Author: Audrey Watters
Publisher: MIT Press
ISBN: 026254606X
Category : Education
Languages : en
Pages : 325
Book Description
How ed tech was born: Twentieth-century teaching machines--from Sidney Pressey's mechanized test-giver to B. F. Skinner's behaviorist bell-ringing box. Contrary to popular belief, ed tech did not begin with videos on the internet. The idea of technology that would allow students to "go at their own pace" did not originate in Silicon Valley. In Teaching Machines, education writer Audrey Watters offers a lively history of predigital educational technology, from Sidney Pressey's mechanized positive-reinforcement provider to B. F. Skinner's behaviorist bell-ringing box. Watters shows that these machines and the pedagogy that accompanied them sprang from ideas--bite-sized content, individualized instruction--that had legs and were later picked up by textbook publishers and early advocates for computerized learning. Watters pays particular attention to the role of the media--newspapers, magazines, television, and film--in shaping people's perceptions of teaching machines as well as the psychological theories underpinning them. She considers these machines in the context of education reform, the political reverberations of Sputnik, and the rise of the testing and textbook industries. She chronicles Skinner's attempts to bring his teaching machines to market, culminating in the famous behaviorist's efforts to launch Didak 101, the "pre-verbal" machine that taught spelling. (Alternate names proposed by Skinner include "Autodidak," "Instructomat," and "Autostructor.") Telling these somewhat cautionary tales, Watters challenges what she calls "the teleology of ed tech"--the idea that not only is computerized education inevitable, but technological progress is the sole driver of events.
Teaching Machines
Author: Audrey Watters
Publisher: MIT Press
ISBN: 026254606X
Category : Education
Languages : en
Pages : 325
Book Description
How ed tech was born: Twentieth-century teaching machines--from Sidney Pressey's mechanized test-giver to B. F. Skinner's behaviorist bell-ringing box. Contrary to popular belief, ed tech did not begin with videos on the internet. The idea of technology that would allow students to "go at their own pace" did not originate in Silicon Valley. In Teaching Machines, education writer Audrey Watters offers a lively history of predigital educational technology, from Sidney Pressey's mechanized positive-reinforcement provider to B. F. Skinner's behaviorist bell-ringing box. Watters shows that these machines and the pedagogy that accompanied them sprang from ideas--bite-sized content, individualized instruction--that had legs and were later picked up by textbook publishers and early advocates for computerized learning. Watters pays particular attention to the role of the media--newspapers, magazines, television, and film--in shaping people's perceptions of teaching machines as well as the psychological theories underpinning them. She considers these machines in the context of education reform, the political reverberations of Sputnik, and the rise of the testing and textbook industries. She chronicles Skinner's attempts to bring his teaching machines to market, culminating in the famous behaviorist's efforts to launch Didak 101, the "pre-verbal" machine that taught spelling. (Alternate names proposed by Skinner include "Autodidak," "Instructomat," and "Autostructor.") Telling these somewhat cautionary tales, Watters challenges what she calls "the teleology of ed tech"--the idea that not only is computerized education inevitable, but technological progress is the sole driver of events.
Publisher: MIT Press
ISBN: 026254606X
Category : Education
Languages : en
Pages : 325
Book Description
How ed tech was born: Twentieth-century teaching machines--from Sidney Pressey's mechanized test-giver to B. F. Skinner's behaviorist bell-ringing box. Contrary to popular belief, ed tech did not begin with videos on the internet. The idea of technology that would allow students to "go at their own pace" did not originate in Silicon Valley. In Teaching Machines, education writer Audrey Watters offers a lively history of predigital educational technology, from Sidney Pressey's mechanized positive-reinforcement provider to B. F. Skinner's behaviorist bell-ringing box. Watters shows that these machines and the pedagogy that accompanied them sprang from ideas--bite-sized content, individualized instruction--that had legs and were later picked up by textbook publishers and early advocates for computerized learning. Watters pays particular attention to the role of the media--newspapers, magazines, television, and film--in shaping people's perceptions of teaching machines as well as the psychological theories underpinning them. She considers these machines in the context of education reform, the political reverberations of Sputnik, and the rise of the testing and textbook industries. She chronicles Skinner's attempts to bring his teaching machines to market, culminating in the famous behaviorist's efforts to launch Didak 101, the "pre-verbal" machine that taught spelling. (Alternate names proposed by Skinner include "Autodidak," "Instructomat," and "Autostructor.") Telling these somewhat cautionary tales, Watters challenges what she calls "the teleology of ed tech"--the idea that not only is computerized education inevitable, but technological progress is the sole driver of events.
Teaching Machines and Programming
Author: Kenneth Austwick
Publisher:
ISBN:
Category : Computer-assisted instruction
Languages : en
Pages : 228
Book Description
Teaching Machines and Programming covers the significant developments in teaching machines and automated teaching, as well as the major theoretical issues and attributes involved in these procedures. After a brief introduction to teaching machine procedures, this six-chapter text goes on summarizing the industrial and military applications of teaching machines. The succeeding chapters consider the underlying theory, function, and schema of the adaptive teaching system, which are related to recognizable teaching functions performed by a human tutor. The last chapters discuss the development a.
Publisher:
ISBN:
Category : Computer-assisted instruction
Languages : en
Pages : 228
Book Description
Teaching Machines and Programming covers the significant developments in teaching machines and automated teaching, as well as the major theoretical issues and attributes involved in these procedures. After a brief introduction to teaching machine procedures, this six-chapter text goes on summarizing the industrial and military applications of teaching machines. The succeeding chapters consider the underlying theory, function, and schema of the adaptive teaching system, which are related to recognizable teaching functions performed by a human tutor. The last chapters discuss the development a.
The Technology of Teaching
Author: B. F. Skinner
Publisher: B. F. Skinner Foundation
ISBN: 099645392X
Category : Education
Languages : en
Pages : 268
Book Description
On Parent's Day, in 1952, B. F. Skinner visited his daughter's fourth grade math class. As he watched the lesson, he became increasingly uncomfortable. Almost every principle of effective teaching that he had studied for more than 20 years was being violated in that classroom. Yet it was a typical class. The teacher showed how to solve the day's problems, then gave the students a worksheet to do. Some children began to work readily while others shifted uncomfortably in their chairs, or raised their hands for help. The teacher went from desk to desk, giving help and feedback. Skinner knew what was needed. Each student should be given a problem tailored precisely to his or her skill level, not to the class average, and every answer needed to be assessed immediately to determine the next step. The task was clearly impossible for one teacher. That afternoon, Skinner set to work on a teaching machine. Today's computers have made the mechanical machine obsolete, but the principles of how to design instruction in steps that lead from a basic level to competent performance are as valid today as they were in the 20th century. This book brings together Skinner's writings on education during the years he was most involved in improving education.
Publisher: B. F. Skinner Foundation
ISBN: 099645392X
Category : Education
Languages : en
Pages : 268
Book Description
On Parent's Day, in 1952, B. F. Skinner visited his daughter's fourth grade math class. As he watched the lesson, he became increasingly uncomfortable. Almost every principle of effective teaching that he had studied for more than 20 years was being violated in that classroom. Yet it was a typical class. The teacher showed how to solve the day's problems, then gave the students a worksheet to do. Some children began to work readily while others shifted uncomfortably in their chairs, or raised their hands for help. The teacher went from desk to desk, giving help and feedback. Skinner knew what was needed. Each student should be given a problem tailored precisely to his or her skill level, not to the class average, and every answer needed to be assessed immediately to determine the next step. The task was clearly impossible for one teacher. That afternoon, Skinner set to work on a teaching machine. Today's computers have made the mechanical machine obsolete, but the principles of how to design instruction in steps that lead from a basic level to competent performance are as valid today as they were in the 20th century. This book brings together Skinner's writings on education during the years he was most involved in improving education.
Programmed Learning in Perspective
Author: I. K. Davies
Publisher: Transaction Publishers
ISBN: 0202368270
Category : Language Arts & Disciplines
Languages : en
Pages : 222
Book Description
The method of programming outlined in this book represents a major contribution to the growing body of literature in programmed learning. It is the first book in the field to present a carefully designed, complete and integrated system for analyzing, organizing and structuring learning materials in programmed form. Application of the system is illustrated through the step-by-step construction of two short programs. Starting with the analysis of the syllabus and course content, the authors take the reader through each phase of the programming process gathering and organizing the content material, construction of the program matrix and flow diagram and finally, the writing of frames. Every teacher and trainer can benefit from the application of this method to lesson plan preparation and to classroom teaching techniques. Such a method is essential, for all those who are writing programmed materials. In a new computer age classroom environment, programmed learning can be especially beneficial. C. A. Thomas, I. K. Davies, D. Openshaw, and J. B. Bird are instructors or directors at the British Royal Air Force School of Education. They are pioneers in the application of programmed learning in Britain and are highly regarded as forward looking and creative educational research workers. Their accomplishments include, in addition to this ingenious book, the design and development of the Empirical Tutor, one of Britain's major teaching machines, and the publication of a number of technical papers in the field of programmed learning. Lawrence M. Stolurow is professor emeritus of psychological & quantitative foundations at the University of Iowa.
Publisher: Transaction Publishers
ISBN: 0202368270
Category : Language Arts & Disciplines
Languages : en
Pages : 222
Book Description
The method of programming outlined in this book represents a major contribution to the growing body of literature in programmed learning. It is the first book in the field to present a carefully designed, complete and integrated system for analyzing, organizing and structuring learning materials in programmed form. Application of the system is illustrated through the step-by-step construction of two short programs. Starting with the analysis of the syllabus and course content, the authors take the reader through each phase of the programming process gathering and organizing the content material, construction of the program matrix and flow diagram and finally, the writing of frames. Every teacher and trainer can benefit from the application of this method to lesson plan preparation and to classroom teaching techniques. Such a method is essential, for all those who are writing programmed materials. In a new computer age classroom environment, programmed learning can be especially beneficial. C. A. Thomas, I. K. Davies, D. Openshaw, and J. B. Bird are instructors or directors at the British Royal Air Force School of Education. They are pioneers in the application of programmed learning in Britain and are highly regarded as forward looking and creative educational research workers. Their accomplishments include, in addition to this ingenious book, the design and development of the Empirical Tutor, one of Britain's major teaching machines, and the publication of a number of technical papers in the field of programmed learning. Lawrence M. Stolurow is professor emeritus of psychological & quantitative foundations at the University of Iowa.
Teaching Machines and Programmed Instruction
Author: Edward Bernard Fry
Publisher:
ISBN:
Category : Programmed instruction
Languages : en
Pages : 264
Book Description
Publisher:
ISBN:
Category : Programmed instruction
Languages : en
Pages : 264
Book Description
Machine Learning for Kids
Author: Dale Lane
Publisher: No Starch Press
ISBN: 1718500572
Category : Computers
Languages : en
Pages : 290
Book Description
A hands-on, application-based introduction to machine learning and artificial intelligence (AI) that guides young readers through creating compelling AI-powered games and applications using the Scratch programming language. Machine learning (also known as ML) is one of the building blocks of AI, or artificial intelligence. AI is based on the idea that computers can learn on their own, with your help. Machine Learning for Kids will introduce you to machine learning, painlessly. With this book and its free, Scratch-based, award-winning companion website, you'll see how easy it is to add machine learning to your own projects. You don't even need to know how to code! As you work through the book you'll discover how machine learning systems can be taught to recognize text, images, numbers, and sounds, and how to train your models to improve their accuracy. You'll turn your models into fun computer games and apps, and see what happens when they get confused by bad data. You'll build 13 projects step-by-step from the ground up, including: • Rock, Paper, Scissors game that recognizes your hand shapes • An app that recommends movies based on other movies that you like • A computer character that reacts to insults and compliments • An interactive virtual assistant (like Siri or Alexa) that obeys commands • An AI version of Pac-Man, with a smart character that knows how to avoid ghosts NOTE: This book includes a Scratch tutorial for beginners, and step-by-step instructions for every project. Ages 12+
Publisher: No Starch Press
ISBN: 1718500572
Category : Computers
Languages : en
Pages : 290
Book Description
A hands-on, application-based introduction to machine learning and artificial intelligence (AI) that guides young readers through creating compelling AI-powered games and applications using the Scratch programming language. Machine learning (also known as ML) is one of the building blocks of AI, or artificial intelligence. AI is based on the idea that computers can learn on their own, with your help. Machine Learning for Kids will introduce you to machine learning, painlessly. With this book and its free, Scratch-based, award-winning companion website, you'll see how easy it is to add machine learning to your own projects. You don't even need to know how to code! As you work through the book you'll discover how machine learning systems can be taught to recognize text, images, numbers, and sounds, and how to train your models to improve their accuracy. You'll turn your models into fun computer games and apps, and see what happens when they get confused by bad data. You'll build 13 projects step-by-step from the ground up, including: • Rock, Paper, Scissors game that recognizes your hand shapes • An app that recommends movies based on other movies that you like • A computer character that reacts to insults and compliments • An interactive virtual assistant (like Siri or Alexa) that obeys commands • An AI version of Pac-Man, with a smart character that knows how to avoid ghosts NOTE: This book includes a Scratch tutorial for beginners, and step-by-step instructions for every project. Ages 12+
Web 2.0-Based E-Learning: Applying Social Informatics for Tertiary Teaching
Author: Lee, Mark J.W.
Publisher: IGI Global
ISBN: 160566295X
Category : Medical
Languages : en
Pages : 517
Book Description
"This book deals with Web 2.0 and how social informatics are impacting higher education practice, pedagogical theory and innovations"--Provided by publisher.
Publisher: IGI Global
ISBN: 160566295X
Category : Medical
Languages : en
Pages : 517
Book Description
"This book deals with Web 2.0 and how social informatics are impacting higher education practice, pedagogical theory and innovations"--Provided by publisher.
Teaching Machines and Programed Learning
Author: James D. Finn
Publisher:
ISBN:
Category : Programmed instruction
Languages : en
Pages : 100
Book Description
Publisher:
ISBN:
Category : Programmed instruction
Languages : en
Pages : 100
Book Description
Deep Learning for Coders with fastai and PyTorch
Author: Jeremy Howard
Publisher: O'Reilly Media
ISBN: 1492045497
Category : Computers
Languages : en
Pages : 624
Book Description
Deep learning is often viewed as the exclusive domain of math PhDs and big tech companies. But as this hands-on guide demonstrates, programmers comfortable with Python can achieve impressive results in deep learning with little math background, small amounts of data, and minimal code. How? With fastai, the first library to provide a consistent interface to the most frequently used deep learning applications. Authors Jeremy Howard and Sylvain Gugger, the creators of fastai, show you how to train a model on a wide range of tasks using fastai and PyTorch. You’ll also dive progressively further into deep learning theory to gain a complete understanding of the algorithms behind the scenes. Train models in computer vision, natural language processing, tabular data, and collaborative filtering Learn the latest deep learning techniques that matter most in practice Improve accuracy, speed, and reliability by understanding how deep learning models work Discover how to turn your models into web applications Implement deep learning algorithms from scratch Consider the ethical implications of your work Gain insight from the foreword by PyTorch cofounder, Soumith Chintala
Publisher: O'Reilly Media
ISBN: 1492045497
Category : Computers
Languages : en
Pages : 624
Book Description
Deep learning is often viewed as the exclusive domain of math PhDs and big tech companies. But as this hands-on guide demonstrates, programmers comfortable with Python can achieve impressive results in deep learning with little math background, small amounts of data, and minimal code. How? With fastai, the first library to provide a consistent interface to the most frequently used deep learning applications. Authors Jeremy Howard and Sylvain Gugger, the creators of fastai, show you how to train a model on a wide range of tasks using fastai and PyTorch. You’ll also dive progressively further into deep learning theory to gain a complete understanding of the algorithms behind the scenes. Train models in computer vision, natural language processing, tabular data, and collaborative filtering Learn the latest deep learning techniques that matter most in practice Improve accuracy, speed, and reliability by understanding how deep learning models work Discover how to turn your models into web applications Implement deep learning algorithms from scratch Consider the ethical implications of your work Gain insight from the foreword by PyTorch cofounder, Soumith Chintala
digitalSTS
Author: Janet Vertesi
Publisher: Princeton University Press
ISBN: 0691187088
Category : Science
Languages : en
Pages : 568
Book Description
New perspectives on digital scholarship that speak to today's computational realities Scholars across the humanities, social sciences, and information sciences are grappling with how best to study virtual environments, use computational tools in their research, and engage audiences with their results. Classic work in science and technology studies (STS) has played a central role in how these fields analyze digital technologies, but many of its key examples do not speak to today’s computational realities. This groundbreaking collection brings together a world-class group of contributors to refresh the canon for contemporary digital scholarship. In twenty-five pioneering and incisive essays, this unique digital field guide offers innovative new approaches to digital scholarship, the design of digital tools and objects, and the deployment of critically grounded technologies for analysis and discovery. Contributors cover a broad range of topics, including software development, hackathons, digitized objects, diversity in the tech sector, and distributed scientific collaborations. They discuss methodological considerations of social networks and data analysis, design projects that can translate STS concepts into durable scientific work, and much more. Featuring a concise introduction by Janet Vertesi and David Ribes and accompanied by an interactive microsite, this book provides new perspectives on digital scholarship that will shape the agenda for tomorrow’s generation of STS researchers and practitioners.
Publisher: Princeton University Press
ISBN: 0691187088
Category : Science
Languages : en
Pages : 568
Book Description
New perspectives on digital scholarship that speak to today's computational realities Scholars across the humanities, social sciences, and information sciences are grappling with how best to study virtual environments, use computational tools in their research, and engage audiences with their results. Classic work in science and technology studies (STS) has played a central role in how these fields analyze digital technologies, but many of its key examples do not speak to today’s computational realities. This groundbreaking collection brings together a world-class group of contributors to refresh the canon for contemporary digital scholarship. In twenty-five pioneering and incisive essays, this unique digital field guide offers innovative new approaches to digital scholarship, the design of digital tools and objects, and the deployment of critically grounded technologies for analysis and discovery. Contributors cover a broad range of topics, including software development, hackathons, digitized objects, diversity in the tech sector, and distributed scientific collaborations. They discuss methodological considerations of social networks and data analysis, design projects that can translate STS concepts into durable scientific work, and much more. Featuring a concise introduction by Janet Vertesi and David Ribes and accompanied by an interactive microsite, this book provides new perspectives on digital scholarship that will shape the agenda for tomorrow’s generation of STS researchers and practitioners.