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In ancient games such as chess or go, the most brilliant players can improve by studying the strategies produced by a machine. Robotic systems practice their own movements. In arcade games, agents capable of learning reach superhuman levels within a few hours. How do these spectacular reinforcement learning algorithms work? With easy-to-understand explanations and clear examples in Java and Greenfoot, you can acquire the principles of reinforcement learning and apply them in your own intelligent agents. Greenfoot (M.Kölling, King's College London) and the hamster model (D. Bohles, University of Oldenburg) are simple but also powerful didactic tools that were developed to convey basic programming concepts. The result is an accessible introduction into machine learning that concentrates on reinforcement learning. Taking the reader through the steps of developing intelligent agents, from the very basics to advanced aspects, touching on a variety of machine learning algorithms along the way, one is allowed to play along, experiment, and add their own ideas and experiments.
This book constitutes the proceedings of the 14th International Conference on Informatics in Schools: Situation, Evolution and Perspectives, ISSEP 2021, held in Nijmegen, The Netherlands, in November 2020. Due to COVID-19 related travelling restrictions the conference had to be switched to online format. The 12 full papers presented together with 4 short papers were carefully reviewed and selected from 57 submissions. They are organized in 2 topical sections named: state of research and best practice, country, and experience reports. As in our school education subjects like “digital literacy" or "media literacy" are making their way in, complementing or partially replacing computer science education. The current ISSEP conference reacted to this trend and therefore invited computer scientists, media didactics, and representatives of politics, media and industry to a discussion round on the topic "Media Education or Computer Science? Quo Vadis, School Teaching?".
This book contains the revised selected, refereed papers from the IFIP World Conference on Computers in Education on Towards a Collaborative Society through Creative Learning, WCCE 2022, Hiroshima, Japan, August 20-24, 2022. A total of 61 papers (54 full papers and 7 short papers) were carefully reviewed and selected from 131 submissions. They were organized in topical sections as follows: Digital Education and Computing in Schools, Digital Education and Computing in Higher Education, National Policies and Plans for Digital Competence.
This book constitutes the proceedings of the 16th International Conference on Informatics in Schools: Situation, Evolution and Perspectives, ISSEP 2023, held in Lausanne, Switzerland, during October 23–25, 2023. The 14 full papers presented in this book were carefully reviewed and selected from 47 submissions. They are organized in four topical sections named: artificial intelligence and its applications; competitions, problem solving, and computational; robotics and unplugged modalities; and curricula and computer science concepts. This is an open access book.
Recently, there has been a significant increase in the development and interest in applying generative AI across various domains, including education. The emergence of large language models (LLMs), such as the ChatGPT tool, fueled by advancements in generative AI, is profoundly reshaping education. The use of the ChatGPT tool offers personalized support, improves accessibility, and introduces innovative methods for students and educators to engage with information and learning materials. Furthermore, ChatGPT facilitates a wide range of language learning services, including language instruction, speech recognition, pronunciation feedback, and immersive virtual simulations for hands-on learnin...
This book constitutes the proceedings of the 14th International Conference on Informatics in Schools: Situation, Evolution and Perspectives, ISSEP 2021, held in Nijmegen, The Netherlands, in November 2020. Due to COVID-19 related travelling restrictions the conference had to be switched to online format. The 12 full papers presented were carefully reviewed and selected from 29 submissions. They are organized in topical sections named: Fostering Computational Thinking, Programming Education, Advancing Computing Education, and Teachers’ Professional Development.
Learn how to harness the power of AI in your classroom! This professional resource includes 50 easy-to-implement strategies for using AI technology as a tool for teaching. This book saves teachers valuable time with activities that boost literacy, content knowledge, and student engagement using AI tools. Written by a teacher who specializes in using technology in his own classroom, this professional book introduces artificial intelligence and the many ways it can help educators. These quick, accessible strategies for using AI academically and creatively can be used in any K–12 classroom. From sample prompts for AI to activities that support community building and fun, help teachers save valuable time and implement creative strategies with the tools in this resource!
In uralten Spielen wie Schach oder Go können sich die brillantesten Spieler verbessern, indem sie die von einer Maschine produzierten Strategien studieren. Robotische Systeme üben ihre Bewegungen selbst. In Arcade Games erreichen lernfähige Agenten innerhalb weniger Stunden übermenschliches Niveau. Wie funktionieren diese spektakulären Algorithmen des bestärkenden Lernens? Mit gut verständlichen Erklärungen und übersichtlichen Beispielen in Java und Greenfoot können Sie sich die Prinzipien des bestärkenden Lernens aneignen und in eigenen intelligenten Agenten anwenden. Greenfoot (M.Kölling, King’s College London) und das Hamster-Modell (D.Bohles, Universität Oldenburg) sind einfache, aber auch mächtige didaktische Werkzeuge, die entwickelt wurden, um Grundkonzepte der Programmierung zu vermitteln. Wir werden Figuren wie den Java-Hamster zu lernfähigen Agenten machen, die eigenständig ihre Umgebung erkunden. Die zweite Auflage enthält neue Themen wie "Genetische Algorithmen" und "Künstliche Neugier" sowie Korrekturen und Überarbeitungen.