Six essays by artificial intelligence pioneer Marvin Minsky on how education can foster inventiveness, paired with commentary by Minsky's former colleagues and students. Marvin Minsky was a pioneering researcher in artificial intelligence whose work led to both theoretical and practical advances. His work was motivated not only by technological advancement but also by the desire to understand t…
This collection looks at how university students in Russia, Argentina, South Africa, Poland, Brazil, India, and Uruguay get the books and articles they need for their education. The death of Aaron Swartz and the more recent controversy around the SciHub and Libgen repositories have drawn attention to the question of access to knowledge, particularly for students facing financial and other const…
A comprehensive account of the neurobiological basis of language, arguing that species-specific brain differences may be at the root of the human capacity for language.OCLC-licensed vendor bibliographic record.
How the increasing reliance on metrics to evaluate scholarly publications has produced new forms of academic fraud and misconduct. The traditional academic imperative to "publish or perish" is increasingly coupled with the newer necessity of "impact or perish"--the requirement that a publication have "impact," as measured by a variety of metrics, including citations, views, and downloads. Gamin…
How philosophers and theorists can find new models for the creation, publication, and dissemination of knowledge, challenging the received ideas of originality, authorship, and the book.OCLC-licensed vendor bibliographic record.
Machine learning - programming computers to learn from data - has spread across scientific disciplines, media, entertainment, and government. Medical research, autonomous vehicles, credit transaction processing, computer gaming, recommendation systems, finance, surveillance, and robotics use machine learning. Machine learning devices (sometimes understood as scientific models, sometimes as oper…
Many strong claims are made for the educational value of computer games, but there is a need for systematic examination of the research evidence that might support such claims. This book fills that need by providing, a comprehensive and up-to-date investigation of what research shows about learning with computer games. Computer Games for Learning describes three genres of game research: the val…
Authority and expertise in new sites of knowledge production / Anne Beaulieu, Sarah de Rijcke and Bas van Heur -- Working in virtual knowledge : affective labor in scholarly collaboration / Smiljana Antonijevi?c, Stefan Dormans and Sally Wyatt -- Exploring uncertainty in knowledge representations : classifications, simulations and models of the world / Matthijs Kouw, Charles van den Heuvel and …
This report summarizes the results of an ambitious three-year ethnographic study, funded by the John D. and Catherine T. MacArthur Foundation, into how young people are living and learning with new media in varied settings--at home, in after school programs, and in online spaces. It offers a condensed version of a longer treatment provided in the book Hanging Out, Messing Around, and Geeking Ou…
An examination of young people's everyday new media practices--including video-game playing, text-messaging, digital media production, and social media use. Conventional wisdom about young people's use of digital technology often equates generational identity with technology identity: today's teens seem constantly plugged in to video games, social networking sites, and text messaging. Yet there…