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Augmented Learning
Augmented learning is an on-demand learning technique where the environment adapts to the learner. By providing remediation on-demand, learners can gain greater understanding of a topic while stimulating discovery and learning. Technologies incorporating rich media and interaction have demonstrated the educational potential that scholars, teachers and students are embracing. Instead of focusing on memorization, the learner experiences an adaptive learning experience based upon the current context. The augmented content can be dynamically tailored to the learner's natural environment by displaying text, images, video or even playing audio (music or speech). This additional information is commonly shown in a pop-up window for computer-based environments. Most implementations of augmented learning are forms of e-learning. In desktop computing environments, the learner receives supplemental, contextual information through an on-screen, pop-up window, toolbar or sidebar. As the user na ...
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Learning
Learning is the process of acquiring new understanding, knowledge, behaviors, skills, value (personal and cultural), values, attitudes, and preferences. The ability to learn is possessed by humans, animals, and some machine learning, machines; there is also evidence for some kind of learning in certain plants. Some learning is immediate, induced by a single event (e.g. being burned by a Heat, hot stove), but much skill and knowledge accumulate from repeated experiences. The changes induced by learning often last a lifetime, and it is hard to distinguish learned material that seems to be "lost" from that which cannot be retrieved. Human learning starts at birth (it might even start before in terms of an embryo's need for both interaction with, and freedom within its environment within the womb.) and continues until death as a consequence of ongoing interactions between people and their environment. The nature and processes involved in learning are studied in many established fi ...
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Allard Pierson Museum
The Allard Pierson Museum is the archaeological museum of the University of Amsterdam. It is situated at the Oude Turfmarkt 127 in Amsterdam, the Netherlands. Artifacts from the ancient civilizations of ancient Egypt, the Near East, the Greek World, Etruria, and the Roman Empire are curated and exhibited in this museum. Allard Pierson The name of the Allard Pierson Museum derives from the first professor of classical archaeology at the University of Amsterdam, Allard Pierson (1831–1896). This former clergyman was invited in 1877 to occupy the chair of Aesthetics, Art History, and Modern Languages at the newly founded university. His passion for antiquity, fuelled by his travels to the Mediterranean area, led to his assembling a collection of plaster casts from 1877 to 1895. Founding The second professor of archeology at the University of Amsterdam, Jan Six, had a large personal collection of books and antique objects. At his death in 1926, the university had an interest in ...
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Learning
Learning is the process of acquiring new understanding, knowledge, behaviors, skills, value (personal and cultural), values, attitudes, and preferences. The ability to learn is possessed by humans, animals, and some machine learning, machines; there is also evidence for some kind of learning in certain plants. Some learning is immediate, induced by a single event (e.g. being burned by a Heat, hot stove), but much skill and knowledge accumulate from repeated experiences. The changes induced by learning often last a lifetime, and it is hard to distinguish learned material that seems to be "lost" from that which cannot be retrieved. Human learning starts at birth (it might even start before in terms of an embryo's need for both interaction with, and freedom within its environment within the womb.) and continues until death as a consequence of ongoing interactions between people and their environment. The nature and processes involved in learning are studied in many established fi ...
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Intelligence Amplification
Intelligence amplification (IA) (also referred to as cognitive augmentation, machine augmented intelligence and enhanced intelligence) refers to the effective use of information technology in augmenting human intelligence. The idea was first proposed in the 1950s and 1960s by cybernetics and early computer pioneers. IA is sometimes contrasted with AI (artificial intelligence), that is, the project of building a human-like intelligence in the form of an autonomous technological system such as a computer or robot. AI has encountered many fundamental obstacles, practical as well as theoretical, which for IA seem moot, as it needs technology merely as an extra support for an autonomous intelligence that has already proven to function. Moreover, IA has a long history of success, since all forms of information technology, from the abacus to writing to the Internet, have been developed basically to extend the information processing capabilities of the human mind (see extended mind and d ...
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Evidence-based Learning
Evidence-based education (EBE) is the principle that education practices should be based on the best available scientific evidence, rather than tradition, personal judgement, or other influences. Evidence-based education is related to evidence-based teaching, evidence-based learning, and school effectiveness research. For example, research has shown that spaced repetition (also spaced training, spacing effect and spaced learning) "leads to more robust memory formation than does massed training, which involves short or no intervals". The evidence-based education movement has its roots in the larger movement towards evidence-based practices, and has been the subject of considerable debate since the late 1990s. However, research published in 2020 showed that there is still widespread belief, amongst educators in ineffective teaching techniques such as matching instruction to so-called learning styles and the cone of learning. History The United Kingdom author and academic David H. ...
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Electronic Learning
Educational technology (commonly abbreviated as edutech, or edtech) is the combined use of computer hardware, software, and educational theory and practice to facilitate learning. When referred to with its abbreviation, edtech, it often refers to the industry of companies that create educational technology. In addition to the practical educational experience, educational technology is based on theoretical knowledge from various disciplines such as communication, education, psychology, sociology, artificial intelligence, and computer science. It encompasses several domains including learning theory, computer-based training, online learning, and m-learning where mobile technologies are used. Definition The Association for Educational Communications and Technology (AECT) has defined educational technology as "the study and ethical practice of facilitating learning and improving performance by creating, using and managing appropriate technological processes and resources". It ...
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Technology
Technology is the application of knowledge to reach practical goals in a specifiable and reproducible way. The word ''technology'' may also mean the product of such an endeavor. The use of technology is widely prevalent in medicine, science, industry, communication, transportation, and daily life. Technologies include physical objects like utensils or machines and intangible tools such as software. Many technological advancements have led to societal changes. The earliest known technology is the stone tool, used in the prehistoric era, followed by fire use, which contributed to the growth of the human brain and the development of language in the Ice Age. The invention of the wheel in the Bronze Age enabled wider travel and the creation of more complex machines. Recent technological developments, including the printing press, the telephone, and the Internet have lowered communication barriers and ushered in the knowledge economy. While technology contributes to econom ...
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Augmented Reality
Augmented reality (AR) is an interactive experience that combines the real world and computer-generated content. The content can span multiple sensory modalities, including visual, auditory, haptic, somatosensory and olfactory. AR can be defined as a system that incorporates three basic features: a combination of real and virtual worlds, real-time interaction, and accurate 3D registration of virtual and real objects. The overlaid sensory information can be constructive (i.e. additive to the natural environment), or destructive (i.e. masking of the natural environment). This experience is seamlessly interwoven with the physical world such that it is perceived as an immersive aspect of the real environment. In this way, augmented reality alters one's ongoing perception of a real-world environment, whereas virtual reality completely replaces the user's real-world environment with a simulated one. Augmented reality is largely synonymous with mixed reality. There is also overlap ...
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Calculators
An electronic calculator is typically a portable electronic device used to perform calculations, ranging from basic arithmetic to complex mathematics. The first solid-state electronic calculator was created in the early 1960s. Pocket-sized devices became available in the 1970s, especially after the Intel 4004, the first microprocessor, was developed by Intel for the Japanese calculator company Busicom. Modern electronic calculators vary from cheap, give-away, credit-card-sized models to sturdy desktop models with built-in printers. They became popular in the mid-1970s as the incorporation of integrated circuits reduced their size and cost. By the end of that decade, prices had dropped to the point where a basic calculator was affordable to most and they became common in schools. Computer operating systems as far back as early Unix have included interactive calculator programs such as dc and hoc, and interactive BASIC could be used to do calculations on most 1970s ...
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Cool Math Games
Cool Math Games (branded as Coolmath Games) is an online web portal that hosts HTML and Flash web browser games targeted at children and young adults. Cool Math Games is operated by Coolmath LLC and first went online in 1997 with the slogan: "Where logic & thinking meets fun & games.". The site maintains a policy that it will only host games that the operators believe are non-violent and educational and is partnered with coolmath.com and coolmath4kids.com. In November 2019, ''Popular Mechanics'' listed Cool Math Games as one of its "50 most important websites" since the internet was created. In September 2022, Coolmath Coding was launched to teach kids how to code in Roblox and Minecraft. History Shutdown hoax Rumors began spreading in mid-2019 that Cool Math Games was to shut down in 2020 due to the discontinuation of Adobe Flash Player. In light of these rumors, a petition was created on Change.org to stop it from shutting down and reached over 100,000 signatures. However, C ...
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Satricum
Satricum (modern Le Ferriere), an ancient town of Latium vetus, lay on the right bank of the Astura river some SE of Rome in a low-lying region south of the Alban Hills, at the NW border of the Pontine Marshes. It was directly accessible from Rome via a road running roughly parallel to the Via Appia. History According to Livy, Satricum was an Alban colony, and a member of the Latin League of 499 BC. In c. 488 BC it was taken by the Volsci. In 386 BC a force made up of Volscians of the town of Antium, Hernici and Latins rebelled against Rome and gathered near Satricum. After a battle with the Romans which was stopped by rain, the Latins and Hernici left and returned home. The Volsci retreated to Satricum, which was taken by storm. In 385 BC the Romans planted a colony with 2,000 colonists at Satricum. In 382 BC a joint force of Volsci and Latins from the city of Praeneste took Satricum despite strong resistance by the Roman colonists. In 381 BC the Romans levied four legions an ...
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