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  2. Learning object - Wikipedia

    en.wikipedia.org/wiki/Learning_object

    A learning object is "a collection of content items, practice items, and assessment items that are combined based on a single learning objective". [1] The term is credited to Wayne Hodgins, and dates from a working group in 1994 bearing the name. [ 2 ]

  3. Text-to-image model - Wikipedia

    en.wikipedia.org/wiki/Text-to-image_model

    An image conditioned on the prompt an astronaut riding a horse, by Hiroshige, generated by Stable Diffusion 3.5, a large-scale text-to-image model first released in 2022. A text-to-image model is a machine learning model which takes an input natural language description and produces an image matching that description.

  4. Flow-based generative model - Wikipedia

    en.wikipedia.org/wiki/Flow-based_generative_model

    A flow-based generative model is a generative model used in machine learning that explicitly models a probability distribution by leveraging normalizing flow, [1] [2] [3] which is a statistical method using the change-of-variable law of probabilities to transform a simple distribution into a complex one.

  5. Student Learning Objectives - Wikipedia

    en.wikipedia.org/wiki/Student_Learning_Objectives

    Learning goals - A teacher-developed description of what the student will know and be able to do at the end of a course based upon an overarching idea for the academic or elective discipline. A teacher will know that they have an effective learning goal when the knowledge or skill can be applied to life outside the classroom.

  6. Generative adversarial network - Wikipedia

    en.wikipedia.org/wiki/Generative_adversarial_network

    The generator aims to minimize the objective, and the discriminator aims to maximize the objective. The generator's task is to approach μ G ≈ μ ref {\displaystyle \mu _{G}\approx \mu _{\text{ref}}} , that is, to match its own output distribution as closely as possible to the reference distribution.

  7. Bloom's taxonomy - Wikipedia

    en.wikipedia.org/wiki/Bloom's_taxonomy

    The taxonomy divides learning objectives into three broad domains: cognitive (knowledge-based), affective (emotion-based), and psychomotor (action-based), each with a hierarchy of skills and abilities. These domains are used by educators to structure curricula, assessments, and teaching methods to foster different types of learning.

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