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A fascinating examination of technological utopianism and its complicated consequences. In The Charisma Machine, Morgan Ames chronicles the life and legacy of the One Laptop per Child project and explains why—despite its failures—the same utopian visions that inspired OLPC still motivate other projects trying to use technology to “disrupt” education and development. Announced in 2005 by MIT Media Lab cofounder Nicholas Negroponte, One Laptop per Child promised to transform the lives of children across the Global South with a small, sturdy, and cheap laptop computer, powered by a hand crank. In reality, the project fell short in many ways—starting with the hand crank, which never materialized. Yet the project remained charismatic to many who were captivated by its claims of access to educational opportunities previously out of reach. Behind its promises, OLPC, like many technology projects that make similarly grand claims, had a fundamentally flawed vision of who the computer was made for and what role technology should play in learning. Drawing on fifty years of history and a seven-month study of a model OLPC project in Paraguay, Ames reveals that the laptops were not only frustrating to use, easy to break, and hard to repair, they were designed for “technically precocious boys”—idealized younger versions of the developers themselves—rather than the children who were actually using them. The Charisma Machine offers a cautionary tale about the allure of technology hype and the problems that result when utopian dreams drive technology development.
In his classsic book, Mindstorms: Children, Computers, and powerful Ideas, Seymour Papert set out a vision of how computers could change school. In The Children's Machine he now looks back over a decade during which American schools acquired more than three million computers and assesses progress and resistance to progress.
A hands-on, application-based introduction to machine learning and artificial intelligence (AI) that guides young readers through creating compelling AI-powered games and applications using the Scratch programming language. Machine learning (also known as ML) is one of the building blocks of AI, or artificial intelligence. AI is based on the idea that computers can learn on their own, with your help. Machine Learning for Kids will introduce you to machine learning, painlessly. With this book and its free, Scratch-based, award-winning companion website, you'll see how easy it is to add machine learning to your own projects. You don't even need to know how to code! As you work through the book you'll discover how machine learning systems can be taught to recognize text, images, numbers, and sounds, and how to train your models to improve their accuracy. You'll turn your models into fun computer games and apps, and see what happens when they get confused by bad data. You'll build 13 projects step-by-step from the ground up, including: • Rock, Paper, Scissors game that recognizes your hand shapes • An app that recommends movies based on other movies that you like • A computer character that reacts to insults and compliments • An interactive virtual assistant (like Siri or Alexa) that obeys commands • An AI version of Pac-Man, with a smart character that knows how to avoid ghosts NOTE: This book includes a Scratch tutorial for beginners, and step-by-step instructions for every project. Ages 12+
"My stomach feels like it's tied up in a knot. My knees lock up, and my face feels hot. You know what I mean? I'm Wilma Jean, The Worry Machine." Anxiety is a subjective sense of worry, apprehension, and/or fear. It is considered to be the number one health problem in America. Although quite common, anxiety disorders in children are often misdiagnosed and overlooked. Everyone feels fear, worry and apprehension from time to time, but when these feelings prevent a person from doing what he/she wants and/or needs to do, anxiety becomes a disability. This fun and humorous book addresses the problem of anxiety in a way that relates to children of all ages. It offers creative strategies for parents and teachers to use that can lessen the severity of anxiety. The goal of the book is to give children the tools needed to feel more in control of their anxiety. For those worries that are not in anyone's control (i.e. the weather) a worry hat is introduced. A fun read for Wilmas of all ages! Includes a note to parents and educators with tips on dealing with an anxious child.
Offers an illustrated telling of the story of Ada Byron Lovelace, from her early creative fascination with mathematics and science and her devastating bout with measles, to the ground-breaking algorithm she wrote for Charles Babbage's analytical engine.
Elliott is a boy who likes to find things and, one day, he stumbles across a machine. At first, he can't work out what the machine is for – it doesn't beep or buzz like all his other machines and it doesn't have an ON/OFF button. Then, quite by accident, Elliott makes the machine work. The machine makes letters! Elliott thinks it must be a story machine but, sadly, Elliott isn't very good at letters and words. How can he make magical stories without them? But, wait, some of the letters look like pictures. Elliott is good at pictures and, as he discovers, pictures make stories. An inspiring, uplifting picture book about the simple joys of a typewriter in a world of hi-tech machines. Perfect for fans of Oliver Jeffers.
With 35 projects that you'll love to make and a helpful techniques section, this book will teach you all about sewing machines. Start out with Clothes and Accessories, where you can make a felt collar and cosy scarf, as well as a pretty skirt.
A sharp-eyed exploration of the promise and peril of having children in an age of genetic tests and interventions Is screening for disease in an embryo a humane form of family planning or a slippery slope toward eugenics? Should doctors tell you that your infant daughter is genetically predisposed to breast cancer? If tests revealed that your toddler has a genetic mutation whose significance isn’t clear, would you want to know? In The Gene Machine, the award-winning journalist Bonnie Rochman deftly explores these hot-button questions, guiding us through the new frontier of gene technology and how it is transforming medicine, bioethics, health care, and the factors that shape a family. Rochman tells the stories of scientists working to unlock the secrets of the human genome; genetic counselors and spiritual advisers guiding mothers and fathers through life-changing choices; and, of course, parents (including Rochman herself) grappling with revelations that are sometimes joyous, sometimes heartbreaking, but always profound. She navigates the dizzying and constantly expanding array of prenatal and postnatal tests, from carrier screening to genome sequencing, while considering how access to more tests is altering perceptions of disability and changing the conversation about what sort of life is worth living and who draws the line. Along the way, she highlights the most urgent ethical quandary: Is this technology a triumph of modern medicine or a Pandora’s box of possibilities? Propelled by human narratives and meticulously reported, The Gene Machine is both a scientific road map and a meditation on our power to shape the future. It is a book that gets to the very core of what it means to be human.
Doing homework becomes a thing of the past! Meet the D Squad, a foursome of fifth graders at the Grand Canyon School made up of a geek, a class clown, a teacher's pet, and a slacker. They are bound together by one very big secret: the homework machine. Because the machine, code-named Belch, is doing their homework for them, they start spending a lot of time together, attracting a lot of attention. And attention is exactly what you don't want when you are keeping a secret. Before long, things start to get out of control, and Belch becomes much more powerful than they ever imagined. Now the kids are in a race against their own creation, and the loser could end up in jail...or worse!
A boy visualizes all the incredible things his flying machine will be able to do when he finishes building it in the barn.