Mindstorms

Children, Computers, And Powerful Ideas
Author: Seymour A. Papert
Publisher: Basic Books
ISBN: 9780465046744
Category: Education
Page: 252
View: 6772

Continue Reading →

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.

The children's machine

rethinking school in the age of the computer
Author: Seymour Papert
Publisher: Basic Books
ISBN: N.A
Category: Computers
Page: 241
View: 1760

Continue Reading →

The author of Mindstorms shows readers how to integrate the computer into all areas of the school curriculum instead of making it a specialized course or just another gadget. 30,000 first printing. $30,000 ad/promo.

Mentopolis


Author: Marvin Lee Minsky
Publisher: N.A
ISBN: 9783608931174
Category:
Page: 342
View: 2188

Continue Reading →

Computing Methodologies -- Artificial Intelligence.

Programmieren mit Kara

Ein spielerischer Zugang zur Informatik
Author: Raimond Reichert,Jürg Nievergelt,Werner Hartmann
Publisher: Springer-Verlag
ISBN: 3662094843
Category: Education
Page: 130
View: 4921

Continue Reading →

Computer prägen heute unseren Alltag. Ein Grundverständnis algorithmischer Prozesse ist somit wesentlich zum Verständnis moderner Informations-Technologien. Hier setzen das Buch und die begleitende Lernsoftware an. Mit dem programmierbaren Marienkäfer Kara, einem als endlichen Automaten implementierten Roboter, können in spielerischer Weise grundlegende Algorithmen und komplexe Aufgaben der Informatik in einer didaktisch meisterhaft gestalteten Lernumgebung erarbeitet werden. Das breite Spektrum dieser Lernumgebung umfasst erste Schritte beim Programmieren, aber auch fortgeschrittene Themen wie die Koordination nebenläufiger Prozesse oder die Modellierung zweidimensionaler Turing-Maschinen. Ferner bietet die Erweiterung JavaKara einen intelligenten Übergang von endlichen Automaten zur Programmiersprache Java. Dieses Buch richtet sich in seiner spielerischen Vermittlung von Informatik-Grundlagen an alle, die ein grundlegendes Verständnis der Prinzipien moderner Informations-Technologien erwerben möchten.

Times of the Technoculture

From the Information Society to the Virtual Life
Author: Kevin Robins,Frank Webster
Publisher: Routledge
ISBN: 1134719779
Category: Art
Page: 328
View: 3458

Continue Reading →

Times of the Technoculture explores the social and cultural impact of new technologies, tracing the origins of the information society from the coming of the machine with the industrial revolution to the development of mass production techniques in the early twentieth century. The authors look at how the military has controlled the development of the information society, and consider the centrality of education in government attempts to create a knowledge society. Engaging in contemporary debates surrounding the internet, Robins and Webster question whether it can really offer us a new world of virtual communities, and suggest more radical alternatives to the corporate agenda of contemporary technologies.

The NewMediaReader


Author: Noah Wardrip-Fruin
Publisher: MIT Press
ISBN: 9780262232272
Category: Social Science
Page: 823
View: 4032

Continue Reading →

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: 7002

Continue Reading →

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.

Teaching and Learning Computer Programming

Multiple Research Perspectives
Author: Richard E. Mayer
Publisher: Routledge
ISBN: 1135433372
Category: Education
Page: 340
View: 481

Continue Reading →

The influx of computer technology into classrooms during the past decade raises the questions -- how can we teach children to use computers productively and what effect will learning to program computers have on them? During this same period, researchers have investigated novice learning of computer programming. Teaching and Learning Computer Programming unites papers and perspectives by respected researchers of teaching and learning computer science while it summarizes and integrates major theoretical and empirical contributions. It gives a current and concise account of how instructional techniques affect student learning and how learning of programming affects students' cognitive skills. This collection is an ideal supplementary text for students and a valuable reference for professionals and researchers of education, technology and psychology, computer science, communication, developmental psychology, and industrial organization.

Python Crashkurs

Eine praktische, projektbasierte Programmiereinführung
Author: Eric Matthes
Publisher: dpunkt.verlag
ISBN: 3960881460
Category: Computers
Page: 622
View: 407

Continue Reading →

"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!

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: 739

Continue Reading →

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.

Getting to Know Lego Mindstorms


Author: Therese M. Shea
Publisher: The Rosen Publishing Group, Inc
ISBN: 1477777024
Category: Juvenile Nonfiction
Page: 64
View: 9222

Continue Reading →

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: 5979

Continue Reading →

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: 6333

Continue Reading →

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: 6385

Continue Reading →

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.

World Yearbook of Education 1982/3

Computers and Education
Author: Jacquetta Megarry,David R. F. Walker,Stanley Nisbet,Eric Hoyle
Publisher: Routledge
ISBN: 1136167714
Category: Education
Page: 280
View: 763

Continue Reading →

First published in 2005. Routledge is an imprint of Taylor & Francis, an informa company.

Learning with Computers

Analysing Productive Interactions
Author: Paul Light,Karen Littleton
Publisher: Routledge
ISBN: 1134764715
Category: Psychology
Page: 215
View: 5855

Continue Reading →

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.

Perceptrons

An Introduction to Computational Geometry
Author: Marvin Minsky,Seymour A. Papert,Léon Bottou
Publisher: MIT Press
ISBN: 0262534770
Category: Computers
Page: 316
View: 5112

Continue Reading →

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."

The Information Technology Revolution


Author: Tom Forester
Publisher: MIT Press
ISBN: 9780262560337
Category: Science
Page: 674
View: 2856

Continue Reading →

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