, for translations, and to put cat ears on our selfie videos. We also trust AI with matters of life and death, on the road and in our hospitals. But how smart is AI really... and how does it solve problems, understand humans, and even drive self-driving cars? Shane delivers the answers to every AI question you've ever asked, and some you definitely haven't. Like, how can a computer design the perfect sandwich? What does robot-generated Harry Potter fan-fiction look like? And is the world's best Halloween costume really "Vampire Hog Bride"? In this smart, often hilarious introduction to the most interesting science of our time, Shane shows how these programs learn, fail, and adapt—and how they reflect the best and worst of humanity. You Look Like a Thing and I Love You is the perfect book for anyone curious about what the robots in our lives are thinking. "I can't think of a better way to learn about artificial intelligence, and I've never had so much fun along the way." —Adam Grant, New York Times bestselling author of Originals




Formative Design in Learning


Book Description

Learning design is an ill-structured process that must account for multiple stakeholders, contextual constraints, and other instructional needs. Whereas many theories outline learning theories, less is known about the formative design process and how it impacts the design and development of learning technologies. This is critical because a formative view considers the issues that educators encounter and how to overcome them during the learning design process. This edited volume provides a multi-faceted look at theories, studies, and design cases that employ formative design in learning across multiple domains. Topics include processes oriented around design thinking, design-based research, and others. Additional chapters provide contextual considerations, such as describing how formative design was used to design learning solutions for STEM learning and food banks, as well as overcoming challenges in emergency remote teaching. In doing so, the book provides an interdisciplinary view that explores how scholars and practitioners engage in formative practices that support a wide array of learners and contexts.




Developing Models in Science Education


Book Description

Models and modelling play a central role in the nature of science, in its conduct, in the accreditation and dissemination of its outcomes, as well as forming a bridge to technology. They therefore have an important place in both the formal and informal science education provision made for people of all ages. This book is a product of five years collaborative work by eighteen researchers from four countries. It addresses four key issues: the roles of models in science and their implications for science education; the place of models in curricula for major science subjects; the ways that models can be presented to, are learned about, and can be produced by, individuals; the implications of all these for research and for science teacher education. The work draws on insights from the history and philosophy of science, cognitive psychology, sociology, linguistics, and classroom research, to establish what may be done and what is done. The book will be of interest to researchers in science education and to those taking courses of advanced study throughout the world.




Serious Games and Virtual Worlds in Education, Professional Development, and Healthcare


Book Description

"This book explains how digital environments can easily become familiar and beneficial for educational and professional development, with the implementation of games into various aspects of our environment"--Provided by publisher.




Learning Innovations with ICT


Book Description




Learning to Teach Using ICT in the Secondary School


Book Description

First published in 2002. Routledge is an imprint of Taylor & Francis, an informa company.