The Intersection of Learning, of the Growth Mindset, and of the Emotions: A Junction Designed by Knowledge and Artificial Intelligence

The Intersection of Learning, of the Growth Mindset, and of the Emotions: A Junction Designed by Knowledge and Artificial Intelligence

Copyright: © 2024 |Pages: 25
DOI: 10.4018/979-8-3693-0802-8.ch008
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Abstract

This chapter was written based on qualitative and exploratory studies by reading current reports and articles at the time of writing. The objective of writing the chapter was to provide support for the countless reflections of researchers and professionals in areas that use disruptive technologies as a strategy. In the investigation, it was realized that it was a prosperous field for all areas; after all, the human being is the protagonist and artificial intelligence can be supporting people. However, it is a new topic and requires a lot of research. In the final considerations, among the conclusions, it emerges that science fiction in books and films highlight a reality in which human emotion and feeling exist and that the plot with disruptive technologies does not overshadow people's behavior because the focus on professions of the future must be human beings interacting with machines.
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Introduction

Over the years, fiction becomes reality or reality becomes fictional with predictions, in common sense, about artificial intelligence. Disruptive technologies are increasingly part of human daily life and are reasons for reflection and formal discussion, as well as wonder and lack of criticism. Humanity is in the spotlight without the proper understanding that being human means having emotions, creativity and being inventive.

Social sciences are in the spotlight and many still believe that technology is the star without highlighting computational resources as human creations. Silva (2001) wrote that the machine presents itself as a concrete object, an instrument that is the product of a technique and adds that there is a human process and trajectory with intentionality. The technique is in the design and production for use. The author, in the article, highlights that technology is a strategy and argues that technique is a human way of doing things with methodologies and controlled operationalization and, with a humanistic vision, it is possible to add doing things to the theory that technology is a strategy because, if done well, it highlights know-how with practice and human knowledge, that is, the know-how in using technologies strategically.

In the hierarchy, when the technique is reflected by people, the use of disruptive, green or assistive technologies, among other adjectives, will be at the top level of actions and the machine, which is currently enhancing people's actions with the advent of the numbers that complete the word web in concepts such as 1.0, 2.0, 3.0, 4.0 and 5.0, will be at the service of society in the mechanization of tasks.

Before the numbers that highlight the concepts of the web and the World Wide Web, the technique existed without the computerized machine and continues to exist with activities that use computational thinking. According to Liu, Peng and Srivastava (2023), some researchers believed that computational thinking was related to problem-solving and that it was a skill that everyone should have (Wing apud Liu, Peng and Srivastava, 2023), but the term computational thinking refers to computational culture.

Papert (1993) wrote that, in his discussion about a computational culture and the impact on thinking, there is a massive penetration of computers and that the calculator, the electronic game and the digital clock were brought about by a revolutionary technique, and the technological revolution, caused by the integrated circuit, brought about the personal computer. From mobile and fixed devices, artificial intelligence and metaverses are parts of the phygital transformation that Mengalli and Carvalho (2023) wrote that, in phygital, there is a combination of the physical with the digital (Carvalho, Mengalli and Lucas (2022) that stimulate people to immersive experiences.

People are immersed in using and testing artificial intelligence. In the article Technology's Generational Moment with Generative AI: A CIO and CTO Guide (2023), it is written that as the use of artificial intelligence becomes increasingly widespread, Chief Information Officer and Chief Technology Officer block access to employees use applications to limit risks and, as a consequence, increase the risk of missing innovation opportunities as they limit the ability to develop new skills for the business. Technology emerges when there is an understanding of know-how and when there is reflection on the technique in mobile and fixed devices.

Technical knowledge is formulated and reflected based on theories that may seem invisible to those who are not fluent in the interface with machines, but with reflection based on the most different theoretical references and with ethical use, it is possible to mobilize skills and employee skills. According to the aforementioned guide produced by McKinsey, Chief Information Officers and Chief Technology Officers will need to become fluent in humanitarian ethics.

Key Terms in this Chapter

Experience: Refers to a state of consciousness specifically linked to individual perceptions or previous knowledge.

Emotions: Should be understood as a state of the mind brought by neurophysiological process and changes associated with feelings.

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