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jac19701212

Trninic and Abrahamson - Embodied artefacts and Conceptual Perrformances - 2 views

  • “embodied artifact
  • body-based and modular rehearsed action
  • Embodie
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    • jac19701212
       
      Embodied artifact - a body-based and modular rehearsed action
    • jac19701212
       
      Artifact - cultural object embedded in social practice
    • jac19701212
       
      Artifacts are adaptable in nature because they are modular in nature.
    • jac19701212
       
      EI - Embodied Interaction
  • all embodied artifacts are rehearsed performances, ready-to-hand cultural equipment created by “packaging” procedures for skillfully encountering particular situations in the world. By mediating one’s encounters with the world, embodied artifacts constitute an integral part of cultural and individual development. First, humans embody cultural procedures through participating in social activities
  • Mathematical Imagery Traine
  • The Mathematical Imagery Trainer (MIT) set at a 1:2 ratio, so that the right hand needs to be twice as high along the monitor than the left hand
  • movement matters
  • remote-interaction cyber-technologies
  • embodied-interaction (EI)
djplaner

Exploring using the Wii/Augmented Reality to teach proportion « The Weblog of... - 0 views

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    A bit more information about Innovation #96 from the Decoding Learning innovation list. Using a Wii controller to help primary school kids develop an understand of proportion. Found a video that shows it in action.
Alison Alison

leading and learning: Guy Claxton's Magnificent Eight - 0 views

  • Guy Claxton believes that teachers need to focus on how they relate to students in their classrooms. What is important , he writes, are the values embodied in how they talk, what they notice, the activities they design, the environments they create, and the examples they set day after day. These represent the culture of the class.
  • They say, 'lets try'...and, 'what if?'
  • are curious.
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  • can be demanding and skeptical of what they're told.
  • have courage
  • They are willing to take risks and try new things.
  • good at exploration and investigation
  • good at 'sifting' ideas and trust their ability to tell 'good evidence'.
  • requires experimentation.
  • Every lesson invites students to use certain habits of mind, and to shelve others.
  • have imagination.
  • let idea come to them, finding links and connections
  • imagination needs to yoked to discipline
  • ood at creating explanations, making plans, crafting ideas, and making predictions based on their evidence.
  • know the virtue of sociability.
  • They are able to both give their views, receive feedback, and listen respectfully to others.
  • are reflective.
  • Good learners are self aware, able to contemplate their actions to continually 'grow their learning power'.
djplaner

The Electronic Digital Computer - How It Started, How It Works and What It Does - NYTim... - 7 views

  • Whether it is solving a differential equation on the motion of charged particles or keeping track of a nuts-and-bolts inventory, the digital computer functions fundamentally as a numerical transformer of coded information. It takes sets of numbers, processes them as directed and provides another number or set of numbers as a result
  • Among the characteristics that make it different are the flexibility with which it can be adapted generally to logical operations, the blinding speed with which it can execute instructions that are stored within its memory, and its built-in capacity to carry out these instructions in sequence automatically and to alter them according to a prescribed plan.
  • Despite its size and complexity, a computer achieves its results by doing a relatively few basic things. It can add two numbers, multiply them, subtract one from the other or divide one by the other. It also can move or rearrange numbers and, among other things, compare two values and then take some pre-determined action in accordance with what it finds.
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  • For all its transistor chips, magnetic cores, printed circuits, wires, lights and buttons, the computer must be told what to do and how
    • djplaner
       
      Increasingly there are algorithms that mean that the computer doesn't need to be told what to do. It is capable of learning. For example, in the past computers couldn't drive cars on the road. To do this the computer would have to be told how to do everything - accelerate, turn, how far to turn etc. The new algorithms are such that a computer (actually probably many computers) can drive a car without being told what to do (not a perfect analogy, but hopefully useful)
  • If the data put into the machine are wrong, the machine will give the wrong answer
  • Developing the software is a very expensive enterprise and frequently more troublesome than designing the actual "hardware
  • o specify 60,000 instructions
    • djplaner
       
      Facebook reportedly has at least 62 million lines of code (instructions) to make all of its features work.
  • This requires an input facility that converts any symbols used outside the machine (numerical, alphabetical or otherwise) into the proper internal code used by the machine to represent those symbols. Generally, the internal machine code is based on the two numerical elements 0 and 1
    • djplaner
       
      This applies to any data that an ICT uses - pictures, sound etc. It has to be converted into 0s and 1s (binary digits) that software can then manipulate
  • The 0's and 1's of binary notation represent the information processed by the computer, but they do not appear to the machine in that form. They are embodied in the ups and downs of electrical pulses and the settings of electronic switches inside the machine
  • The computational requirements are handled by the computer’s arithmetic-logic unit. Its physical parts include various registers, comparators, adders, and other "logic circuits."
    • djplaner
       
      This is the bit of the ICT that does the manipulation. Everything you do to manipulate data (e.g. apply Instagram filters) is reduced down to operations that an arithmetic-logic unit (ALU) - or similar - can perform
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    An "ancient" (1967) explanation of how a digital computer works - including some history.
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