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Comment The Structure of Scientific Revolutions (Score 2, Informative) 951

The Structure of Scientific Revolutions by Thomas Kuhn is a must read for anyone trying to understand how a theory (like evolution) is formed and evolves. It talks in depth about how new ideas challenge and eventually overthrow the established science, the difficulties involved, and how a paradigm eventually solidifies. His examples are mostly in physics and chemistry, but evolutionary biology had a very similar path to those described: a new theory is posited with powerful explainatory powers, although it certainly can't explain everything. Eventually, it is generally recognized as the most powerful and parsimonious explaination, although significant changes are made to its initial hypotheses. Something very similar happened with Einstein and physics, and Copernicus and astronomy. Of course, the problem is not that people believe stupid things about how science works, but that people in power believe stupid things about how science works. http://xkcd.com/154/

Comment GEB (Score 1) 630

Several people have already mentioned this, but I have to add my vote for Goedel, Escher, Bach. I was 16 when I read it for the first time, and it completely blew my mind and made me want to understand mathematics as a way of understanding life. I think I'm a computer scientist today largely because of that book. After I read it, I tried to get everyone I knew to read it, but I don't think I got any takers. The large text deals with a very complex set of ideas, including Goedel's incompleteness theorem. But with a teacher's help, I think most highschoolers could get through it, and possibly have their minds expanded. I also like Chaos: Making a New Science by James Gleick, for the accessible and personal introduction to chaos and fractals.
Programming

Can We Create Fun Games Automatically? 198

togelius writes "What makes games fun? Some (e.g. Raph Koster) claim that fun is learning — fun games are those which are easy to learn, but hard to master, with a long and smooth learning curve. I think we can create fun game rules automatically through measuring their learnability. In a recent experiment, we do this using evolutionary computation, and create some simple Pacman-like new games completely without human intervention! Perhaps this has a future in game design? The academic paper (PDF) is available as well."

Comment Re:Great Depression? (Score 1) 873

This is bad beyond any historic measure

Some things we can measure. http://www.bea.gov/national/xls/gdplev.xls http://www.census.gov/statab/hist/HS-01.pdf
GDP/person 1993 = $5043.65.
GDP/person 2008 = $47141.20.
In other words, in 1993 the average person made about $5043 a year, including adjustments for inflation. Of course it's not a perfect comparison, inflation can't account for the fact the we can buy computers and plane tickets now, so I'd say calling the average person in 2008 10 time richer than the average person in 1933 is probably an understatement.
One more number: real gdp declined 27% from 1929 to 1933. Until we get comparable declines, don't talk about approaching the great depression.

Comment Small Problems (Score 1) 962

People have already mentioned project euler, which is good, but most of those problems will be beyond the capacity of 12-year-olds, I think. Start really simple: write the absolute value function, the min and max functions, factorial, simple I/O interactions like "how old are you?". Build confidence in their ability to solve simple problems before you give them something more complex. A good one might be the "higher/lower" game. Write a program that picks a random number and then asks for a guess. It tells whether the guess is higher or lower than the true value. If you make them program an AI that can play the game, they may discover binary search all by themselves. I think problem solving is more important than being able to see pretty results.
Education

Best Introduction To Programming For Bright 11-14-Year-Olds? 962

firthisaword writes "I will be teaching an enrichment programming course to 11-14 year old gifted children in the Spring. It is meant as an introduction to very basic programming paradigms (conditions, variables, loops, etc.), but the kids will invariably have a mix of experience in dealing with computers and programming. The question: Which programming language would be best for starting these kids off on? I am tempted by QBasic which I remember from my early days — it is straightforward and fast, if antiquated and barely supported under XP. Others have suggested Pascal which was conceived as an instructional pseudocode language. Does anyone have experience in that age range? Anything you would recommend? And as a P.S: Out of the innumerable little puzzles/programs/tasks that novice programmers get introduced to such as Fibonacci numbers, primes or binary calculators, which was the most fun and which one taught you the most?" A few years ago, a reader asked a similar but more general question, and several questions have focused on how to introduce kids to programming. Would you do anything different in teaching kids identified as academically advanced?

Comment one proof engine (Score 4, Informative) 90

For what it's worth, I've had good experiences with coq: http://coq.inria.fr/ Although I've never used it for anything large, it has the nice ability to make proofs about code, and export the code to haskell, scheme, or ML. I had a fun time proving that the min function always returns the lesser of the two values.
Books

Submission + - Print is dead, so which eBook reader is the best? (amazon.com)

Mistress.Erin writes: "The wonderful, hectic gift-giving season is upon us and, though I told my husband that I'd like an eBook reader, I cannot decide between Amazon's Kindle and Sony's Reader. I've read some reviews, but their motives can be somewhat suspect . So, I come to the most tech savvy group around to ask: which eBook reader is the best? If not Kindle or Reader, then what?"
Moon

Submission + - Japan Moon Probe Snaps First Photos (space.com)

mrcgran writes: "Space.com reports: "Almost one month after Japan's successful launch of the Kaguya lunar probe, the unmanned observatory has begun its first major activities in orbit around the moon. In addition to snapping its first lunar images, the probe jettisoned one of two 110-pound (50-kilogram) "baby" satellites that will help create a detailed gravity map of the moon." The major objectives of the "KAGUYA" mission are to obtain scientific data of the lunar origin and evolution and to develop the technology for the future lunar exploration. "KAGUYA" consists of a main orbiting satellite at about 100km altitude and two small satellites (Relay Satellite and VRAD Satellite) in polar orbit."

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