have you ever wondered about what you want for your birthday? Or you're just bored and want new interesting geeky stuff? Discover new technology here! Check out part 2 here: http://www.slideshare.net/YoussefMoussa5/anki-vs-touch-board
The document provides details on four website design compositions created by Casey Ferris for the redesign of the Crayola website. All compositions aim to create a simple, child-friendly homepage that allows easy navigation to games and interactive features. Composition 1 features an interactive dry erase board to engage both children and adults. Composition 2 focuses on promoting a single Crayola product to both children and their parents. Composition 3 uses a slideshow that can be controlled by the viewer to showcase products and tips. Composition 4 includes a scrolling product banner and interactive content area that changes based on mouse movement.
This document provides suggestions for setting up learning areas and activities at home while kids are unable to attend school. It recommends creating a question box for kids to post questions, and provides ideas for designing the box for different ages. Older kids could design an aesthetically pleasing box, while younger kids could decorate an existing box. The document also suggests designating different learning areas around the home, such as quiet, messy, outdoor, and desk spaces. It stresses the importance of considering children's ergonomics and allowing solo, collaborative, standing, and lying down work. Dedicated play areas are also recommended for free time.
PC and board games have several advantages. Many traditional board games are now available as video games, allowing people to play them online against virtual opponents anywhere in the world. Games like chess, checkers, and rummy help develop important logical thinking skills. They can also help reduce the risk of cognitive issues like Alzheimer's disease in older people. Parents can introduce board games to young children to help develop important social and educational skills like communication, patience, and learning to deal with both wins and losses. Games that involve elements of chance can also teach children that both good and bad luck are normal parts of life.
The document discusses the design of a library instruction video game created by students to teach basic library skills through gameplay. The game was designed to be educational rather than purely for entertainment. Students were recruited and split into two groups to design the game using simple materials rather than computers. The students enjoyed collaborating and seeing the results, and most felt they learned new skills through the project, though one student wished they had used actual programming.
How can we use games in the classroom? Don't use them because they're "cool with the kids" (that's a recipe for chocolate coated brocolli), instead used them because they're sophisticated, challenging digital simulations.
So Easy a Child Could Do It: Designing Mobile Apps for ChildrenKathryn Rotondo
Kathryn Rotondo discusses best practices for designing apps for young children. She covers intuitive gestures like tapping and dragging versus less intuitive gestures like pinching and flicking. Rotondo also discusses interface elements like menus, buttons, scrolling, text levels, audio cues and feedback that are easy for children to understand. She provides resources for developers to ensure their apps are designed appropriately for young users.
The document provides details on four website design compositions created by Casey Ferris for the redesign of the Crayola website. All compositions aim to create a simple, child-friendly homepage that allows easy navigation to games and interactive features. Composition 1 features an interactive dry erase board to engage both children and adults. Composition 2 focuses on promoting a single Crayola product to both children and their parents. Composition 3 uses a slideshow that can be controlled by the viewer to showcase products and tips. Composition 4 includes a scrolling product banner and interactive content area that changes based on mouse movement.
This document provides suggestions for setting up learning areas and activities at home while kids are unable to attend school. It recommends creating a question box for kids to post questions, and provides ideas for designing the box for different ages. Older kids could design an aesthetically pleasing box, while younger kids could decorate an existing box. The document also suggests designating different learning areas around the home, such as quiet, messy, outdoor, and desk spaces. It stresses the importance of considering children's ergonomics and allowing solo, collaborative, standing, and lying down work. Dedicated play areas are also recommended for free time.
PC and board games have several advantages. Many traditional board games are now available as video games, allowing people to play them online against virtual opponents anywhere in the world. Games like chess, checkers, and rummy help develop important logical thinking skills. They can also help reduce the risk of cognitive issues like Alzheimer's disease in older people. Parents can introduce board games to young children to help develop important social and educational skills like communication, patience, and learning to deal with both wins and losses. Games that involve elements of chance can also teach children that both good and bad luck are normal parts of life.
The document discusses the design of a library instruction video game created by students to teach basic library skills through gameplay. The game was designed to be educational rather than purely for entertainment. Students were recruited and split into two groups to design the game using simple materials rather than computers. The students enjoyed collaborating and seeing the results, and most felt they learned new skills through the project, though one student wished they had used actual programming.
How can we use games in the classroom? Don't use them because they're "cool with the kids" (that's a recipe for chocolate coated brocolli), instead used them because they're sophisticated, challenging digital simulations.
So Easy a Child Could Do It: Designing Mobile Apps for ChildrenKathryn Rotondo
Kathryn Rotondo discusses best practices for designing apps for young children. She covers intuitive gestures like tapping and dragging versus less intuitive gestures like pinching and flicking. Rotondo also discusses interface elements like menus, buttons, scrolling, text levels, audio cues and feedback that are easy for children to understand. She provides resources for developers to ensure their apps are designed appropriately for young users.
This document discusses ways to exercise and develop creativity. It recommends carrying a notebook to capture ideas wherever you are, taking breaks from stressful work to refresh yourself, engaging in conversations to gain different insights, and challenging yourself to do different tasks to improve your creativity. It also notes that the best ideas can happen spontaneously and that being willing to make mistakes can lead to great outcomes.
This document outlines an assignment for students to address gender inequality. It instructs students to:
1) Research a specific issue of gender inequality that concerns them.
2) Design a new product that could help address the issue and improve lives. The product could be anything with real potential to further equality.
3) Create a short television advertisement to promote their product and persuade people of how it addresses inequality.
The students will work in groups and be provided workshops, online resources and teacher mentors. There will be rewards for the best products and advertisements presented at the end of the week. The assignment aims to foster students' understanding of gender issues and teamwork skills.
This document discusses creativity in technology and learning. It emphasizes that learners want to create and share their work across communities to learn from each other. It provides examples of online tools like Prezi, Animoto, and GoAnimate that can foster creative expression and the development of visual and language skills. The document suggests that learning environments should allow sharing across platforms to better support communities and layers of experience.
The document provides information about the different programs and activities offered by Giving Tree After Care for children of different age groups. It separates children into "orchards" based on their ages from seeds (0-2) to pioneers (14-18). For each group, it lists age-appropriate activities that encourage growth in areas like physical skills, social skills, academics and more. The overall goal is to nurture well-rounded development through fun, engaging activities that keep children's minds and bodies active.
Moving Beyond Apps: A Dr. Panda Adventure | Tom BuyckxJessica Tams
Delivered at Casual Connect USA 2018. Since launching in 2012, Dr. Panda took the world of preschool apps by storm. As the brand evolves, Dr. Panda wants to grow beyond apps. The first initiative to make this happen is Dr. Panda Plus: Home Designer, an app connected toy using AR, combining both digital & physical play. Developing and marketing a physical toy as an app developer, however, does not come without challenges. Join Dr. Panda to learn what it takes to develop a relevant AR toy.
This document outlines the details and timeline for a national toy design challenge for students in grades 5-8. Teams of 3-6 students will brainstorm, design, and construct an original toy prototype. They will choose from categories like toys that teach, active outdoor toys, or family games. The challenge will take place over several months, with milestones like submitting a design plan and video reflection. Students will use engineering design processes and keep log books to document their progress each class. The goal is to inspire learning about design and collaboration skills.
Saba Yousaf presented on using various computer programs and technology for educational purposes including MS Office 2010, Windows 7, Inspiration, Timeline, Kid Pix, Neighborhood Map Machine, Geometry Blaster, Adobe Photoshop, and Urdu CA. The presentation encouraged using online games, audio/visual aids, and browsing the internet to engage students while also discussing the Battle of Uhud and ActivInspire software. It recommended that parents encourage children to play educational games at home, use technology to spark imagination, and make advance plans for scheduled computer use with parental involvement.
This Spring I taught a 5 day class to our middle school students called Makey Makey. The class focused around the ideas of invention, creativity and imagination. Students were given a Makey Makey (a simple pre-programed circuit board that lets users control a computer by using alligator clips and anything that is conductive). Students were taught the elements of basic design, and circuitry. The students had to use the Makey Makey to create a final project that was original. The presentation will give attendees some insight about using a project based model for learning and exploration. I will also show videos of student work and possibly bring in a student or two to answer questions.
This document discusses an experiment using the MaKey MaKey conductive kit to allow older adults to create their own musical instruments and explore new technologies. The kit allows users to connect everyday objects like fruit to a computer to turn them into piano keys. The conclusions suggest future kits should be designed for open-ended use and adoption rather than contained activities, as a large part of design occurs through experimentation and use. The document promotes the benefits of introducing new technologies to older populations in an accessible and creative way.
A presentation given by Kimberly Weaver of Washington University's Institute for School Partnership. Weaver covers the importance of introducing #engineering in the #elementary classroom.
Makey Makey es un dispositivo que permite crear controles de juego usando objetos cotidianos como banana, plátano u otros alimentos, permitiendo jugar videojuegos de forma innovadora y divertida.
Presentation från Programmeringsinspirationskväll den 18 oktober 2016 i Sjöbo. Vad är Makey Makey och vilka material kan man använda? Exempel på hur man kan använda Makey Makey i skolan (teknik, idrott, berättande, tillsammans med Scratch). Innan presentationen provade deltagarna Makey:n på tre olika stationer. Efter presentationen testade alla att koppla ihop krokodilklämmor med Makey:n, kopllat till metall, lera, ledande färg, osv.
Instructions for Scratch Pong Game Adaptation to use with MaKey MaKeyRenee Neumeier
This document provides instructions for creating a simple Pong video game using the Scratch programming platform and Makey Makey hardware. It outlines how to:
1. Set up a Scratch account and delete the default cat sprite. Add ball and paddle sprites along with a background.
2. Program the ball sprite to bounce off edges, move, and change direction randomly when touching a paddle using Scratch blocks.
3. Program the left and right paddle sprites to move up and down when specific keyboard keys are pressed, to act as player controls.
4. Optional instructions are given to use a Makey Makey board to turn other objects into physical game controllers.
Vicenç Casas
Com utilitzar el llenguatge de programació 'Scratch', la placa 'Makey Makey' i els motors de 'LEGO WeDo', per tal de crear contes virtuals i interactius destinats a persones (nens i nenes) amb diversitat funcional.
This document provides information about the Arduino workshop. It discusses Arduino boards and their components. It describes the Arduino IDE and basic code structure using functions like pinMode(), digitalWrite(), and delay(). It also explains programming concepts like variables, loops, and using sensors and actuators with digital and analog input/output pins.
1) The document provides instructions for making a Pacman controller using materials like paddle pop sticks, cardboard, tin foil, clay, and a Makey Makey board connected to a laptop.
2) The sticks are arranged on cardboard in the shape of arrow keys and connected to the Makey Makey board to control Pacman movement in different directions when touched.
3) An additional stick is used as a click button to start and restart the Pacman game being controlled by the homemade controller.
Este documento describe Makey Makey, un dispositivo que permite convertir objetos físicos en teclas de computadora. Makey Makey usa circuitos eléctricos simples para detectar cuando los objetos hacen contacto, y mapea eso a teclas de computadora o funciones de mouse. El autor aprendió sobre Makey Makey en un taller y quedó impresionado por su simplicidad y potencial educativo. Describe cómo Makey Makey puede usarse para crear juegos interactivos, instrumentos musicales y más, estimulando la creatividad de estudiantes
Y5-6 Forces and Electricity Teaching Ideas J VillisJoanne Villis
This slide share provides lesson ideas for teachers in Year 5 and 6. Teaching ideas are linked to the Australian Technologies Curriculum. Ideas include brain boxes (simple circuits), Makey Makey, lemon circuits and squishy circuits. For additional resources visit:
http://technologiesjvillis.weebly.com/
This document discusses ways to exercise and develop creativity. It recommends carrying a notebook to capture ideas wherever you are, taking breaks from stressful work to refresh yourself, engaging in conversations to gain different insights, and challenging yourself to do different tasks to improve your creativity. It also notes that the best ideas can happen spontaneously and that being willing to make mistakes can lead to great outcomes.
This document outlines an assignment for students to address gender inequality. It instructs students to:
1) Research a specific issue of gender inequality that concerns them.
2) Design a new product that could help address the issue and improve lives. The product could be anything with real potential to further equality.
3) Create a short television advertisement to promote their product and persuade people of how it addresses inequality.
The students will work in groups and be provided workshops, online resources and teacher mentors. There will be rewards for the best products and advertisements presented at the end of the week. The assignment aims to foster students' understanding of gender issues and teamwork skills.
This document discusses creativity in technology and learning. It emphasizes that learners want to create and share their work across communities to learn from each other. It provides examples of online tools like Prezi, Animoto, and GoAnimate that can foster creative expression and the development of visual and language skills. The document suggests that learning environments should allow sharing across platforms to better support communities and layers of experience.
The document provides information about the different programs and activities offered by Giving Tree After Care for children of different age groups. It separates children into "orchards" based on their ages from seeds (0-2) to pioneers (14-18). For each group, it lists age-appropriate activities that encourage growth in areas like physical skills, social skills, academics and more. The overall goal is to nurture well-rounded development through fun, engaging activities that keep children's minds and bodies active.
Moving Beyond Apps: A Dr. Panda Adventure | Tom BuyckxJessica Tams
Delivered at Casual Connect USA 2018. Since launching in 2012, Dr. Panda took the world of preschool apps by storm. As the brand evolves, Dr. Panda wants to grow beyond apps. The first initiative to make this happen is Dr. Panda Plus: Home Designer, an app connected toy using AR, combining both digital & physical play. Developing and marketing a physical toy as an app developer, however, does not come without challenges. Join Dr. Panda to learn what it takes to develop a relevant AR toy.
This document outlines the details and timeline for a national toy design challenge for students in grades 5-8. Teams of 3-6 students will brainstorm, design, and construct an original toy prototype. They will choose from categories like toys that teach, active outdoor toys, or family games. The challenge will take place over several months, with milestones like submitting a design plan and video reflection. Students will use engineering design processes and keep log books to document their progress each class. The goal is to inspire learning about design and collaboration skills.
Saba Yousaf presented on using various computer programs and technology for educational purposes including MS Office 2010, Windows 7, Inspiration, Timeline, Kid Pix, Neighborhood Map Machine, Geometry Blaster, Adobe Photoshop, and Urdu CA. The presentation encouraged using online games, audio/visual aids, and browsing the internet to engage students while also discussing the Battle of Uhud and ActivInspire software. It recommended that parents encourage children to play educational games at home, use technology to spark imagination, and make advance plans for scheduled computer use with parental involvement.
This Spring I taught a 5 day class to our middle school students called Makey Makey. The class focused around the ideas of invention, creativity and imagination. Students were given a Makey Makey (a simple pre-programed circuit board that lets users control a computer by using alligator clips and anything that is conductive). Students were taught the elements of basic design, and circuitry. The students had to use the Makey Makey to create a final project that was original. The presentation will give attendees some insight about using a project based model for learning and exploration. I will also show videos of student work and possibly bring in a student or two to answer questions.
This document discusses an experiment using the MaKey MaKey conductive kit to allow older adults to create their own musical instruments and explore new technologies. The kit allows users to connect everyday objects like fruit to a computer to turn them into piano keys. The conclusions suggest future kits should be designed for open-ended use and adoption rather than contained activities, as a large part of design occurs through experimentation and use. The document promotes the benefits of introducing new technologies to older populations in an accessible and creative way.
A presentation given by Kimberly Weaver of Washington University's Institute for School Partnership. Weaver covers the importance of introducing #engineering in the #elementary classroom.
Makey Makey es un dispositivo que permite crear controles de juego usando objetos cotidianos como banana, plátano u otros alimentos, permitiendo jugar videojuegos de forma innovadora y divertida.
Presentation från Programmeringsinspirationskväll den 18 oktober 2016 i Sjöbo. Vad är Makey Makey och vilka material kan man använda? Exempel på hur man kan använda Makey Makey i skolan (teknik, idrott, berättande, tillsammans med Scratch). Innan presentationen provade deltagarna Makey:n på tre olika stationer. Efter presentationen testade alla att koppla ihop krokodilklämmor med Makey:n, kopllat till metall, lera, ledande färg, osv.
Instructions for Scratch Pong Game Adaptation to use with MaKey MaKeyRenee Neumeier
This document provides instructions for creating a simple Pong video game using the Scratch programming platform and Makey Makey hardware. It outlines how to:
1. Set up a Scratch account and delete the default cat sprite. Add ball and paddle sprites along with a background.
2. Program the ball sprite to bounce off edges, move, and change direction randomly when touching a paddle using Scratch blocks.
3. Program the left and right paddle sprites to move up and down when specific keyboard keys are pressed, to act as player controls.
4. Optional instructions are given to use a Makey Makey board to turn other objects into physical game controllers.
Vicenç Casas
Com utilitzar el llenguatge de programació 'Scratch', la placa 'Makey Makey' i els motors de 'LEGO WeDo', per tal de crear contes virtuals i interactius destinats a persones (nens i nenes) amb diversitat funcional.
This document provides information about the Arduino workshop. It discusses Arduino boards and their components. It describes the Arduino IDE and basic code structure using functions like pinMode(), digitalWrite(), and delay(). It also explains programming concepts like variables, loops, and using sensors and actuators with digital and analog input/output pins.
1) The document provides instructions for making a Pacman controller using materials like paddle pop sticks, cardboard, tin foil, clay, and a Makey Makey board connected to a laptop.
2) The sticks are arranged on cardboard in the shape of arrow keys and connected to the Makey Makey board to control Pacman movement in different directions when touched.
3) An additional stick is used as a click button to start and restart the Pacman game being controlled by the homemade controller.
Este documento describe Makey Makey, un dispositivo que permite convertir objetos físicos en teclas de computadora. Makey Makey usa circuitos eléctricos simples para detectar cuando los objetos hacen contacto, y mapea eso a teclas de computadora o funciones de mouse. El autor aprendió sobre Makey Makey en un taller y quedó impresionado por su simplicidad y potencial educativo. Describe cómo Makey Makey puede usarse para crear juegos interactivos, instrumentos musicales y más, estimulando la creatividad de estudiantes
Y5-6 Forces and Electricity Teaching Ideas J VillisJoanne Villis
This slide share provides lesson ideas for teachers in Year 5 and 6. Teaching ideas are linked to the Australian Technologies Curriculum. Ideas include brain boxes (simple circuits), Makey Makey, lemon circuits and squishy circuits. For additional resources visit:
http://technologiesjvillis.weebly.com/
Challenge Based Learning in Makerspaces: How to Use Design to Develop CreativityDiana Rendina
Created and presented with Colleen Graves.
Design challenges have the power to encourage creativity in your students – by providing limitations and guidelines, students can actually become more creative. Learn strategies for creating design prompts, running challenges, and incorporating the design process into projects with your students. We’ll discuss how to create open-ended challenges and material-specific challenges in a way that will maximize your students’ creativity, as well as how to create passive design challenges that require minimal supervision. Examples will be given for elementary, middle, and high school, as creativity isn’t limited to an age range. Whether you’ve had a makerspace up and running for years or are just getting started with the Maker Movement, you will leave this session feeling equipped to lead your students through design challenges that will spark their creative genius.
Coding for Teachers and Kids Workshop PresentationJoanne Villis
Coding for kids and teachers. How to make this a shared process. This is a presentation which I delivered at a conference. Notes are very brief. The main focus of the session was for teachers to have hands on time tinkering (playing).
The LeapPad tablet is a learning tablet designed for children ages 4-9 that provides educational content across various subjects. It has a 5-inch touch screen, built-in camera, memory for storing apps and games, and is compatible with other LeapFrog products. One reviewer discusses their experience with the LeapPad, praising the large screen size, included games and art studio app, and ability to take photos. They believe it is a good alternative to other handheld devices for its educational focus.
This document provides summaries of 28 gadgets, apps, and cool ideas to make your busy life better. Some of the items summarized include a portable charger purse that can fully charge a mobile device, cord organizers that look like food, a smartphone tripod that allows hands-free viewing, and a portable wireless speaker with good bass. Other items summarized are apps for digital coupons, waitlisting at restaurants, tracking online purchases, video editing, and playing games with family members. Additional gadgets summarized are a portable battery pack, a smartwatch that vibrates when you get calls/texts, a portable photo printer, and a fitness tracker disguised as a watch.
This document discusses how the author's learning has evolved from traditional paper-based methods to incorporating more technology and project-based learning. It provides examples of school projects where the author gained new perspectives and connections by working collaboratively using technology. While group work can be distracting, it also opens students up to new ideas and helps them be more creative in their presentations. The author believes that using technology in the classroom has helped enhance their learning compared to only using textbooks and paper in the past.
This document discusses how the author's learning style has evolved from traditional paper-based methods to incorporating more technology and project-based learning. It provides reflections on several class projects where the author gained new perspectives and connections between subjects by collaborating with others and using technology. While group work can be distracting at times, the author concludes that using technology in the classroom has helped enhance their learning compared to only using textbooks and paper.
This document discusses how the author's learning style has evolved from traditional paper-based methods to incorporating more technology and project-based learning. It provides reflections on several class projects where the author gained new perspectives and connections by working with others and using technology. While group work can be distracting at times, the author concludes that using technology in the classroom has helped support their learning compared to only using textbooks and paper.
Video Games in Learning - Laptop Leaders AcademyGlenn Wiebe
This document discusses how video games can be used to enhance learning in the classroom. It notes that today's students learn differently than educational systems were designed for, and that video games tap into how the brain naturally works by encouraging pattern recognition, problem-solving, collaboration and rewarding feedback. The document provides examples of educational video games and discusses how games can increase literacy skills and simulate real-world situations while supporting complex learning. It addresses criticisms of video games and suggests ways teachers can start integrating games into their classrooms.
This document outlines a proposal for a video game called "Escape." The target audience is 16-19 year olds because that is a popular gaming age range and matches the creator's age. Both genders can play as the game is not gender-specific. Anyone of any school grade or social status can play. The game concept involves running and dodging objects while collecting coins or gems to upgrade a character or costume. Research will focus on popular game designs from Google and color schemes from images and existing games. The creator plans to evaluate their work by discussing the inspiration and learning from initial experiments and research.
This document outlines a proposal for a video game called "Escape." The target audience is 16-19 year olds because that is a popular gaming age range and matches the creator's age. Both genders can play as the game is not gender-specific. Anyone of any school grade or social status can play. The game concept involves running and dodging objects while collecting coins or gems to upgrade a character or costume. Research will focus on popular game designs from Google and color schemes to make the game appealing. Progress will be evaluated by discussing the inspiration and learning from initial experiments and research.
This document discusses how video games and online simulations can be used to improve learning in educational environments. It argues that games help rewire the brain by providing structured patterns, creating emotional connections, and encouraging collaborative problem-solving. Several studies and experts are cited showing that games may actually teach concepts better than traditional classrooms by appealing more to how the brain naturally functions. Examples are given of educational games that teach various subjects in an engaging way. Potential challenges of using games in the classroom are also addressed.
Gamification & Digital Play in ELT (TESOL France)Graham Stanley
This document discusses using gamification and digital play in English language teaching. It provides links to resources on using computer games, gamification, and digital tools to engage language learners. Specific examples discussed include using digital games and gamification to practice speaking, writing, vocabulary, and grammar. Benefits mentioned are that digital games can motivate learners and encourage more language production than traditional methods.
This document proposes introducing classic retro games with a Rasna twist on their website and Facebook page to engage their target audience of school-going kids. The games Space Invaders, Bricks, Ping Pong and Box Puzzle would be reimagined, replacing elements with Rasna flavors, characters and packaging to subtly promote the brand without overt marketing. Playing the simple, supervision-free games could create competition between friends and repeated visits to compare scores online.
As product manager, we always look for inspiration. Here is a review of Pokemon GO. From a product perspective, what makes it good and bad. Enjoy and tell me what you think about it. For product managers, marketers, startupers, gamers
This document discusses the importance of education and making the most of school. It acknowledges that students may rather be doing fun activities instead of studying, but explains that the knowledge gained from subjects like math, language arts, science, and history provide the foundation for future careers and fulfilling lives. It provides examples of how various careers rely on skills developed through education, such as understanding basic math and science for jobs like childcare, design, construction, cooking, and more. The document encourages students to appreciate how their current education will help them in the future.
With nothing much to do during the lockdown, people are constantly living off the internet. This constant use of smartphones and laptops causes a negative impact on our health.
Check out this curated list of fun things to try during quarantine while logging off from the internet.
This document describes a mnemonic system called "The Pappy System" for memorizing a full deck of playing cards in order using mental images. It explains how to translate each card to a single-syllable word using the suit's first letter and number's last letter. Images are then linked to create stories that help remember the card order. Examples of images for different cards are provided, along with tips for practice. The system was introduced to the author's family by "Pappy" Langdon and helped two young family members impress their friends with card tricks.
The document discusses gamifying English language teaching courses by incorporating elements of digital games and gamification. It provides examples of how games can be used for different language learning activities like vocabulary practice, listening activities, and project work. Game elements like badges, points and leaderboards are suggested for motivating students. Specific digital games and platforms are also proposed that could facilitate gamified language learning through activities involving problem-solving, information gaps, and collaborative work. Feedback from teachers who have trialled such approaches was positive in keeping students engaged.
This document provides a list of activities from A to Z that can be used to encourage cooperative learning across different ages. Some of the activities included are: audiobooks, board games, digital picture books, flip books, games designed in PowerPoint, herb garden signs, illusion puzzles, kaleidoscopes, map making, music videos, puzzles, quilt patterns, recipe books, secret messages, top ten lists, virtual reality programs, weather watches, word games, and zip code labels. The document encourages using various free online tools and programs to create projects for these activities.
This document describes an interactive installation project called "Tudung Botol Multi Touch Screen Table" that aims to promote traditional Malaysian games. It involves an interactive multi-touch screen table where users can play an old traditional game called "Tudung Botol" using hand gestures. A survey showed most people agree that traditional games are becoming extinct due to less exposure and popularity of modern games. The project aims to help prevent traditional games from being forgotten by younger generations by bringing an old game into a new interactive media format.
The document discusses using digital games and gamification in English language teaching. It provides links to websites about using games for language learning and discusses reasons why digital games can benefit language acquisition. Examples are given of different ways to gamify language learning activities, such as through the use of badges, points and leaderboards, as well as interactive digital games that can be used to support various language skills. Teacher observations suggest that game-based lessons keep students engaged and encourage language production.
This document provides gift recommendations for babies, kids, and Christmas organized into different sections. For babies, it lists Sophie the Giraffe teether, Baby Einstein music player, and several Fisher-Price toys. For kids, it mentions LEGO police station, a dog-themed game, and educational tablet and circuitry kits. In the Christmas section, it lists a fogless shower mirror, night light, easel, vintage Christmas book, and tablet as gift ideas and encourages sharing the recommendations with others.
Nikola Tesla was a Serbian-American inventor, known for his contributions to the design of the modern alternating current (AC) electricity supply system. He invented the AC motor and developed AC power transmission. Some of Tesla's other inventions included the Tesla coil, wireless radio, and the Tesla turbine. Despite his revolutionary inventions, Tesla died in poverty while his ideas were exploited by other inventors and businessmen.
Nikola Tesla was a Serbian-American inventor and engineer who made many contributions in the areas of electricity and wireless communication in the late 19th and early 20th centuries. Some of his most important inventions and discoveries included radio, X-rays, hydroelectric power, and wireless transmission of energy. However, he often did not receive full recognition or credit for his work. Tesla struggled financially later in life despite his many inventions, as he was uninterested in profits and his ambitious projects like the Wardenclyffe Tower failed. He lived in poor conditions and in his later years suffered mental health issues, passing away in 1943 still in debt.
This document lists 12 famous historical figures from different fields including physics, mathematics, astronomy, politics, business, entertainment, and inventions. It provides brief biographies of Isaac Newton, Neil Armstrong, Jeff Kinney, Nelson Mandela, Bill Gates, Walt Disney, Wilbur Wright, Nikola Tesla, Albert Einstein, Thomas Edison, Neil deGrasse Tyson, and Pythagoras and their notable achievements.
The document discusses an educational product called Touch Board that allows users to create electrical circuit projects by connecting various inputs like fruits or other household objects to the board via alligator clips or graphite. The Touch Board works similarly to products like Arduino, Makey Makey and Little Bits by using electric signals as inputs, and it can power various outputs. The document encourages purchasing the Touch Board as a educational product for building circuit projects using everyday objects.
The document describes a game where a user chooses a random number between 0-15 and a series of yes or no questions are asked to try and determine the number. The questions separate the possible numbers into two groups and ask if the user's number is in one of the groups. This process of elimination continues by halving the possible numbers until the exact number is guessed after asking a series of yes or no questions.
The document discusses problems in Africa such as diseases, poverty, underdevelopment, uncleanliness, poor education, and civil wars. It states that simply providing money will not solve Africa's problems, and that increased awareness and investment from wealthy Africans is needed to develop countries through activities like building houses, starting businesses, and ending diseases. It also notes that helping African countries could provide natural resources to other nations in return.
The document discusses a mind trick involving web searches and intentional mistakes in text. It directs the reader to look closely at sentences containing web addresses and animations, noting that the addresses are missing letters to form "www." It then acknowledges there were four mistakes made in the presentation, including a misspelling and missing words, encouraging the reader to find the errors.
The document discusses the properties of graphene and aerogel graphene. Graphene is described as amazingly cheap, good at conducting electricity, and flexible yet harder than diamond. Aerogel is described as amazing and insulating. The document then expresses surprise and excitement at the prospect of aerogel graphene, an object that would have both conductive and insulating properties and be so light it doesn't obey gravity.
The Chaldean Empire reached its peak under King Nebuchadnezzar in the 6th century BC. Nebuchadnezzar rebuilt Babylon, including constructing the Hanging Gardens of Babylon to please his wife. The gardens, located on a fake mountain with multi-level terraces, went on to become one of the Seven Wonders of the Ancient World. Astronomy was an important part of Chaldean culture and religion, with priests studying the stars and using ziggurats to be closer to the heavens. The Chaldeans made many scientific achievements in fields like mathematics, astronomy, and time-keeping systems that are still used today.
have you ever been in USA and other countries and you're like whaaaaaat? pounds, celcius, yard, meter, (so much more stuff) this presentation is more like an open argument about which is the best measurement system
This presentation discusses several topics related to countries including their size, population, population density, homicide rate, and other metrics. It examines these factors for multiple countries and encourages viewers to think differently about maps of the world. The presentation covers size, population, independence and minimum wages for countries as well as a brief history. It includes links to related videos on countries' statistics and thought-provoking world maps.
There are 6 types of perplexus games including original, spacewarp, twist, and super with the epic superplexus being the most complex. The basic perplexus requires passing a ball along connecting lines. A video demonstration of perplexus gameplay is available at the provided YouTube link.
This talk will cover ScyllaDB Architecture from the cluster-level view and zoom in on data distribution and internal node architecture. In the process, we will learn the secret sauce used to get ScyllaDB's high availability and superior performance. We will also touch on the upcoming changes to ScyllaDB architecture, moving to strongly consistent metadata and tablets.
AppSec PNW: Android and iOS Application Security with MobSFAjin Abraham
Mobile Security Framework - MobSF is a free and open source automated mobile application security testing environment designed to help security engineers, researchers, developers, and penetration testers to identify security vulnerabilities, malicious behaviours and privacy concerns in mobile applications using static and dynamic analysis. It supports all the popular mobile application binaries and source code formats built for Android and iOS devices. In addition to automated security assessment, it also offers an interactive testing environment to build and execute scenario based test/fuzz cases against the application.
This talk covers:
Using MobSF for static analysis of mobile applications.
Interactive dynamic security assessment of Android and iOS applications.
Solving Mobile app CTF challenges.
Reverse engineering and runtime analysis of Mobile malware.
How to shift left and integrate MobSF/mobsfscan SAST and DAST in your build pipeline.
inQuba Webinar Mastering Customer Journey Management with Dr Graham HillLizaNolte
HERE IS YOUR WEBINAR CONTENT! 'Mastering Customer Journey Management with Dr. Graham Hill'. We hope you find the webinar recording both insightful and enjoyable.
In this webinar, we explored essential aspects of Customer Journey Management and personalization. Here’s a summary of the key insights and topics discussed:
Key Takeaways:
Understanding the Customer Journey: Dr. Hill emphasized the importance of mapping and understanding the complete customer journey to identify touchpoints and opportunities for improvement.
Personalization Strategies: We discussed how to leverage data and insights to create personalized experiences that resonate with customers.
Technology Integration: Insights were shared on how inQuba’s advanced technology can streamline customer interactions and drive operational efficiency.
Conversational agents, or chatbots, are increasingly used to access all sorts of services using natural language. While open-domain chatbots - like ChatGPT - can converse on any topic, task-oriented chatbots - the focus of this paper - are designed for specific tasks, like booking a flight, obtaining customer support, or setting an appointment. Like any other software, task-oriented chatbots need to be properly tested, usually by defining and executing test scenarios (i.e., sequences of user-chatbot interactions). However, there is currently a lack of methods to quantify the completeness and strength of such test scenarios, which can lead to low-quality tests, and hence to buggy chatbots.
To fill this gap, we propose adapting mutation testing (MuT) for task-oriented chatbots. To this end, we introduce a set of mutation operators that emulate faults in chatbot designs, an architecture that enables MuT on chatbots built using heterogeneous technologies, and a practical realisation as an Eclipse plugin. Moreover, we evaluate the applicability, effectiveness and efficiency of our approach on open-source chatbots, with promising results.
5th LF Energy Power Grid Model Meet-up SlidesDanBrown980551
5th Power Grid Model Meet-up
It is with great pleasure that we extend to you an invitation to the 5th Power Grid Model Meet-up, scheduled for 6th June 2024. This event will adopt a hybrid format, allowing participants to join us either through an online Mircosoft Teams session or in person at TU/e located at Den Dolech 2, Eindhoven, Netherlands. The meet-up will be hosted by Eindhoven University of Technology (TU/e), a research university specializing in engineering science & technology.
Power Grid Model
The global energy transition is placing new and unprecedented demands on Distribution System Operators (DSOs). Alongside upgrades to grid capacity, processes such as digitization, capacity optimization, and congestion management are becoming vital for delivering reliable services.
Power Grid Model is an open source project from Linux Foundation Energy and provides a calculation engine that is increasingly essential for DSOs. It offers a standards-based foundation enabling real-time power systems analysis, simulations of electrical power grids, and sophisticated what-if analysis. In addition, it enables in-depth studies and analysis of the electrical power grid’s behavior and performance. This comprehensive model incorporates essential factors such as power generation capacity, electrical losses, voltage levels, power flows, and system stability.
Power Grid Model is currently being applied in a wide variety of use cases, including grid planning, expansion, reliability, and congestion studies. It can also help in analyzing the impact of renewable energy integration, assessing the effects of disturbances or faults, and developing strategies for grid control and optimization.
What to expect
For the upcoming meetup we are organizing, we have an exciting lineup of activities planned:
-Insightful presentations covering two practical applications of the Power Grid Model.
-An update on the latest advancements in Power Grid -Model technology during the first and second quarters of 2024.
-An interactive brainstorming session to discuss and propose new feature requests.
-An opportunity to connect with fellow Power Grid Model enthusiasts and users.
[OReilly Superstream] Occupy the Space: A grassroots guide to engineering (an...Jason Yip
The typical problem in product engineering is not bad strategy, so much as “no strategy”. This leads to confusion, lack of motivation, and incoherent action. The next time you look for a strategy and find an empty space, instead of waiting for it to be filled, I will show you how to fill it in yourself. If you’re wrong, it forces a correction. If you’re right, it helps create focus. I’ll share how I’ve approached this in the past, both what works and lessons for what didn’t work so well.
"$10 thousand per minute of downtime: architecture, queues, streaming and fin...Fwdays
Direct losses from downtime in 1 minute = $5-$10 thousand dollars. Reputation is priceless.
As part of the talk, we will consider the architectural strategies necessary for the development of highly loaded fintech solutions. We will focus on using queues and streaming to efficiently work and manage large amounts of data in real-time and to minimize latency.
We will focus special attention on the architectural patterns used in the design of the fintech system, microservices and event-driven architecture, which ensure scalability, fault tolerance, and consistency of the entire system.
In the realm of cybersecurity, offensive security practices act as a critical shield. By simulating real-world attacks in a controlled environment, these techniques expose vulnerabilities before malicious actors can exploit them. This proactive approach allows manufacturers to identify and fix weaknesses, significantly enhancing system security.
This presentation delves into the development of a system designed to mimic Galileo's Open Service signal using software-defined radio (SDR) technology. We'll begin with a foundational overview of both Global Navigation Satellite Systems (GNSS) and the intricacies of digital signal processing.
The presentation culminates in a live demonstration. We'll showcase the manipulation of Galileo's Open Service pilot signal, simulating an attack on various software and hardware systems. This practical demonstration serves to highlight the potential consequences of unaddressed vulnerabilities, emphasizing the importance of offensive security practices in safeguarding critical infrastructure.
Fueling AI with Great Data with Airbyte WebinarZilliz
This talk will focus on how to collect data from a variety of sources, leveraging this data for RAG and other GenAI use cases, and finally charting your course to productionalization.
Must Know Postgres Extension for DBA and Developer during MigrationMydbops
Mydbops Opensource Database Meetup 16
Topic: Must-Know PostgreSQL Extensions for Developers and DBAs During Migration
Speaker: Deepak Mahto, Founder of DataCloudGaze Consulting
Date & Time: 8th June | 10 AM - 1 PM IST
Venue: Bangalore International Centre, Bangalore
Abstract: Discover how PostgreSQL extensions can be your secret weapon! This talk explores how key extensions enhance database capabilities and streamline the migration process for users moving from other relational databases like Oracle.
Key Takeaways:
* Learn about crucial extensions like oracle_fdw, pgtt, and pg_audit that ease migration complexities.
* Gain valuable strategies for implementing these extensions in PostgreSQL to achieve license freedom.
* Discover how these key extensions can empower both developers and DBAs during the migration process.
* Don't miss this chance to gain practical knowledge from an industry expert and stay updated on the latest open-source database trends.
Mydbops Managed Services specializes in taking the pain out of database management while optimizing performance. Since 2015, we have been providing top-notch support and assistance for the top three open-source databases: MySQL, MongoDB, and PostgreSQL.
Our team offers a wide range of services, including assistance, support, consulting, 24/7 operations, and expertise in all relevant technologies. We help organizations improve their database's performance, scalability, efficiency, and availability.
Contact us: info@mydbops.com
Visit: https://www.mydbops.com/
Follow us on LinkedIn: https://in.linkedin.com/company/mydbops
For more details and updates, please follow up the below links.
Meetup Page : https://www.meetup.com/mydbops-databa...
Twitter: https://twitter.com/mydbopsofficial
Blogs: https://www.mydbops.com/blog/
Facebook(Meta): https://www.facebook.com/mydbops/
Dandelion Hashtable: beyond billion requests per second on a commodity serverAntonios Katsarakis
This slide deck presents DLHT, a concurrent in-memory hashtable. Despite efforts to optimize hashtables, that go as far as sacrificing core functionality, state-of-the-art designs still incur multiple memory accesses per request and block request processing in three cases. First, most hashtables block while waiting for data to be retrieved from memory. Second, open-addressing designs, which represent the current state-of-the-art, either cannot free index slots on deletes or must block all requests to do so. Third, index resizes block every request until all objects are copied to the new index. Defying folklore wisdom, DLHT forgoes open-addressing and adopts a fully-featured and memory-aware closed-addressing design based on bounded cache-line-chaining. This design offers lock-free index operations and deletes that free slots instantly, (2) completes most requests with a single memory access, (3) utilizes software prefetching to hide memory latencies, and (4) employs a novel non-blocking and parallel resizing. In a commodity server and a memory-resident workload, DLHT surpasses 1.6B requests per second and provides 3.5x (12x) the throughput of the state-of-the-art closed-addressing (open-addressing) resizable hashtable on Gets (Deletes).
Northern Engraving | Modern Metal Trim, Nameplates and Appliance PanelsNorthern Engraving
What began over 115 years ago as a supplier of precision gauges to the automotive industry has evolved into being an industry leader in the manufacture of product branding, automotive cockpit trim and decorative appliance trim. Value-added services include in-house Design, Engineering, Program Management, Test Lab and Tool Shops.
4. Let's say you load up a piano. Then,
instead of using the computer keyboard
buttons to play the piano, you can hook
up the MaKey MaKey to something fun,
like bananas, and the bananas become
your piano keys
What Can I Make?
THAT'S UP TO YOU! FIRST, LOAD UP A
COMPUTER PROGRAM OR ANY WEBPAGE.
5. Or let's say you Google for an online Pacman game
and draw a joystick with a pencil:
Then you can play Pacman by touching the drawing.
6. Or you could load up facebook or gmail and send
a message on a custom-made alphabet-soup
keyboard
8. What could you use in the
circuit?
Most fruits and vegetables work great.
Lots of other foods work too. For example marshmallows, gummy candies, macaroni
and cheese, cupcakes, shrimp, and lots of other things.
Plants can work too. Try some leaves or flowers, but nothing too dry.
Play-Doh, Model Magic and other clays work very well as long as they stay moist.
People are conductive! Connect one person to ground, and another to an input, and
you can trigger sounds when they high-five.
Graphite from a pencil can work. Make thick, dark lines, and be sure to draw on a
smooth surface.
Foil and other metal objects will work. Try out coins, magnets, nuts and bolts, forks
and knives, or pots and pans.
13. It’s a game board that you scan to
make a level (or a character).
14. Bloxels is not just another tech-enabled toy. It’s a
hands-on, brains-on, creativity and technology
experience.
Bloxels uniquely unlocks kids’ innate creativity by
leveraging something they love: video games.
Kids can play fun games and channel their
creative potential as they gain greater
understanding of important topics like design
logic, and computer science and demonstrate
their knowledge of history, science and
mathematics and more through the games they
create.