XamarinXamarin is a Microsoft-owned San Francisco-based software company founded in May 2011 by the engineers that created Mono, Xamarin.Android (formerly Mono for Android) and Xamarin.iOS (formerly MonoTouch), which are cross-platform implementations of the Common Language Infrastructure (CLI) and Common Language Specifications (often called Microsoft .NET). With a C#-shared codebase, developers can use Xamarin tools to write native Android, iOS, and Windows apps with native user interfaces and share code across multiple platforms, including Windows, macOS, and Linux.
Dvorak keyboard layoutDvorak ˈdvɔːræk is a keyboard layout for English patented in 1936 by August Dvorak and his brother-in-law, William Dealey, as a faster and more ergonomic alternative to the QWERTY layout (the de facto standard keyboard layout). Dvorak proponents claim that it requires less finger motion and as a result reduces errors, increases typing speed, reduces repetitive strain injuries, or is simply more comfortable than QWERTY.
Student-centered learningStudent-centered learning, also known as learner-centered education, broadly encompasses methods of teaching that shift the focus of instruction from the teacher to the student. In original usage, student-centered learning aims to develop learner autonomy and independence by putting responsibility for the learning path in the hands of students by imparting to them skills, and the basis on how to learn a specific subject and schemata required to measure up to the specific performance requirement.
Q-learningQ-learning is a model-free reinforcement learning algorithm to learn the value of an action in a particular state. It does not require a model of the environment (hence "model-free"), and it can handle problems with stochastic transitions and rewards without requiring adaptations. For any finite Markov decision process (FMDP), Q-learning finds an optimal policy in the sense of maximizing the expected value of the total reward over any and all successive steps, starting from the current state.
Inquiry-based learningInquiry-based learning (also spelled as enquiry-based learning in British English) is a form of active learning that starts by posing questions, problems or scenarios. It contrasts with traditional education, which generally relies on the teacher presenting facts and their knowledge about the subject. Inquiry-based learning is often assisted by a facilitator rather than a lecturer. Inquirers will identify and research issues and questions to develop knowledge or solutions.
QWERTYQWERTY ('kwɜːrti) is a keyboard layout for Latin-script alphabets. The name comes from the order of the first six keys on the top left letter row of the keyboard ( ). The QWERTY design is based on a layout created for the Sholes and Glidden typewriter and sold to E. Remington and Sons in 1873. It became popular with the success of the Remington No. 2 of 1878, and remains in ubiquitous use. Typewriter and Sholes and Glidden typewriter The QWERTY layout was devised and created in the early 1870s by Christopher Latham Sholes, a newspaper editor and printer who lived in Kenosha, Wisconsin.
Deep reinforcement learningDeep reinforcement learning (deep RL) is a subfield of machine learning that combines reinforcement learning (RL) and deep learning. RL considers the problem of a computational agent learning to make decisions by trial and error. Deep RL incorporates deep learning into the solution, allowing agents to make decisions from unstructured input data without manual engineering of the state space. Deep RL algorithms are able to take in very large inputs (e.g.
AZERTYAZERTY (ə'zɜrti) is a specific layout for the characters of the Latin alphabet on typewriter keys and computer keyboards. The layout takes its name from the first six letters to appear on the first row of alphabetical keys; that is, ( ). Similar to the QWERTZ layout, it is modelled on the English QWERTY layout. It is used in France and Belgium, although each of these countries has its own national variation on the layout. Luxembourg and Switzerland use the Swiss QWERTZ keyboard.
Problem-based learningProblem-based learning (PBL) is a student-centered pedagogy in which students learn about a subject through the experience of solving an open-ended problem found in trigger material. The PBL process does not focus on problem solving with a defined solution, but it allows for the development of other desirable skills and attributes. This includes knowledge acquisition, enhanced group collaboration and communication. The PBL process was developed for medical education and has since been broadened in applications for other programs of learning.
Smart deviceA smart device is an electronic device, generally connected to other devices or networks via different wireless protocols (such as Bluetooth, Zigbee, near-field communication, Wi-Fi, LiFi, or 5G) that can operate to some extent interactively and autonomously. Several notable types of smart devices are smartphones, smart speakers, smart cars, smart thermostats, smart doorbells, smart locks, smart refrigerators, phablets and tablets, smartwatches, smart bands, smart keychains, smart glasses, and many others.