White House Will Ad Hoc Decide Who Can Individually Access GPT-5.6
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We have a new standard policy for releasing frontier AI models. It is not
good.
2 hours ago
21st C education: FabLearn
MIT App Inventor has begun to frame its work in a theory of computational action: the idea that youth should learn about, and create with, computing in ways that provide them the opportunity to have direct impact in their lives Co and their communities. The App Inventor team is developing new features that allow students to more easily engage with authentic problems in their own lives with computational solutions. These features- maps, real-time collaboration, and support for Internet of Things applications, are powerful tools that students can bring to bear with minimal computing background in order to solve specific, local problems.
Mark A. Sherman, Mike Tissenbaum, Joshua Sheldon, Hal Abelson. (2018) Tools for Computational Action:New Features in MIT App Inventor. Tech Spotlight at Connected Learning Summit (CLS) 2018.
"First, we want to establish the idea that a computer language is not just a way of getting a computer to perform operations but rather that it is a novel formal medium for expressing ideas about methodology. Thus, programs must be written for people to read, and only incidentally for machines to execute."Or, in the video, "a computer program is a way of expressing ideas and communicating ideas and only incidentally about getting a machine to do stuff" (at 35min 55sec)
~ Hal Abelson
“My name is Kwementyeye Rice Furber, I am one of the kwetengurles (caretakers) for the Yeperenye Dreaming. The Yeperenye Dreaming is a totem of my mother and my grandfather (that’s my mum’s dad) and her grandfather (her father’s father). In a cultural way they are the owners of the Yeperenye Dreaming.A section of another plaque provides us with some information about the caterpillar itself and how strongly it is represented in the Arrernte language:
I am very proud to see the sculpture being built here on Mparntwe land. I feel the Yeperenye story should be known and told to the locals and visitors alike, and I hope Yeperenye Dreaming will be respected in the land of its Dreaming. I am very glad and happy for the youngsters who are involved in building this Yeperenye Sculpture and I am very glad of all who took part in it and I thank you for it.”
“The Arrernte language includes a unique name for every stage of development for yeperenye caterpillars, ie. egg, lava, pupa, emerging moth, moth etc. The name yeperenye derives from ayepe (tar vine) and arenye (belonging to).Next up we might take a 10 minute drive to Emily Gap (Anthwerrke). It’s really special down there, well that is, apart from the damn flies. It is the majestic site where the caterpillar beings originated. Photos from inside the gap, where there are rock paintings illustrating the story, are not permitted. So, I guess you’ll have to come to Alice if you want to see it. After they created Anthwerrke the caterpillars spread out towards the town area and produced the topographical features that we now see.
The yeperenye are the best known of the sacred caterpillars. They encompass at least two different species and a rich diversity of colour forms. Yeperenye caterpillars burrow into soft soil to depths of about 10cm, sometimes forming a small underground chamber. The fully developed intelyaplyape (hawkmoths) emerge with 12-24 days from their pupal cases underground or beneath leaf litter to feed, mate and lay their eggs in the space of a few days.”
“The response has been quite amazing. Whenever we’ve been out to communities there's always been a sigh of relief,” he said.In an interview with NITV, Christopher Lawrence said that the app includes an ‘Elders feature’, for users to contact Elders for advice or support. “A person may not have their Elders anymore, so we’re creating a substitute mob for people who can be Elders for others around the mob”
“People say to us, 'we've [been] waiting for something like this!’,” he added.
“We’ve just been taking butchers' paper and markers out there and drawing up plans.
“Then we bring it back to Sydney, and translate it into coding and programming.”
"I have a process. The process is you commit then you figure out how the heck you are going to do it"For more inspirational information visit the Not Impossible website
This article develops some ideas concerning the “big picture” of how using computers might fundamentally change learning, with an emphasis on mathematics (and, more generally, STEM education). I develop the big-picture model of computation as a new literacy in some detail and with concrete examples of sixth grade students learning the mathematics of motion. The principles that define computational literacy also serve as an analytical framework to examine competitive big pictures, and I use them to consider the plausibility, power, and limitations of other important contemporary trends in computationally centered education, notably computational thinking and coding as a social movement. While both of these trends have much to recommend them, my analysis uncovers some implausible assumptions and counterproductive elements of those trends. I close my essay with some more practical and action-oriented advice to mathematics educators on how best to orient to the long-term trajectory (big picture) of improving mathematics education with computation.The following two articles are PhD theses obtainable from BirdBrain Technologies Research page
Children have frequent access to technologies such as computers, game systems, and mobile phones (Sefton-Green, 2006). But it is useful to distinguish between engaging with technology as a ‘consumer’ and engaging as a ‘creator’ or designer (Resnick & Rusk, 1996). Children who engage as the former can use technology efficiently, while those who engage as the latter are creative and adaptive with technology.Lauwers, Tom. Aligning Capabilities of Interactive Educational Tools to Learner Goals (2010)
The question remains of how best to encourage movement along this continuum, towards technological fluency. This study defines three habits of mind associated with fluent technology engagement [(1) approaching technology as a tool and a creative medium, (2) understanding how to engage in a design process, and (3) seeing oneself as competent to engage in technological creativity], and examines the implementation of a learning environment designed to support them.
Robot Diaries, an out-of-school workshop, encourages middle school girls to explore different ways of expressing and communicating with technology, to integrate technology with personal or fictional storytelling, and to adapt their technical knowledge to suit their own projects and ideas. Two research purposes guide this study. The first is to explore whether Robot Diaries, which blends arts and engineering curricula, can support multiple pathways to technological fluency. The second purpose is to develop and test a set of instruments to measure the development of technological fluency.
This thesis is about a design process for creating educationally relevant tools. I submit that the key to creating tools that are educationally relevant is to focus on ensuring a high degree of alignment between the designed tool and the broader educational context into which the tool will be integrated. The thesis presents methods and processes for creating a tool that is both well aligned and relevant.
The design domain of the thesis is described by a set of tools I refer to as “Configurable Embodied Interfaces”. Configurable embodied interfaces have a number of key features, they:
Spurred by the growth of cheap computation and sensing, a large number of educational programs have been built around use of configurable embodied interfaces in the last three decades … this work provides case studies and a set of guidelines that can inform technologists interested in designing educationally relevant embodied interfaces.
- Can sense their local surroundings through the detection of such environmental and physical parameters as light, sound, imagery, device acceleration, etc.
- Act on their local environment by outputting sound, light, imagery, motion of the device, etc.
- Are configurable in such a way as to link these inputs and outputs in a nearly unlimited number of ways.
- Contain active ways for users to either directly create new programs linking input and output, or to easily re-configure them by running different programs on them.
- Are user focused; they assume that a human being is manipulating them in some way, through affecting input and observing output of the interface.
"Ideas are very precious to me and when I see ideas dying it hurts. I see a tragedy. It feels like a moral wrong, an injustice. If there is something I can about it then it feels like a responsibility for me to do so. Not an opportunity but a responsibility"The computer is now emerging from being a relatively expensive, large closed box and transforming into a miniature capable of interacting with a variety of sensors to create the internet of things. BV goes beyond the predictable and usually mundane commercial hype (Apple watch etc.) and informs us how a more intuitive user interface (“One of the greatest user interface design minds in the world today.” — Alan Kay) can promote creativity. ie. he explains how creativity can be enhanced, not just uses it as a nebulous hype word. The principle he argues for is immediate connection between the creative process and its visualisation or appearance. He has the skill and knowledge to implement that principle, as part of a team, in the real world.
"I think to reach your full potential you have to believe in yourself and find something to make you happy"A very powerful statement in the context of an indigenous woman choosing maths / astronomy.
“all students have tremendous talents”What does Sir Ken say? That children have tremendous natural talents and these are crushed by School (the capital S signifies the institution of school) because School favours one sort of learning (academic head learning) above other sorts of learning (the multiple intelligences).
...as the American inventor Thomas Edison said, genius is 99 per cent perspiration - or, to be truer to the data, perhaps 1 per cent inspiration, 29 per cent good instruction and encouragement, and 70 per cent perspiration.Five times the effort
Anders Ericsson:Practise, Pracise, more Practise
"These people don't necessarily have an especially high IQ, but they almost always have very supportive environments, and they almost always have important mentors. And the one thing they always have is this incredible investment of effort. ... it's a bit overwhelming to look at what these people have to do. They generally invest about five times as much time and effort to become great as an accomplished amateur does to become competent. It's not something everyone's up for."
So what does create genius or extreme talent? Musicians have an old joke about this: How do you get to Carnegie Hall from here? Practise.It took Mozart 10 years to develop what appears to be effortless natural ability
A sober look at any field shows that the top performers are rarely more gifted than the also-rans, but they almost invariably outwork them. This doesn't mean that some people aren't more athletic or smarter than others.
The elite are elite partly because they have some genetic gifts - for learning and hand-eye coordination, for instance - but the very best rise because they take great pains to maximise that gift.
This has led scholars of elite performance to speak of a 10-year rule: it seems you have to put in at least a decade of focused work to master something and bring greatness within reach... Mozart was playing the violin at 3 years of age and received expert, focused instruction from the start. He was precocious, writing symphonies at age 7, but he didn't produce the work that made him a giant until his teens.Supportive learning environment and mentoring is of crucial importance
Study so intense requires resources - time and space to work, teachers to mentor - and the subjects of Bloom's study, like most elite performers, almost invariably enjoyed plentiful support in their formative years.What it is that high ability performers learn? Answer: Pattern recognition of the important bits
Bloom, in fact, came to see great talent as less an individual trait than a creation of environment and encouragement. "We were looking for exceptional kids," he said, "and what we found were exceptional conditions."
He was intrigued to find that few of the study's subjects had shown special promise when they first took up the fields they later excelled in, and most harboured no early ambition for stellar achievement.
Rather, they were encouraged as children in a general way to explore and learn, then supported in more focused ways as they began to develop an area they particularly liked. ...
Finally, most retrospective studies, including Bloom's, have found that almost all high achievers were blessed with at least one crucial mentor as they neared maturity ...
When Subotnik looked at music students at New York's elite Juilliard School and winners of the high-school-level Westinghouse Science Talent Search, he found that the Juilliard students generally realised their potential more fully because they had one-on-one relationships with mentors who prepared them for the challenges they would face after their studies ended.
So what do elite performers attain through all that deliberate practice and sensitive mentoring? What makes a genius? The creme de la creme appear to develop several important cognitive skills.Importance of repetition, repetition, REPETITION ...
The first, called "chunking", is the ability to group details and concepts into easily remembered patterns.
Chess provides the classic illustration. Show a chess master a game in progress for just 5 seconds and they will memorise the board so well that they can recreate most of it - 20 pieces or more - an hour later. A novice will be able to place just four or five pieces.
Yet chess masters don't necessarily have a better memory than novices. Their clustering skills begin and end at the chessboard. Show a master and a novice a random list of 20 digits, and a few minutes later neither will be able to recall more than seven or eight of them in sequence.
In a chess game, by contrast, the master sees not the 20 pieces that confront the novice but clusters of pieces, each of which is familiar from experience.
Interestingly, the chess master will remember about as many clusters - four or five - as a novice will individual pieces. The better the master, the larger the clusters he'll remember.
We all exercise such clustering skills when we read. Learning to read means coming to recognise chunks of letters as words, then chunks of words as phrases and sentences, and - at a deeper level - sentences and paragraphs as components of a work's larger meaning.
This chunking puts individual words into logical, recallable contexts. As a result, we'll remember almost all of a logical 20-word sentence and only four to seven words from the same 20 words ordered randomly.
Apart from chunking, the elite also learn to identify quickly which bits of information in a changing situation to store in working memory so that they can use them later.
This lets them create a continually updated mental model far more complex than that used by someone less practised, allowing them to see subtler dynamics and deeper relationships.
Eric Kandel of Columbia University in New York, who won a Nobel prize in 2000 for discovering much of the neural basis of memory and learning, has shown that both the number and strength of the nerve connections associated with a memory or skill increase in proportion to how often and how emphatically the lesson is repeated.Previous:
So focused study and practice literally build the neural networks of expertise. Genetics may allow one person to build synapses faster than another, but either way the lesson must still be learned. Genius must be built.