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Artificial Intelligence, Mixed Reality, and the Redefinition of the Classroom highlights new interpretations, understandings, and emerging technologies that radically remake traditional educational models, structures, and systems, and upend how faculty teach, and students learn. It explore new educational economic models that no longer depend on buildings to educate, and describes the growing applications of artificial intelligence, machine-learning algorithms in teaching and learning. This book also defines new approaches to personalize learning, including the use of artificial cognitive…mehr
Artificial Intelligence, Mixed Reality, and the Redefinition of the Classroom highlights new interpretations, understandings, and emerging technologies that radically remake traditional educational models, structures, and systems, and upend how faculty teach, and students learn. It explore new educational economic models that no longer depend on buildings to educate, and describes the growing applications of artificial intelligence, machine-learning algorithms in teaching and learning. This book also defines new approaches to personalize learning, including the use of artificial cognitive learning maps that mimic a learners' biological learning map, that can also be applied to create a learner's secure silhouette useful for truly personalized academic intervention recommendations. The emerging and maturing technological advances that allow these transformational opportunities may also upend the traditional educational institution: the familiar spaces, walls, and buildings, but also the delivery methods of knowledge, and the learner's method of knowledge acquisition. Artificial Intelligence, Mixed Reality, and the Redefinition of the Classroom promises to inform the teacher, administrator, and board member to hopefully not just passively read about new and exciting innovations and tools available to improve the practice of education, but also to excite and inspire each to apply these innovations to better prepare our learners to succeed within this 4th Industrial Revolution.
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Autorenporträt
Scott M. Martin is an inventor, mentor, educator, entrepreneur, and author. He is the founding Director of the Virginia Serious Game Institute (VSGI), previous Director of the Computer Game Design programs, and current professor at George Mason University in Fairfax, Virginia. Dr. Martin's research focus has been on designing new deep-learning algorithmic models applied to teaching and learning, combining the fields of data science and the social sciences of human knowledge acquisition. He has founded multiple institutes, academics programs, research centers, schools, and businesses, and he is the inventor of multiple patents and patent-pending innovations in educational technology.
Inhaltsangabe
List of Figures Introduction Chapter 1: Education Chapter 2: Innovation (Online Learning) Christopher Jennings Chapter 3: Big Data Chapter 4: Invention Chapter 5: Invention II Conclusion Bibliography About the Author About the Contributor
List of Figures Introduction Chapter 1: Education Chapter 2: Innovation (Online Learning) Christopher Jennings Chapter 3: Big Data Chapter 4: Invention Chapter 5: Invention II Conclusion Bibliography About the Author About the Contributor
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