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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.
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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.
Computerspellen. --- Computerondersteund onderwijs. --- Permanente vorming. --- 371.694 --- 371.694 Geprogrammeerde instructie. CAI. Leermachines. Computerbegeleid onderwijs. --- Geprogrammeerde instructie. CAI. Leermachines. Computerbegeleid onderwijs. --- Geprogrammeerde instructie. CAI. Leermachines. Computerbegeleid onderwijs
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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!
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Programmed instruction --- 371.694 --- #SBIB:309H501 --- Enseignement programmé Geprogrammeerd onderwijs --- Matériel didactique Leermiddelen --- Didactique Didactiek --- Ordinateurs Computers --- Geprogrammeerde instructie. CAI. Leermachines. Computerbegeleid onderwijs. --- Mediapedagogiek (incl. mediadidactiek) --- 371.694 Geprogrammeerde instructie. CAI. Leermachines. Computerbegeleid onderwijs. --- Geprogrammeerde instructie. CAI. Leermachines. Computerbegeleid onderwijs
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Computer. Automation --- Television display systems --- 371.694 --- Display systems, Television --- Home video systems --- Information display systems --- Television --- Geprogrammeerde instructie. CAI. Leermachines. Computerbegeleid onderwijs. --- 371.694 Geprogrammeerde instructie. CAI. Leermachines. Computerbegeleid onderwijs. --- Geprogrammeerde instructie. CAI. Leermachines. Computerbegeleid onderwijs
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Enfants --- Informatica --- Informatique --- Kinderen --- Computers and children --- Ordinateurs et enfants --- 371.694 --- 371.694 Geprogrammeerde instructie. CAI. Leermachines. Computerbegeleid onderwijs. --- Geprogrammeerde instructie. CAI. Leermachines. Computerbegeleid onderwijs. --- Geprogrammeerde instructie. CAI. Leermachines. Computerbegeleid onderwijs
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Computers --- ICT --- Onderwijs --- Internet --- Computerondersteund onderwijs --- ICT: didactiek --- 371.694 --- 371.694 Geprogrammeerde instructie. CAI. Leermachines. Computerbegeleid onderwijs. --- Geprogrammeerde instructie. CAI. Leermachines. Computerbegeleid onderwijs. --- Geprogrammeerde instructie. CAI. Leermachines. Computerbegeleid onderwijs --- Computer --- Opvoeding --- Pedagogiek --- Statistische gegevens --- Sport
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371.694 --- Geprogrammeerde instructie. CAI. Leermachines. Computerbegeleid onderwijs. --- 371.694 Geprogrammeerde instructie. CAI. Leermachines. Computerbegeleid onderwijs. --- Computer games --- Learning --- Learning process --- Comprehension --- Education --- Application software --- Electronic games --- Research --- Geprogrammeerde instructie. CAI. Leermachines. Computerbegeleid onderwijs --- Internet games --- Television games --- Videogames --- Games
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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.
Education, Elementary --- Education, Secondary --- Data processing. --- 373.3 --- 373.5 --- 371.694 --- 371.694 Geprogrammeerde instructie. CAI. Leermachines. Computerbegeleid onderwijs. --- Geprogrammeerde instructie. CAI. Leermachines. Computerbegeleid onderwijs. --- Basisonderwijs --- Lager en basisonderwijs --- Geprogrammeerde instructie. CAI. Leermachines. Computerbegeleid onderwijs
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