Mindstorms

Children, Computers, And Powerful Ideas
Author: Seymour A. Papert
Publisher: Basic Books
ISBN: 9780465046744
Category: Education
Page: 252
View: 4593

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Mindstorms has two central themes: that children can learn to use computers in a masterful way and that learning to use computers can change the way they learn everything else. Even outside the classroom, Papert had a vision that the computer could be used just as casually and as personally for a diversity of purposes throughout a person's entire life. Seymour Papert makes the point that in classrooms saturated with technology there is actually more socialization and that the technology often contributes to greater interaction among students and among students and instructors.

Das LEGO®-MINDSTORMS®-EV3-Ideenbuch

181 einfache Maschinen und clevere Konstruktionen
Author: Yoshihito Isogawa
Publisher: dpunkt.verlag
ISBN: 386491728X
Category: Crafts & Hobbies
Page: 232
View: 5720

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Das LEGO-MINDSTORMS-EV3-Ideenbuch stellt zahlreiche kreative Wege vor, um faszinierende mechanische Konstruktionen mit dem EV3-Set zu bauen. Die einzigartige visuelle Anleitung dazu hat LEGOBaumeister Yoshihito Isogawa genial in Szene gesetzt. Das Buch bietet visuelle Anleitungen für über 180 Mechanismen, Maschinen und Getriebe mit dem MINDSTORMS-EV3-Set. Zu jedem Modell gibt es eine Liste der benötigten Teile, minimalen Text und farbige Bilder aus verschiedenen Blickwinkeln, sodass du es auch ohne Schritt-für-Schritt-Anleitung nachbauen kannst. Du wirst lernen, Radaufhängungen für Autos, lenkbare Raupenfahrzeuge, Ball-Shooter, Robotergreifarme und andere kreative Wunderwerke zu konstruieren. Jedes Modell zeigt einfache mechanische Prinzipien, die du als Komponente für deine eigenen Kreationen verwenden kannst - zum Beispiel um noch raffiniertere Roboter zu erschaffen. Das Beste daran: Jedes Teil, das benötigt wird, um diese Maschinen zu bauen, ist in einem LEGO-Set (# 31313) enthalten!

The Children's Machine

Rethinking School In The Age Of The Computer
Author: Seymour Papert
Publisher: Basic Books
ISBN: 9780465010639
Category: Education
Page: 256
View: 4572

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In his classsic book, Mindstorms: Children, Computers, and powerful Ideas, Seymour Papert set out a vision of how computers could change school. In The Children's Machine he now looks back over a decade during which American schools acquired more than three million computers and assesses progress and resistance to progress.

Mentopolis


Author: Marvin Lee Minsky
Publisher: N.A
ISBN: 9783608931174
Category:
Page: 342
View: 3839

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Computing Methodologies -- Artificial Intelligence.

Python Crashkurs

Eine praktische, projektbasierte Programmiereinführung
Author: Eric Matthes
Publisher: dpunkt.verlag
ISBN: 3960881460
Category: Computers
Page: 622
View: 4664

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"Python Crashkurs" ist eine kompakte und gründliche Einführung, die es Ihnen nach kurzer Zeit ermöglicht, Python-Programme zu schreiben, die für Sie Probleme lösen oder Ihnen erlauben, Aufgaben mit dem Computer zu erledigen. In der ersten Hälfte des Buches werden Sie mit grundlegenden Programmierkonzepten wie Listen, Wörterbücher, Klassen und Schleifen vertraut gemacht. Sie erlernen das Schreiben von sauberem und lesbarem Code mit Übungen zu jedem Thema. Sie erfahren auch, wie Sie Ihre Programme interaktiv machen und Ihren Code testen, bevor Sie ihn einem Projekt hinzufügen. Danach werden Sie Ihr neues Wissen in drei komplexen Projekten in die Praxis umsetzen: ein durch "Space Invaders" inspiriertes Arcade-Spiel, eine Datenvisualisierung mit Pythons superpraktischen Bibliotheken und eine einfache Web-App, die Sie online bereitstellen können. Während der Arbeit mit dem "Python Crashkurs" lernen Sie, wie Sie: - leistungsstarke Python-Bibliotheken und Tools richtig einsetzen – einschließlich matplotlib, NumPy und Pygal - 2D-Spiele programmieren, die auf Tastendrücke und Mausklicks reagieren, und die schwieriger werden, je weiter das Spiel fortschreitet - mit Daten arbeiten, um interaktive Visualisierungen zu generieren - Web-Apps erstellen und anpassen können, um diese sicher online zu deployen - mit Fehlern umgehen, die häufig beim Programmieren auftreten Dieses Buch wird Ihnen effektiv helfen, Python zu erlernen und eigene Programme damit zu entwickeln. Warum länger warten? Fangen Sie an!

The NewMediaReader


Author: Noah Wardrip-Fruin
Publisher: MIT Press
ISBN: 9780262232272
Category: Social Science
Page: 823
View: 7611

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A sourcebook of historical written texts, video documentation, and working programs that form the foundation of new media. This reader collects the texts, videos, and computer programs--many of them now almost impossible to find--that chronicle the history and form the foundation of the still-emerging field of new media. General introductions by Janet Murray and Lev Manovich, along with short introductions to each of the texts, place the works in their historical context and explain their significance. The texts were originally published between World War II--when digital computing, cybernetic feedback, and early notions of hypertext and the Internet first appeared--and the emergence of the World Wide Web--when they entered the mainstream of public life. The texts are by computer scientists, artists, architects, literary writers, interface designers, cultural critics, and individuals working across disciplines. The contributors include (chronologically) Jorge Luis Borges, Vannevar Bush, Alan Turing, Ivan Sutherland, William S. Burroughs, Ted Nelson, Italo Calvino, Marshall McLuhan, Jean Baudrillard, Nicholas Negroponte, Alan Kay, Bill Viola, Sherry Turkle, Richard Stallman, Brenda Laurel, Langdon Winner, Robert Coover, and Tim Berners-Lee. The CD accompanying the book contains examples of early games, digital art, independent literary efforts, software created at universities, and home-computer commercial software. Also on the CD is digitized video, documenting new media programs and artwork for which no operational version exists. One example is a video record of Douglas Engelbart's first presentation of the mouse, word processor, hyperlink, computer-supported cooperative work, video conferencing, and the dividing up of the screen we now call non-overlapping windows; another is documentation of Lynn Hershman's Lorna, the first interactive video art installation.

Mensch & Computer 2003

Interaktion in Bewegung
Author: Jürgen Ziegler,Gerd Szwillus
Publisher: Springer-Verlag
ISBN: 332280058X
Category: Computers
Page: 444
View: 2688

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Die interdisziplinäre Tagung Mensch und Computer findet jährlich statt und bündelt die vielfältigen Facetten der Mensch-Computer-Interaktion im deutschsprachigen Raum. Die Konferenz steht 2003 unter dem Motto "Interaktion in Bewegung" und setzt Schwerpunkte in den Themenbereichen mobile und ubiquitäre Mensch-Technik-Interaktion, adaptive Benutzerschnittstellen und Interaktion mit vernetzten Informationsräumen und Anwendungen.

Perceptrons

An Introduction to Computational Geometry
Author: Marvin Minsky,Seymour A. Papert,Léon Bottou
Publisher: MIT Press
ISBN: 0262534770
Category: Computers
Page: 316
View: 1951

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Reissue of the 1988 Expanded Edition with a new foreword by Léon Bottou In 1969, ten years after the discovery of the perceptron -- which showed that a machine could be taught to perform certain tasks using examples -- Marvin Minsky and Seymour Papert published Perceptrons, their analysis of the computational capabilities of perceptrons for specific tasks. As Léon Bottou writes in his foreword to this edition, "Their rigorous work and brilliant technique does not make the perceptron look very good." Perhaps as a result, research turned away from the perceptron. Then the pendulum swung back, and machine learning became the fastest-growing field in computer science. Minsky and Papert's insistence on its theoretical foundations is newly relevant. Perceptrons -- the first systematic study of parallelism in computation -- marked a historic turn in artificial intelligence, returning to the idea that intelligence might emerge from the activity of networks of neuron-like entities. Minsky and Papert provided mathematical analysis that showed the limitations of a class of computing machines that could be considered as models of the brain. Minsky and Papert added a new chapter in 1987 in which they discuss the state of parallel computers, and note a central theoretical challenge: reaching a deeper understanding of how "objects" or "agents" with individuality can emerge in a network. Progress in this area would link connectionism with what the authors have called "society theories of mind."

Thinking and Learning with ICT

Raising Achievement in Primary Classrooms
Author: Rupert Wegerif,Lyn Dawes
Publisher: Psychology Press
ISBN: 9780415304757
Category: Computers
Page: 146
View: 8608

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Primary teachers need to incorporate the use of computers in their daily lesson plans, but how can this be done most effectively to promote learning skills in the classroom? In this fascinating book, Lyn Dawes and Rupert Wegerif outline a strategy for enhancing the effectiveness of computers for teaching and learning with an emphasis on: * raising pupil achievement in the core subject areas * developing collaborative learning in small groups * using group discussions as a way of improving general communication, as well as thinking and reasoning skills. The approach is to use computers as a support for collaborative learning in small groups and this book presents ways to prepare pupils for talking, learning and thinking together around computers. Excerpts from pupils' discussions illustrate the main issues and guidance on lesson planning and developing and choosing appropriate software is also provided. Thinking and Learning with ICT will be a valuable resource for primary teachers and student teachers.

Play from Birth to Twelve

Contexts, Perspectives, and Meanings
Author: Doris Pronin Fromberg,Doris Bergen
Publisher: Routledge
ISBN: 1136080023
Category: Education
Page: 480
View: 2149

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In light of recent standards-based and testing movements, the issue of play in childhood has taken on increased meaning for educational professionals and social scientists. This second edition of Play From Birth to Twelve offers comprehensive coverage of what we now know about play, its guiding principles, its dynamics and importance in early learning. These up-to-date essays, written by some of the most distinguished experts in the field, help students explore: all aspects of play, including new approaches not yet covered in the literature how teachers in various classroom situations set up and guide play to facilitate learning how play is affected by societal violence, media reportage, technological innovations and other contemporary issues which areas of play have been studied adequately and which require further research.

Getting to Know Lego Mindstorms


Author: Therese M. Shea
Publisher: The Rosen Publishing Group, Inc
ISBN: 1477777024
Category: Juvenile Nonfiction
Page: 64
View: 7591

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Makerspaces are community workspaces where people can build projects, and Lego Mindstorms is among the most cutting-edge technologies used. Lego Mindstorms are software-hardware kits that allow virtually anyone to build programmable robots. Best of all, these robots are built out of Legos, feeding into any young person’s childlike sensibilities. Lego Mindstorms also taps into curriculum-based STEM learning by teaching students the science, technology, engineering, and math skills needed for many of tomorrow’s careers. Lego Mindstorms is the perfect bridge between play and education, and can fuel a young person’s knowledge and creativity.

Windows on Mathematical Meanings

Learning Cultures and Computers
Author: Richard Noss,Celia Hoyles
Publisher: Springer Science & Business Media
ISBN: 9400916965
Category: Education
Page: 278
View: 792

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This book challenges some of the conventional wisdoms on the learning of mathematics. The authors use the computer as a window onto mathematical meaning-making. The pivot of their theory is the idea of webbing, which explains how someone struggling with a new mathematical idea can draw on supportive knowledge, and reconciles the individual's role in mathematical learning with the part played by epistemological, social and cultural forces.

Connected Code

Why Children Need to Learn Programming
Author: Yasmin B. Kafai,Quinn Burke
Publisher: MIT Press
ISBN: 0262027755
Category: Computers
Page: 200
View: 4726

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Why every child needs to learn to code: the shift from "computational thinking" to computational participation.

10 Cool Lego Mindstorms

Dark Side Robots, Transports and Creatures
Author: Kevin Clague,Mario Ferrari,Miguel Agullo,Giulio Ferrari,Hideaki Yabuki
Publisher: Syngress
ISBN: 9781931836593
Category: Games
Page: 176
View: 3336

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A guide to the LEGO Mindstorms Robotics Invention System explains how to build robots including Ludic Ordinance Units, Scorpion Assassin Droids, Draigons, X-Stormers, and Imperial Hounds.

Learning with Computers

Analysing Productive Interactions
Author: Paul Light,Karen Littleton
Publisher: Routledge
ISBN: 1134764715
Category: Psychology
Page: 215
View: 2324

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Contrary to the belief that computers isolate users, Karen Littleton and Paul Light demonstrate that learning with computers is often a collaborative and social activity. Learning with Computers brings together a significant body of research that shows how working with others at the computer can be beneficial to learners of all ages, from the early school years to the highest levels of education. It also investigates factors such as gender that explain why some interactions are not as productive as others.

Making an Schulen

Potentialanalyse eines Workshops über 3D-Druck, VR-Brillen und Podcasting
Author: Markus Peißl
Publisher: BoD – Books on Demand
ISBN: 3741239119
Category: Education
Page: 160
View: 6048

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Die Making-Bewegung ist eine Do-It-Yourself-Kultur, bei der Selbstständigkeit, kooperatives Arbeiten und das Lernen durch Tun im Vordergrund stehen. Making-Workshops in Schulen sind eine Möglichkeit, unter Einhaltung von grundlegenden Prinzipien, mit verschiedensten Making-Werkzeugen offene und nachhaltige Lernsettings anzubieten. In zwei Interviews berichten Experten im 3D-Druck-Bereich darüber, wie Schulen erfolgreich 3D-Drucker im Unterricht einsetzen können und nehmen Stellung zu Hürden im Schulsetting. Beginnend mit der Planung, über die Durchführung bis hin zur Evaluierung wird ein an einer österreichischen allgemeinbildenden höheren Schule erfolgreich abgehaltener Making-Workshop analysiert. Diese Arbeit bietet eine, auf gesammelten Erfahrungen basierende, Checkliste für die Planung zukünftiger Workshops an.

The Information Technology Revolution


Author: Tom Forester
Publisher: MIT Press
ISBN: 9780262560337
Category: Science
Page: 674
View: 1314

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Essays discuss software, supercomputers, artificial intelligence, telecommunications, videotext, personal computers, factory automation, computer crime, and smart weapons

Language, Classrooms and Computers


Author: Peter Scrimshaw
Publisher: Routledge
ISBN: 1134885393
Category: Education
Page: 208
View: 753

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As computers become more widely used in schools, it is clear that they have the potential not just to support the achievement of conventional goals, but also to redefine what we mean by reading, writing and discussion. The contributors to Language, Classroom and Computers - all with experience of teaching about language and computers for The Open University - use teachers' accounts together with their own research to examine how the use of computers in school can affect the ways in which children learn and teachers teach. The first section looks at some generic aspects of computer use, focusing particularly on class management: individual and group learning, the role of the teacher as facilitator and co-learner and the problems of limited access. The second section examines the contribution of specific sorts of software package: word processing, e-mail, hypertext and so on to lanugage learning. This is a book for everyone who wants IT to add a new dimension to their teaching.