Learning with e's

Learning with e's

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  • Author: Steve Wheeler
  • Publisher: Crown House Publishing
  • ISBN: 1845909615
  • Category : Education
  • Languages : en
  • Pages : 283

In an age where young people seem to have a natural affinity with smartphones, computer games and social media, teachers and lecturers face a big challenge - or a golden opportunity. How can new technology promote learning, engage students and motivate them to sustain a lifelong career in learning? For educators everywhere, our challenge is to take devices that have the potential for great distraction and boldly appropriate them as tools that can inspire and engage. On the back of Steve's hugely popular blog, also named 'Learning with 'e's', he shows how the world of learning is changing, and how new technology - and you and I - can make a difference. The proliferation of digital technologies and cultures is having a profound impact on learning, prompting questions which need answers. How will technology change our conceptions of learning? How will new ways of learning impact upon our uses of technology? How will teachers and lecturers' roles change; what will they need to know; and what will we see learners doing in the future? Grounded in his research and in pedagogical theory, Steve explores the practical ways in which technology is influencing how we learn, and looks toward emerging trends to examine what the future of learning may look like. Subjects covered include: learning with technology, theories for the digital age, digital literacies, pedagogical theories and practices, new and emerging technologies, new learning architectures, changing education, global educators, a 21st century curriculum. For teachers, lecturers, learning and development professionals and anybody who wants to be inspired by the new ways learning is being revolutionised through the use of new and emerging technologies.


Learning OpenGL ES for iOS

Learning OpenGL ES for iOS

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  • Author: Erik Buck
  • Publisher: Addison-Wesley
  • ISBN: 0132478927
  • Category : Computers
  • Languages : en
  • Pages : 698

Get Started Fast with Modern OpenGL ES Graphics Programming for iPhone, iPod touch, and iPad OpenGL ES technology underlies the user interface and graphical capabilities of Apple’s iPhone, iPod touch, and iPad–as well as devices ranging from video-game consoles and aircraft-cockpit displays to non-Apple smartphones. In this friendly, thorough introduction, Erik M. Buck shows how to make the most of Open GL ES in Apple’s iOS environment. This highly anticipated title focuses on modern, efficient approaches that use the newest versions of OpenGL ES, helping you avoid the irrelevant, obsolete, and misleading techniques that litter the Internet. Buck embraces Objective-C and Cocoa Touch, showing how to leverage Apple’s powerful, elegant GLKit framework to maximize your productivity, achieve tight platform integration, and deliver exceptionally polished apps. If you’ve written C or C++ code and know object-oriented programming basics, this title brings together everything you need to fully master OpenGL ES graphics for iOS–including downloadable examples specifically designed to jumpstart your own projects. Coverage includes • Understanding core OpenGL ES computer graphics concepts and iOS graphics architecture • Integrating Cocoa Touch with OpenGL ES to leverage the power of Apple’s platform • Creating textures from start to finish: opacity, blending, multi-texturing, and compression • Simulating ambient, diffuse, and specular light • Using transformations to render 3D geometric objects from any point of view • Animating scenes by controlling time through application logic • Partitioning data to draw expansive outdoor scenes with rolling terrain • Detecting and handling user interaction with 3D geometry • Implementing special effects ranging from skyboxes to particles and billboards • Systematically optimizing graphics performance • Understanding the essential linear algebra concepts used in computer graphics • Designing and constructing a complete simulation that incorporates everything you’ve learned


Communities of Learning

Communities of Learning

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  • Author: C. J. Mews
  • Publisher: Brepols Publishers
  • ISBN: 9782503532332
  • Category : Civilization, Medieval
  • Languages : en
  • Pages : 0

Communities of Learning: Networks and the Shaping of Intellectual Identity in Europe, 1100-1500 explores the fundamental insight that all new ideas are developed in the context of a community, whether academic, religious, or simply as a network of friends. The essays in this volume consider this notion in a variety of contexts and locations within Europe, from the pioneering age of translation activity in twelfth-century Toledo, when Jewish, Christian, and Muslim scholars came together to discuss Aristotle, to the origins of the University of Paris in the thirteenth century, and up to the period of great cultural renewal in France, Germany, and Italy in the fourteenth and fifteenth centuries. The collected essays bring together disciplinary approaches that are often discussed quite separately, namely that of the history of ideas, and the sociologies of both intellectual and religious life, with a view to exploring the multiplicity of communities in which ideas are pursued. Underpinning these various essays is an awareness of the delicate relationship between education and the diversity of religious practice and expression within Europe from 1100 to 1500. The collection emphasizes the fundamental continuity of intellectual concerns, which were shaped by both classical thought and monotheist religious tradition, but interpreted in a variety of ways.


Teaching and Learning for Adult Skill Acquisition

Teaching and Learning for Adult Skill Acquisition

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  • Author: Elaine M. Silva Mangiante
  • Publisher: IAP
  • ISBN: 1648025021
  • Category : Education
  • Languages : en
  • Pages : 351

The book, Teaching and Learning for Adult Skill Acquisition: Applying the Dreyfus and Dreyfus Model in Different Fields, will fill a unique niche in the field of adult, higher, and workforce education. It offers a current volume for scholars and practitioners based on both empirical studies and practice-based research on adult skill acquisition and development. Dreyfus and Dreyfus (1980, 1988, 2004, 2008) developed the novice to expert model of skill acquisition that illustrates growth over the course of a person’s career in a particular domain. The skill model highlights a learner’s movement across six levels of skill development: novice, advanced beginner, competent, proficient, expert, and mastery. This book will present examples of the application of the Dreyfus and Dreyfus model in different fields (i.e., health care, education, law enforcement, business, serious gaming, military, ethics training, etc.) providing insight into how practitioners can develop their skills in their particular domains and how educators can promote this development. This collection will be appropriate for a wide variety of professors, researchers, practitioners, and students in the field of adult, higher, and workforce education.


Teaching Machines

Teaching Machines

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  • Author: Audrey Watters
  • Publisher: MIT Press
  • ISBN: 026254606X
  • Category : Education
  • Languages : en
  • Pages : 325

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.


Winning Isn't Everything!

Winning Isn't Everything!

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  • Author: Jennifer Moore-Mallinos
  • Publisher: B.E.S. Publishing
  • ISBN: 9780764137914
  • Category : Juvenile Nonfiction
  • Languages : en
  • Pages : 0

Everybody on the hockey team wants to win the championship. But when they forget to play fair, a boy on the opposing team is injured.


Learn OpenGL ES

Learn OpenGL ES

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  • Author: Prateek Mehta
  • Publisher: Apress
  • ISBN: 1430250534
  • Category : Computers
  • Languages : en
  • Pages : 209

Want to create sophisticated games and graphics-intensive apps? Learn OpenGL ES gets you started immediately with OpenGL ES. After mastering the basics of OpenGL ES itself, you will quickly find yourself writing and building game apps, without having to learn about object oriented programming techniques. This book demonstrates the use of a powerful open-source modeling tool, Blender. You will be guided, step by step, through the development of Tank Fence, a dynamic, interactive 3D game. Along the way you'll gain skills in building apps with Eclipse and the Android SDK or NDK, rendering graphics using hardware acceleration, and multithreading for performance and responsiveness. iOS developers will also find this book's information invaluable when writing their apps. You'll learn everything you need to know about: Creating simple, efficient game UIs Designing the basic building blocks of an exciting, interactive 3D game Pulling all the elements together with Blender, a powerful open-source tool for modeling, animation, rendering, compositing, video editing, and game creation Taking the next big step using custom and inbuilt functions, texturing, shading, light sources, and more Refining your mobile game app through collision detection, player-room-obstacle classes, and storage classes Doing all this efficiently on mobile devices with limited resources and processing What you’ll learn How to install and use OpenGL ES 2.0 on Android GLSL ES Fundamentals State Management Modeling 3D Objects Using Blender Using the Perl Mesh Parser Vertex Buffer Objects Using Color Masks sampler2D and samplerCube Uniforms Multi-Texturing Lambert Illumination Model Implementing the Lighting Equation Design, write, and build Tank Fence, an interactive 3D game Who this book is for Learn OpenGL ES is ideal for mobile game and interactive app developers who want to know more about the OpenGL ES engine and and use it to build more sophisticated, graphically-rich games and other apps. While the code is developed on Android, iOS developers will also find this book invaluable. Table of Contents1. Why OpenGL ES? 2. UI for games: Keep it simple 3. First Steps: Mobile Game App Development 4. 3D Modeling 5. Functions, Shading, Light Source and Objects 6. Carrying Further: Collision Detection


Magic Pot

Magic Pot

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  • Author: Pleasant DeSpain
  • Publisher: august house
  • ISBN: 9780874838275
  • Category : Juvenile Fiction
  • Languages : en
  • Pages : 36

When a woodcutter finds a pot that magically duplicates anything that is placed inside it, he and his wife are delighted until the wife accidentally falls in.


Projects to Advance Creativity in Education

Projects to Advance Creativity in Education

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  • Author:
  • Publisher:
  • ISBN:
  • Category : Educational innovations
  • Languages : en
  • Pages : 616


Machine Learning for Kids

Machine Learning for Kids

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  • Author: Dale Lane
  • Publisher: No Starch Press
  • ISBN: 1718500572
  • Category : Computers
  • Languages : en
  • Pages : 290

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+