
AMAZON.COM

More Stores:
rbookshop.com Book Store
Baby Products
Camping Store
Camera Store
Electronics Store
Hardware & Tools
Jazz Music Store
Kitchen Gadgets
Lawn & Garden Store
Medical Books
Music Store
Software Store
Huge Book Store
Sports Books
Travel Books
Toy Store
Electronics Store
Discount Tools
Video Store
|
|
Robots for Kids: Exploring New Technologies for Learning
|
You are here:
Home > Unusual Subjects Books > Artificial Intelligence > Item

|
Robots for Kids: Exploring New Technologies for Learning
|

by Allison Druin, James Hendler
Sales Rank : 338,534
|
|
|
|
Paperback: 400 pages
Publisher: Morgan Kaufmann
March 29, 2000
ISBN:
1558605975
Product Dimensions: 9.2 x 7.4 x 0.9 inches
Shipping Weight: 1.5 pounds.
Average Customer Review: based on 3 reviews.
Book Info Contributions from leading designers and researchers, each offering a unique perspective into the challenge of developing robots specifically for children. Softcover. DLC: Robotics.
Product Description:
Within the sphere of children's learning and play, the concept of robot and the application of actual robots are undergoing a dramatic expansion. Here the term "robot" refers to a growing range of interactive devices-including toys, pets, assistants to the disabled, and overtly educational tools-which are being used in ways that are expected to have profound and beneficial effects on how our children develop and grow. Robots for Kids: Exploring New Technologies for Learning opens with contributions from leading designers and researchers, each offering a unique perspective into the challenge of developing robots specifically for children. The second part is devoted to the stories of educators who work with children using these devices, exploring new applications and mapping their impact. Throughout the book, essays by children are included that discuss their first-hand experiences and ideas about robots. This is an engaging, entertaining, and insightful book for a broad audience, including HCI, AI, and robotics researchers in business and academia, new media and consumer product developers, robotics hobbyists, toy designers, teachers, and education researchers.
|
|
|
|