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This chapter introduces no-regret learning, and introduces several of the most popular algorithms, including online mirror descent and the multiplicative weights update algorithm. We also prove von Neumann’s minimax theorem via no-regret learning.
This chapter introduces no-regret learning with predictions, and introduces optimistic online mirror descent. Then, we show that self-play in two-player zero-sum games with optimistic and stable online learning algorithms leads to a 1/T rate of convergence to equilibrium.
Complementing Chapter 16, this chapter introduces algorithms that an individual buyer can utilize to manage a budget constraint over a sequence of auctions. These are also the types of algorithms offered by internet platforms for bidding on behalf of buyers. We introduce the dual mirror descent framework, and show that it leads to no-regret guarantees when the incoming auctions are generated from a fixed stochastic model, and competitive ratio guarantees under adversarial input. We discuss extensions to return on spend constraints and predictions about traffic flow, such as the spend plans utilized in the ad auction industry.
This chapter studies games with vector-valued payoffs, and introduces Blackwell approachability, along with a proof of Blackwell’s approachability theorem. Then, we show how this leads to the regret matching algorithm, as well as the regret matching+ algorithm. The latter is a key component of superhuman poker AIs.
This chapter introduces the idea of computing a two-player zero-sum Nash equilibrium via “self play,” where two no-regret learning algorithms play against each other. We prove that the uniform average of the iterates converges to a Nash equilibrium. Then, we introduce several practical tricks for speeding up self-play, including linear iterate averaging and alternation.
This book presents a modern introduction to the field of algorithmic game theory. It places a heavy emphasis on optimization and online learning (a subdiscipline of machine learning), which are tools that increasingly play a central role in both the theory and practice of applying game-theoretic ideas. The book covers the core techniques used in several majorly successful applications, including techniques used for creating superhuman poker AIs, the theory behind the 'pacing' methodology that has become standard in the internet advertising industry, and the application of competitive equilibrium from equal incomes for fair course seat allocation in many business schools. With its focus on online learning tools, this book is an ideal companion to classic texts on algorithmic game theory for graduate students and researchers.
Shie Mannor, Technion - Israel Institute of Technology, Haifa,Yishay Mansour, Tel-Aviv University,Aviv Tamar, Technion - Israel Institute of Technology, Haifa
This preface chapter transitions from planning to learning. The chapter distinguishes RL from supervised learning: While supervised learning uses fixed i.i.d. datasets, RL involves an agent interacting online with an environment. Three main learning paradigms are identified: situated agent setting, offline learning and simulation-based learning. The exploration–exploitation tradeoff is emphasized as fundamental. Success metrics including sample complexity bounds, regret minimization and convergence guarantees are discussed.
This Element focuses on the role of interactive technologies in enhancing pre-service teachers' engagement with learning in online environments. It begins with a brief overview of the current state of teacher education, focusing on online teaching. This is followed by analysing the concept of engagement, underscoring its importance for pre-service teachers studying online. The Element explores various dimensions of engagement – cognitive, behavioural, affective, and other – and how interactive technologies can enhance these dimensions in online learning. A key feature of this Element is its exploration of key challenges that teacher educators and pre-service teachers encounter when using interactive technologies with practical recommendations for addressing them. The concluding section shifts the focus to the future, offering recommendations for how teacher education can use interactive technologies to 'grow' teacher educators who can engage their students. Throughout the Element, practical examples complement theoretical discussions to bridge the gap between theory and practice.
This article analyses the impact of the use of synchronous e-learning tools on educators, in terms of achieving their teaching goals, taking as a case study the webinar series on current European Union affairs of the Institute of European Studies in Brussels. There is currently a gap in researching the use of technology-enhanced learning in social sciences, and this article aims at filling this gap by evaluating the pedagogical experience of teaching European Studies, a complex interdisciplinary field, through web-based seminars (webinars).
The Higher Education landscape is constantly evolving. Larger and more diverse student cohorts, the growing demands for flexibility and accessibility, but not at the expense of quality, have been driving universities to reimagine learning spaces by using the affordances of digital technologies. While there is an abundance of literature on individual experimentation with blended learning formats at course level, there are far fewer accounts of institutional implementation. This article analyses four cases of institutionalised blended learning implementation at European universities, with a disciplinary focus on political science and international relations. By exploring the strategies, structures and support (Graham et al. in Internet High Educ 18:4–14, 2013), we aim to understand at what stage in the institutionalisation process each case can be situated. Based on our research, we identify five critical factors for a mature blended learning institutional implementation: an integrative approach, a gradual development model, a rigorous evaluation process, strong relations with the university and openness towards cooperation.
The phenomenon known as emergency eLearning saw many institutions of higher education switch from face-to-face learning to virtual or online course delivery in response to the COVID-19 pandemic. The transition posed a unique suite of challenges to instructors and students alike, especially in the case of active learning pedagogy. This article reflects on the experiences of a multi-institutional, multi-term pedagogical project that implemented peer review assignments as opportunities for asynchronous but nevertheless active learning. We shared instructor experiences through the course design and application stages of courses in International Relations and political economy, discuss the ability of peer review assignments to create active learning opportunities in online courses, and reflect on our own pedagogical development benefited from the community of practice.
The face of higher education is changing. One major trend is the fact that students are taking an increasing proportion of their courses online. That is, a growing number of students at not-for-profit private and public colleges and universities are taking some of their course work online and completing other parts in face-to-face courses. What impact does this mix of online and in-person course modalities have on student success? We answer this question by looking at political science majors at a large public university in the USA, taking into account demographics, achievement, and the mix of course modalities the students take (n = 1173). Through descriptive statistics, regression analysis, and predicted probabilities, we analyze how the mix of course modalities students enroll in impacts student success and retention. Results indicate that the success of all students declines as they take a greater proportion of their course load online. As universities seek to address this trend in higher education, they need to be particularly sensitive to ways to increase the success of online learners. Considering the needs of online learners is particularly relevant in the wake of the COVID-19 pandemic, which has prompted the shift to online education across the USA and elsewhere, a trend that is likely to continue in the future.
Describe different types of memory and how they develop; explain how early experiences are remembered and why they are forgotten; understand why a limited memory can be beneficial for learning.
Palliative care services are unavailable for the vast majority of children in Bhutan. Children’s palliative care has not been incorporated into training programs for health professions, leading to limited knowledge and awareness of how best to support children facing serious or life-threatening conditions.
Objectives
To describe the impact of the Project ECHO children’s palliative care course on participants’ knowledge, comfort, and attitudes and to evaluate the overall acceptability of an online training to support palliative care training in Bhutan.
Methods
Before-and-after surveys of program participants were conducted, assessing changes in knowledge, comfort, and attitudes. Participants’ overall experiences and acceptability of the learning program were assessed through an end-of-program survey.
Results
Participants were primarily nurses (49%) or physicians (34%). Most participants (68%) worked in pediatric and/or neonatal care. Participants’ knowledge of core palliative care concepts improved significantly between the beginning and end of the course. Participants’ comfort and attitudes toward palliative care also improved, with significance effect sizes in most domains (11/18). Satisfaction with the program was high, with 100% of participants agreeing that the training was applicable to their clinical practice. Although most participants (56%) identified a personal need for additional clinical training to support practice change.
Significance of results
Project ECHO can be used to deliver palliative care education, with improved palliative care knowledge, comfort, and attitudes among program participants. A short online training program can generate interest in palliative care, which can be leveraged to further develop palliative care services in settings where palliative care is currently unavailable.
The proportion of physician-investigators involved in biomedical research is shrinking even as the need for high-quality, interdisciplinary research is growing. Building the physician-investigator workforce is thus a pressing concern. Flexible, “light-weight” training modalities can help busy physician-investigators prepare for key stages of the research life cycle and personalize their learning to their own needs. Such training can also support researchers from diverse backgrounds and lighten the work of mentors.
Materials and Methods:
The University of Pittsburgh’s Institute for Clinical Research Education designed the Stackables Microcredentials in Clinical and Translational Research (Stackables) program to provide flexible, online training to supplement and enhance formal training programs. This training utilizes a self-paced, just-in-time format along with an interactive, storytelling approach to sustain learner engagement. Learners earn badges for completing modules and certificates for completing “stacks” in key competency areas. In this paper, we describe the genesis and development of the Stackables program and report the results of a pilot study in which we evaluated changes in confidence in key skill areas from pretest to posttest, as well as engagement and perceived effectiveness.
Results:
Our Stackables pilot study showed statistically significant gains in learner confidence in all skill areas from pretest to posttest. Pilot participants reported that the module generated high levels of engagement and enhanced their skills, knowledge, and interest in the subject.
Conclusions:
Stackables provide an important complement to formal coursework by focusing on discrete skill areas and allowing learners to access the training they need when they need it.
In this article, we focus on the development of Rome: The Game – a large, lower-division online course crossed-listed in the History of Art and Architecture Department and Writing Program at the University of California, Santa Barbara – that features a choose-your-own-adventure-style interactive narrative. We explore the design principles underpinning the development of this type of gamified course, the mechanics of the course itself, student experiences, and learning outcomes. Citing relevant research in several fields – such as game studies, educational psychology, and communication studies – we argue that creating an online course in the style of an interactive, narrative-driven digital game presents a model for engaging and effective active learning in an online environment – one that goes beyond conventional virtual learning to offer an innovative, active, and deeply immersive model for online teaching.
Palliative care access in Nepal is severely limited, with few health-care providers having training and skills to pain management and other key aspects of palliative care. Online education suggests an innovation to increase access to training and mentoring, which addresses common learning barriers in low- and middle-income countries. Project ECHO (Extensions for Community Health Care Outcomes) is a model of online education which supports communities of practices (COPs) and mentoring through online teaching and case discussions. The use of online education and Project ECHO in Nepal has not been described or evaluated.
Setting
An online course, consisting of 14 synchronous weekly palliative care training sessions was designed and delivered, using the Project ECHO format. Course participants included health-care professionals from a variety of disciplines and practice settings in Nepal.
Objectives
The goal of this study was to evaluate the impact of a virtual palliative care training program in Nepal on knowledge and attitudes of participants.
Methods
Pre- and post-course surveys assessed participants’ knowledge, comfort, and attitudes toward palliative care and evaluated program acceptability and barriers to learning.
Results
Forty-two clinicians, including nurses (52%) and physicians (48%), participated in program surveys. Participants reported significant improvements in their knowledge and attitudes toward core palliative care domains. Most participants identified the program as a supportive COP, where they were able to share and learn from faculty and other participants.
Conclusion
Project ECHO is a model of online education which can successfully be implemented in Nepal, enhancing local palliative care capacity. Bringing together palliative care local and international clinical experts and teachers supports learning for participants through COP. Encouraging active participation from participants and ensuring that teaching addresses availability and practicality of treatments in the local health-care context addresses key barriers of online education.
Significance of results
This study describes a model of structured virtual learning program, which can be implemented in settings with limited access to palliative care to increase knowledge and attitudes toward palliative care. The program equips health-care providers to better address serious health-related suffering, improving the quality of life for patients and their caregivers. The program demonstrates a model of training which can be replicated to support health-care providers in rural and remote settings.
In this article, Beth Flerlage, an assistant librarian at The Honourable Society of the Middle Temple, discusses the Middle Temple Library's experience in developing a nano-training platform for members. It details the creative process and describes how the organisation reviews the content using data from YouTube Studio.
Schools are technology rich. Teachers routinely now use digital tools for reporting, communications within school and with parents, for maintaining class records, for preparing materials and so on. Some schools use online teaching programs or electronic textbooks. With NAPLAN moving to become fully online (see Chapter 19) there is a need for both teachers and students across the primary years to be confident and creative users of digital technology. Each chapter in this book has included examples and strategies for integrating digital tools into the teaching of mathematics across a range of mathematical content areas.
The COVID-19 pandemic triggered the adoption of online education across all sectors worldwide, which was particularly challenging for disciplines that rely on hands-on learning such as bioarchaeology. Although the impacts of this rapid transition have been well investigated in fields such as anatomy and forensic anthropology, there has been little research into its effects within bioarchaeology. We address this deficit by investigating two common perceptions around online learning from a bioarchaeological perspective: (1) online techniques are inadequate for teaching practical skills, and (2) online learning environments lack a sense of community, thereby negatively affecting learner experiences. To gauge learner perceptions around online practical education in this field, we conducted a qualitative survey of participants in a bioarchaeology masterclass series. Results suggest that students perceive online learning to be as effective for practical training as in-person alternatives and that online learning may engender a sense of community when offered using a collaborative, interactive approach. Based on our results we provide several key recommendations for online education in bioarchaeology, including an active emphasis on social engagement and relationship building, culturally appropriate teaching, and the use of resources to encourage flexibility in learning. A Thai-language abstract is available as Supplemental Text 1.