👂 🎴 🕸️
Man
is
a
'
homo
discens
,'
a
learning
being
.
People
learn
as
long
as
they
live
.
Life
is
inseparably
connected
with
learning
.
Horst
Siebert
<
br
>
<
div
>
From
Proto
-
Italic
*
diskō
''
from
earlier
*
dikskō
''
from
Proto
-
Indo
-
European
*
di
-
dḱ
-
ské
-
ti
''
derived
from
the
root
root
*
deḱ
-
(“
t
<
strong
>
o
take
strong
>”).
From
the
same
root
as
doceō
and
discipline
unrelated
to
discipulus
.
div
><
br
><
div
div
>
<
p
class
=
fragment
>
What
did
You
learn
today
?
p
><
p
class
=
fragment
>
What
was
the
most
important
thing
You
learned
this
year
?
p
>
Implicit
learning
is
the
process
of
acquiring
knowledge
or
skills
unconsciously
''
without
intentional
effort
or
explicit
awareness
of
what
is
being
learned
.
It
typically
occurs
through
repeated
exposure
to
patterns
''
stimuli
''
or
behaviors
''
allowing
individuals
to
internalize
rules
or
structures
without
being
able
to
articulate
them
directly
.
Observation
in
the
context
of
learning
refers
to
the
process
of
acquiring
knowledge
''
skills
''
or
behaviors
by
perceiving
the
actions
of
others
or
the
dynamics
within
an
environment
.
This
learning
occurs
without
direct
engagement
but
through
experiencing
of
external
stimuli
''
events
''
or
behaviors
.
<
br
>
Unsupervised
learning
is
a
type
of
machine
learning
where
a
model
is
trained
on
data
without
labeled
outcomes
.
The
system
analyzes
and
identifies
patterns
or
structures
in
the
data
''
such
as
clustering
or
associations
''
without
explicit
guidance
on
what
to
look
for
.
It
is
often
used
for
tasks
like
anomaly
detection
''
clustering
''
and
dimensionality
reduction
.<
br
>
<
p
class
=
fragment
><
strong
>
No
direct
guidance
strong
>
::
Learner
L
must
identify
patterns
or
relationships
from
raw
input
on
her
own
.
p
><
p
class
=
fragment
><
strong
>
Pattern
discovery
strong
>
::
Observation
often
involves
recognizing
and
understanding
patterns
in
the
environment
''
which
mirrors
what
happens
in
unsupervised
learning
.
p
><
p
class
=
fragment
><
strong
>
Learning
from
the
environment
strong
>
::
L
derives
insights
from
the
world
or
data
without
external
labels
or
supervision
.
p
>
Imitation
in
humans
''
especially
in
children
''
is
the
process
of
learning
by
observing
and
replicating
the
actions
''
behaviors
''
or
expressions
of
others
.
It
is
a
fundamental
mechanism
for
acquiring
social
''
cognitive
''
and
motor
skills
''
allowing
children
to
mimic
gestures
''
language
''
or
problem
-
solving
techniques
.
Through
imitation
''
children
learn
cultural
norms
''
communication
patterns
''
and
even
complex
tasks
without
explicit
instruction
.
It
is
crucial
for
early
development
''
as
it
helps
children
integrate
into
their
social
environment
and
build
understanding
by
modeling
behaviors
they
see
in
parents
''
peers
''
and
others
.
Learning
is
building
A
model
of
THE
world
.
Experiential
learning
is
a
process
of
learning
through
direct
experience
''
where
individuals
engage
in
activities
''
reflect
on
their
actions
''
and
apply
what
they
ve
learned
to
new
situations
.
Rather
than
solely
reading
or
listening
''
learners
actively
participate
''
often
experimenting
''
making
mistakes
''
and
adapting
.<
br
>
In
learning
and
problem
-
solving
''
a
trial
is
a
single
attempt
or
effort
to
reach
a
goal
or
find
a
solution
.
Each
trial
involves
testing
an
idea
or
making
a
change
''
then
observing
the
result
.
If
the
trial
doesn
t
succeed
''
adjustments
are
made
based
on
what
was
learned
''
and
a
new
trial
begins
.
This
process
''
called
trial
and
error
''
continues
until
the
desired
outcome
is
achieved
.
Trials
are
key
in
learning
because
they
allow
us
to
explore
''
adapt
''
and
improve
with
each
attempt
''
reducing
mistakes
and
moving
closer
to
success
over
time
.
In
learning
and
problem
-
solving
''
an
error
is
the
difference
between
what
we
aimed
to
achieve
and
the
actual
result
.
It
shows
how
far
we
are
from
the
desired
outcome
and
helps
us
understand
what
needs
adjusting
.
Errors
aren
t
failures
;
they
re
valuable
feedback
''
guiding
us
to
make
improvements
in
each
new
attempt
.
By
identifying
and
reducing
errors
through
practice
and
adjustments
''
we
gradually
get
closer
to
the
goal
.
In
this
way
''
errors
are
essential
to
learning
''
as
they
highlight
what
doesn
t
work
and
point
us
toward
what
might
.
In
learning
''
skill
-
building
''
and
habit
formation
''
repetition
is
the
process
of
repeatedly
practicing
or
performing
a
task
.
This
continuous
repetition
reinforces
memory
''
builds
familiarity
''
and
over
time
''
transforms
skills
into
habits
or
reflexes
''
making
actions
more
automatic
and
effortless
.
Through
repetition
''
connections
in
the
brain
are
strengthened
''
allowing
tasks
to
be
completed
with
less
conscious
effort
Game
provides
a
closed
system
whereby
we
are
allowed
to
commit
errors
(&
learn
from
them
)
without
major
consequences
for
real
life
.<
p
class
=
fragment
>
What
is
Your
most
favorite
game
/
way
of
playing
?
p
><
p
class
=
fragment
>
Any
game
You
would
like
to
bring
&
play
with
Your
colleagues
during
the
Congress
?
p
>
Supervised
learning
is
a
type
of
machine
learning
where
a
model
is
trained
on
labeled
data
to
learn
the
mapping
between
input
features
and
corresponding
outputs
.
The
goal
is
to
enable
the
model
to
make
accurate
predictions
or
classifications
on
unseen
data
by
minimizing
the
error
between
its
predictions
and
the
true
labels
.
Common
tasks
include
regression
(
predicting
continuous
values
)
and
classification
(
assigning
categories
).
Supervised
learning
relies
on
a
training
dataset
with
known
inputs
and
outputs
and
evaluates
performance
using
a
separate
test
dataset
.
Examples
include
spam
email
detection
''
image
recognition
''
and
speech
-
to
-
text
systems
.
Supervised
learning
parallels
human
learning
through
its
reliance
on
guidance
from
labeled
examples
''
similar
to
how
humans
learn
with
feedback
.
For
instance
''
when
a
child
learns
to
identify
objects
''
they
receive
input
(
the
object
)
and
a
corresponding
label
(
e
.
g
.''
dog
or
apple
)
from
a
teacher
or
parent
.
Mistakes
are
corrected
''
reinforcing
the
connection
between
input
and
label
''
much
like
how
supervised
learning
algorithms
adjust
their
predictions
based
on
errors
.
Features
are
observable
and
measurable
properties
or
characteristics
used
to
describe
data
in
both
machine
learning
and
human
experience
. <
div
><
br
>
div
><
div
>
In
ML
''
features
are
input
variables
raw
(
e
.
g
.''
pixel
intensities
''
audio
waveforms
)
or
engineered
(
e
.
g
.''
embeddings
''
statistical
summaries
)—
that
models
use
to
make
predictions
. <
div
><
br
>
div
><
div
>
In
human
experience
''
features
represent
sensory
or
cognitive
details
like
color
''
texture
''
pitch
''
or
emotional
tone
''
helping
interpret
and
navigate
the
world
.
div
>
div
>
A
classifier
in
machine
learning
is
a
model
or
algorithm
designed
to
categorize
data
into
predefined
groups
or
labels
.
It
takes
input
data
''
analyzes
its
features
''
and
assigns
it
to
a
specific
class
based
on
learned
patterns
from
training
data
.
For
example
''
a
classifier
might
identify
whether
an
email
is
spam
or
not
spam
''
or
recognize
handwritten
digits
.
Classifiers
are
essential
in
supervised
learning
tasks
and
operate
by
minimizing
errors
in
predictions
through
training
on
labeled
datasets
.
Common
types
include
neural
networks
''
support
vector
machines
''
decision
trees
etc
.
In
supervised
machine
learning
''
training
is
the
process
of
teaching
a
model
''
like
a
classifier
''
to
make
accurate
predictions
by
learning
patterns
from
labeled
data
.
Each
data
point
in
the
training
set
includes
features
(
characteristics
or
inputs
that
describe
the
data
''
like
size
or
color
)
and
a
corresponding
label
(
the
correct
output
or
category
).
The
model
uses
this
data
to
adjust
its
internal
parameters
''
minimizing
the
error
between
its
predictions
and
the
actual
labels
.
This
is
done
through
algorithms
like
gradient
descent
.
The
goal
is
to
generalize
from
the
training
data
''
enabling
the
classifier
to
make
accurate
predictions
on
new
''
unseen
data
.
In
supervised
machine
learning
''
*
testing
*
(
or
*
inference
*)
is
the
process
of
evaluating
a
trained
model
'
s
ability
to
make
accurate
predictions
on
new
''
unseen
data
.
During
this
phase
''
the
model
is
given
data
points
with
*
features
*
(
inputs
like
size
or
color
)
but
without
the
labels
it
was
trained
on
.
The
model
uses
the
patterns
it
learned
during
training
to
predict
the
labels
for
this
data
.
The
results
are
then
compared
to
the
actual
labels
(
if
available
)
to
measure
the
model
'
s
performance
using
metrics
like
accuracy
or
precision
.
Inference
is
the
final
application
of
the
model
to
make
real
-
world
predictions
.
Binary
classifiers
are
evaluated
by
comparing
their
predictions
to
the
actual
outcomes
using
a
confusion
matrix
.
This
is
a
table
with
four
categories
:
True
Positives
(
TP
)''
where
the
classifier
correctly
predicts
a
positive
outcome
;
True
Negatives
(
TN
)''
where
it
correctly
predicts
a
negative
outcome
;
False
Positives
(
FP
)''
where
it
wrongly
predicts
a
positive
;
and
False
Negatives
(
FN
)''
where
it
misses
a
positive
case
.
Metrics
like
accuracy
(
overall
correctness
)''
precision
(
focus
on
positives
)''
and
recall
(
how
well
positives
are
found
)
are
calculated
from
this
matrix
''
helping
to
assess
the
classifier
s
performance
.
In
supervised
machine
learning
''
*
validating
*
is
the
process
of
fine
-
tuning
and
assessing
a
model
'
s
performance
during
training
to
ensure
it
generalizes
well
to
unseen
data
.
Unlike
testing
''
validation
occurs
on
a
separate
*
validation
set
*''
distinct
from
both
training
and
testing
data
.
The
model
uses
the
*
features
*
of
this
set
to
make
predictions
''
which
are
compared
to
the
actual
labels
to
calculate
metrics
like
accuracy
or
loss
.
This
helps
monitor
overfitting
or
underfitting
and
guides
adjustments
to
model
parameters
or
hyperparameters
(
e
.
g
.''
learning
rate
or
regularization
).
Validation
ensures
the
classifier
is
optimized
before
its
final
evaluation
on
the
test
set
.
Machine
Learning
Reinforcement
learning
(
RL
)
is
a
machine
learning
paradigm
where
an
agent
learns
to
make
decisions
by
interacting
with
an
environment
.
Instead
of
being
told
what
to
do
''
the
agent
takes
actions
and
receives
feedback
in
the
form
of
rewards
or
penalties
.
The
goal
is
to
maximize
cumulative
rewards
over
time
by
discovering
an
optimal
strategy
''
known
as
a
policy
.
RL
is
inspired
by
trial
-
and
-
error
learning
in
humans
and
animals
''
where
behavior
improves
through
experience
.
It
s
particularly
useful
for
tasks
with
sequential
decision
-
making
''
such
as
robotics
''
game
playing
''
and
autonomous
systems
''
where
actions
impact
not
only
immediate
rewards
but
also
future
outcomes
.
<
br
>
Experiential
learning
''
Unsupervised
learning
''
Supervised
learning
''
Classifiers
&
Machine
Learning
...
Supervised
learning
resembles
a
structured
classroom
environment
''
where
explicit
feedback
is
given
for
each
example
(
e
.
g
.''
a
teacher
correcting
a
student
'
s
answers
).
In
contrast
''
reinforcement
learning
mirrors
experiential
learning
''
where
feedback
comes
as
rewards
or
penalties
after
actions
''
guiding
behavior
toward
long
-
term
goals
.
For
instance
''
a
child
learning
to
ride
a
bike
might
fall
(
penalty
)
or
stay
balanced
(
reward
)''
gradually
improving
through
trial
and
error
.
Conditioning
is
a
learning
process
where
an
individual
forms
associations
between
stimuli
or
behaviors
and
their
outcomes
.
It
can
be
divided
into
two
main
types
:<
br
><
p
class
=
fragment
>
Classical
Conditioning
:
Involves
pairing
a
neutral
stimulus
with
a
meaningful
one
to
elicit
a
similar
response
(
e
.
g
.''
Pavlov
s
dogs
salivating
at
the
sound
of
a
bell
).
p
><
p
class
=
fragment
>
Operant
Conditioning
:
Involves
learning
through
rewards
or
punishments
''
where
behaviors
are
strengthened
or
weakened
based
on
their
consequences
(
e
.
g
.''
Thorndike
s
Law
of
Effect
).
p
>
<
div
>
When
satisfaction
follows
association
''
it
is
more
likely
to
be
repeated
.<
br
>
div
>
<
p
>
Q
-
learning
is
a
model
-
free
reinforcement
learning
algorithm
that
enables
an
agent
to
learn
an
optimal
policy
for
decision
-
making
.
It
works
by
estimating
the
<
strong
>
Q
-
values
strong
>
(
action
-
value
function
)''
which
represent
the
expected
cumulative
reward
for
taking
an
action
in
a
given
state
and
following
the
best
future
actions
.
The
agent
updates
Q
-
values
iteratively
using
the
formula
:
p
><
img
src
=
https
://
miro
.
medium
.
com
/
v2
/
resize
:
fit
:
1043
/
1
*
vTMQI14ls9lWzRXzJGi4sg
.
jpeg
/>
In
machines
''
reinforcement
learning
(
RL
)
is
implemented
using
an
agent
-
environment
framework
.
The
agent
interacts
with
an
environment
by
taking
actions
based
on
a
policy
(
a
strategy
for
decision
-
making
).
The
environment
provides
feedback
in
the
form
of
rewards
or
penalties
''
guiding
the
agent
to
improve
its
actions
.
Key
components
include
a
reward
function
to
evaluate
outcomes
''
a
value
function
to
estimate
long
-
term
benefits
of
actions
''
and
exploration
strategies
to
balance
learning
new
behaviors
versus
exploiting
known
rewards
.
DRL
is
a
type
of
machine
learning
where
an
agent
learns
to
make
decisions
by
trial
and
error
''
guided
by
rewards
or
penalties
''
using
deep
neural
networks
.
Unlike
traditional
methods
''
which
struggle
with
complex
environments
''
DRL
allows
machines
to
learn
directly
from
raw
data
''
like
images
or
game
screens
.
The
neural
network
helps
the
agent
recognize
patterns
and
improve
its
decisions
over
time
.
DRL
has
achieved
impressive
results
in
tasks
like
playing
video
games
(
e
.
g
.''
Atari
''
AlphaGo
)''
controlling
robots
''
and
developing
self
-
driving
cars
''
making
it
a
powerful
tool
for
solving
real
-
world
problems
involving
sequential
decision
-
making
Cells
that
fire
together
''
wire
together
.
Social
learning
is
a
process
in
which
individuals
learn
by
observing
the
behaviors
of
others
''
imitating
them
''
and
experiencing
the
consequences
of
these
actions
.
(
Bandura
''
1977
)
Albert
Bandura
s
Social
Learning
Theory
(
1977
)
revolutionized
psychology
by
emphasizing
that
learning
occurs
in
a
social
context
through
observation
''
imitation
''
and
modeling
.
He
argued
that
individuals
do
not
solely
learn
through
direct
reinforcement
(
as
behaviorism
suggests
)
but
also
by
observing
others
''
processing
information
cognitively
''
and
making
choices
based
on
expected
outcomes
.
Peer
learning
Active
engagement
:::
Attention
:::
Error
Feedback
:::
Consolidation
Active
engagement
Consolidation
Attention
Error
Feedback
Human
-
Machine
Peer
Learning
Teaching
''
Pedagogy
''
Didactics
Artificial
Teacher
Avatars
Educational
Systems
Extended
Educational
Environments
The
Congress
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