No direct guidance :: Learner L must identify patterns or relationships from raw input on her own.
Pattern discovery :: Observation often involves recognizing and understanding patterns in the environment, which mirrors what happens in unsupervised learning.
Learning from the environment :: L derives insights from the world or data without external labels or supervision.
<
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.
1548
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.
1562
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.
1520
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, 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.
1551
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 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.
1549
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, 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.
1550
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.
What is Your most favorite game / way of playing ?
Any game You would like to bring & play with Your colleagues during the Congress ?
1552
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.
1521
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
.
Features are observable and measurable properties or characteristics used to describe data in both machine learning and human experience.
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.
In human experience, features represent sensory or cognitive details like color, texture, pitch, or emotional tone, helping interpret and navigate the world.
1652
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
>
Classifiers
1653
Training
1654
Validating
1655
Testing
1656
Reinforcment learning
1522
Social learning
1523
Peer learning
1525
Machine Learning
1524
Human-Machine Peer Learning
1526
Human
-
Machine
Peer
Learning
Teaching, Pedagogy, Didactics
1527
Teaching
''
Pedagogy
''
Didactics
Artificial Teacher Avatars
1528
Artificial
Teacher
Avatars
Educational Systems
1529
Extended Educational Environments
1530
Extended
Educational
Environments
The Congress
1531
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