Reinforcement learning
Reinforcement learning is an area of machine learning inspired by behaviorist psychology, concerned with how software agents ought to take actions in an environment so as to maximize some notion of cumulative reward. The problem, due to its generality, is studied in many other disciplines, such as game theory, control theory, operations research, information theory, simulation-based optimization, statistics, and genetic algorithms. In the operations research and control literature, the field where reinforcement learning methods are studied is called approximate dynamic programming. The problem has been studied in the theory of optimal control, though most studies there are concerned with existence of optimal solutions and their characterization, and not with the learning or approximation aspects.
Social media compleet: overzicht wat, waarvoor en hoe
Iedereen heeft het tegenwoordig over social media. En opeens wil iedereen er ook wat mee. Terecht.
The Rubik's Cube Solution
How to Solve the Rubik's Cube in Seven Steps The world's most famous puzzle, simultaneously beloved and despised for it's beautiful simple complexity, the Rubiks Cube has been frustrating gamers since Erno Rubik invented it back in 1974. Over the years many brave gamers have whole-heartedly taken up the challenge to restore a mixed Rubik's cube to it's colorful and perfect original configuration, only to find the solution lingering just out of their grasp time and time again. After spending hours and days twisting and turning the vaunted cube in vain, many resorted to removing and replacing the multi-colored facelets of the cube in a dastardly attempt to cheat the seemingly infallible logic of the cube, while others simply tossed it to the side and dubbed it impossible.
Learning or Management Systems?
This site has been created to foster discussion on how our thinking, learning, and organizational activities are impacted through technology and societal changes. Since the original publication of Connectivism: A Learning Theory for the Digital Age, I've been approached by many people requesting additional thinking and discussion. Four tools are available to provide dialogue: Blog for my personal reflective thoughtsWiki for collaborative content creationDiscussion forums for discussion on issues impacted by a connectivist view of learningEmail list for discussions on technology, networks and learning Most resources on this site are intended for public viewing, but contributing to the wiki or discussion forums requires registration. Please create your account by clicking the "join" text on the top, right-hand corner.
Spaced repetition
An evidence-based learning technique performed with flashcards In the Leitner system, correctly answered cards are advanced to the next, less frequent box, while incorrectly answered cards return to the first box for more aggressive review and repetition. Spaced repetition is an evidence-based learning technique that is usually performed with flashcards. Newly introduced and more difficult flashcards are shown more frequently while older and less difficult flashcards are shown less frequently in order to exploit the psychological spacing effect. The use of spaced repetition has been shown to increase rate of learning.[1]
Museum Box « Warempel
Na twee weken afwezigheid hoog tijd voor een nieuwe blogpost. In de klas hebben de leerlingen zich op het maken van Glogs gestort. Voorlopig zijn we daar hartstikke druk mee. Intussen blijf ik zoeken naar andere web 2.0 toepassingen die prima in het onderwijs te gebruiken zijn.
Anki - friendly, intelligent flashcards
e-learning 2.0: All You Need To Know
One of the strongest, but least hyped, uses of web 2.0 technologies over the past couple of years has been e-learning. We've covered this topic extensively on Read/WriteWeb - and so we're pleased to bring you this overview of e-learning 2.0, including the leading web apps and sites in this niche, and predictions for its future. In August Steve O'Hear (now last100 editor) wrote an introduction to e-learning 2.0.
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