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Fundamentals of machine learning
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ISBN: 9780198828044 0198828047 Year: 2020 Publisher: Oxford Oxford University Press

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Abstract

Machine learning is exploding, both in research and for industrial applications. This book aims to be a brief introduction to this area given the importance of this topic in many disciplines, from sciences to engineering, and even for its broader impact on our society. This book tries to contribute with a style that keeps a balance between brevity of explanations, the rigor of mathematical arguments, and outlining principle ideas. At the same time, this book tries to give some comprehensive overview of a variety of methods to see their relation on specialization within this area. This includes some introduction to Bayesian approaches to modeling as well as deep learning. Writing small programs to apply machine learning techniques is made easy today by the availability of high-level programming systems. This book offers examples in Python with the machine learning libraries sklearn and Keras. The first four chapters concentrate largely on the practical side of applying machine learning techniques. The book then discusses more fundamental concepts and includes their formulation in a probabilistic context. This is followed by chapters on advanced models, that of recurrent neural networks and that of reinforcement learning. The book closes with a brief discussion on the impact of machine learning and AI on our society.

Design your own games and activities : Thiagi's templates for performance improvement.
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ISBN: 9780787964658 Year: 2003 Publisher: San Francisco (Calif.) : Jossey-Bass,

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Smart trainers know that games and activities can involve adults in learning like no other instructional method and no one knows more about games than Sivasailam "Thiagi" Thiagarajan. In this must-have resource, Thiagi shows you how to customize more than thirty different kinds of games -- games that fit the circumstances perfectly and that can be designed in mere minutes.


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Learning through digital technologies.
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ISBN: 9781854334466 Year: 2007 Publisher: Leicester British psychological society


Book
New ways in teaching with games
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ISBN: 9781945351747 1945351748 1945351756 Year: 2020 Publisher: Alexandria tesol Press

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This new volume in the best-selling New Ways series offers at-a-glance over 90 fresh activities - each with video instruction - that involve play and games that can enrich classrooms in both EFL and ESL contexts, and can be used with both adult and young English learners worldwide. This innovative volume: Introduces traditional, online, and commercial games and explains how they can be used to practice language ; Illustrates games that can reinforce language across the four skill areas, and encourage both culturally and pragmatically appropriate language productions ; Enriches language classrooms with a variety of innovative, leaner-friendly games that are seamlessly tied to language practice. Using gamification for your ESL classroom turns repetitive exercises into meaningful and fun activities!


Book
Bildschirmtext : Perspektiven eines neuen Mediums
Authors: ---
ISBN: 3878087578 9783878087571 Year: 1984 Volume: 7 Publisher: Tübingen Narr

L' enfant et l'ordinateur : aspects psychologiques et pédagogiques des nouvelles technologies de l'information
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ISBN: 287009633X 9782870096338 Year: 1996 Volume: 213 Publisher: Sprimont Mardaga [Pierre]


Book
De computer en zijn leerling : nadenken over het gebruik van ICT en internet in de klas
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ISBN: 903345078X 9789033450785 Year: 2002 Volume: 8 Publisher: Leuven Acco


Book
Games and learning : research and theory.
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ISBN: 9780415629393 9780415629386 9780203095935 9781136216442 9781136216398 9781136216435 Year: 2014 Publisher: New York Routledge


Book
International handbook of information technology in primary and secondary education.
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ISBN: 9780387733142 0387733140 1489983473 9786611861865 1281861863 0387733159 9780387733159 Year: 2008 Publisher: Heidelberg Springer

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This two-volume handbook synthesizes the major issues and directions of research into this field with the focus on design and potential of IT-based student learning environments. It offers research into IT and the learning process as well as the implementation of IT in educational practice.

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