This document discusses Extend Brands, a company that exclusively represents over 40 global brands in the Indian market across various business verticals including licensing, merchandising, TV and newspaper syndication, digital, publishing, and events. It highlights some of the brands in Extend's portfolio such as Olive Oyl, Betty Boop, Baby Popeye, Baby Boop, Mandrake the Magician, Hagar the Horrible, Flash Gordon, Happy Bunny, Holly Hobbie, and more. For each brand, it provides brief descriptions of 1-3 sentences on their key attributes and performance metrics.
Introduktion till forskningsprojektet - del 1Niklas Karlsson
This document introduces a research project about students' learning of scientific concepts through organizing information and communicating in digital environments and extended classrooms. It discusses how learning activities designed with a knowledge-building approach and collaboratively by teachers can influence student communication in blended learning. The theoretical framework is socio-cultural perspectives and design-based research. The introduction of new technologies provides opportunities for new forms of collaboration and learning activities between teachers, students, and researchers. However, meaningful change requires innovations, not just new technologies.
This document discusses Extend Brands, a company that exclusively represents over 40 global brands in the Indian market across various business verticals including licensing, merchandising, TV and newspaper syndication, digital, publishing, and events. It highlights some of the brands in Extend's portfolio such as Olive Oyl, Betty Boop, Baby Popeye, Baby Boop, Mandrake the Magician, Hagar the Horrible, Flash Gordon, Happy Bunny, Holly Hobbie, and more. For each brand, it provides brief descriptions of 1-3 sentences on their key attributes and performance metrics.
Introduktion till forskningsprojektet - del 1Niklas Karlsson
This document introduces a research project about students' learning of scientific concepts through organizing information and communicating in digital environments and extended classrooms. It discusses how learning activities designed with a knowledge-building approach and collaboratively by teachers can influence student communication in blended learning. The theoretical framework is socio-cultural perspectives and design-based research. The introduction of new technologies provides opportunities for new forms of collaboration and learning activities between teachers, students, and researchers. However, meaningful change requires innovations, not just new technologies.
Looking for art that you can license from India, Dimple Bawri is where your search ends. an amazing collection of paintings and photographs depicting India.
This presentation raise questions about which ‘new’ literacies are relevant in school to prepare students for reality in information society and how this is combined within the subject and organisation of collaborative learning activities.
The document discusses licensing in India. It notes that the size of the Indian licensing industry is currently US$3.6 billion and is growing at 15% annually. Common properties licensed in India include characters, brands, celebrities, and franchises from films, sports, fashion and more. E:XTEND Brands is a licensing agency that currently represents brands like King Features and No Rules International in India.
The document discusses how digital technologies are transforming learning and how knowledge is acquired. It questions whether traditional concepts of learning, skills, and basic knowledge still apply in a digital context where information can be easily stored and shared. Specifically, it raises questions about whether:
1) Students in an example who used Diigo to collaborate learned "metalevel" knowledge in Biology,
2) Traditional basic knowledge needs to be directly taught in school or if it is now embedded in technology artifacts, and
3) Artifacts that mediate thinking may replace skills previously associated with deep learning, metacognition, and knowledge reconceptualization.
The document discusses the opportunities for sports licensing in India using WWE as an example. It notes that WWE is very popular in India, often outperforming cricket and other sports in TV ratings. WWE reaches over 68 million households in India through Ten Sports. The document argues that WWE Superstars have strong social media followings that create licensing opportunities. It provides examples of WWE's existing licensing partnerships in India for toys, trading cards, video games and other merchandise. Overall, the document promotes WWE as a prime candidate for expanded sports licensing and merchandising in the growing Indian market.
Poi is a performance art originating from Maori culture involving swinging balls attached to strings in patterns. Poi can be used for exercise, performance, or entertainment. Performers often use brightly colored poi for aesthetics and to emphasize patterns. Glow poi contain lights for night performances, while fire poi are constructed with flammable materials that can be lit on fire for dramatic effect. The document also provides biographical information about Sagar Pitale and how spinning poi has become his passion over the past year and a half. Contact information is given for booking performances.
Betty Boop was created in 1930 by Max Fleischer and became a legendary animated femme fatale, starring in over 100 cartoons. She has since been featured in comic strips, TV specials, and documentaries. Today, Betty Boop is licensed globally in many product categories and has become a billion dollar brand popular around the world. She remains a role model for women and young girls.
The document is a presentation by Mayuri Pitale on the power of entertainment licensing. It discusses the components of the Indian media and entertainment industry and how it has grown significantly. It notes how television remains dominant but sectors like internet and gaming are increasing their share. It then discusses how entertainment positively influences people's lives and development. It positions entertainment licensing as a bridge between entertainment consumption and retail engagement. The presentation provides examples of WWE's global reach and fandom as a case study of how entertainment licensing works effectively.
The document describes the No Rules brand, which targets youth through an "in your face" attitude. No Rules emphasizes edgy graphics and a rebellious personality. It has separate brand identities for boys, girls, teens, and youth that each portray a mischievous crew or attitude. The brand sells apparel, footwear, accessories, and more focused on skate/extreme sports through over 100 stores in China. No Rules also holds branded skating events and creates licensed merchandise. The document outlines criteria and terms for licensing the No Rules brand in India and highlights the growth opportunity in Indian retail and licensing.
This document provides information about different types of bridges and the engineering design process. It describes four main types of bridges - beam, arch, suspension, and cable-stayed - and gives examples of each. It also outlines the seven steps of the engineering process as: 1) identify the problem, 2) determine constraints, 3) analysis of design, 4) design refinement, 5) implementation plan, 6) modify the implementation, and 7) implementation. The document includes images and examples to illustrate bridges and concludes with a brief quiz to test the reader's understanding.
7.5 keys to PPP Success - Moreland Advisorsbrodgers10
1) The document outlines 7 1/2 keys to successful public-private partnerships (PPPs) from the perspective of a public agency. These include understanding PPP capabilities and limitations, building early stakeholder consensus, pairing the right project with the right deal structure, clearly outlining requirements while allowing private sector creativity, marketing the project to potential partners, conducting a fair proposal review process, providing clear project documentation, and respecting the time and resources private partners invest in proposals.
2) Successful PPPs balance protecting public interests with attracting private participation and competition. When executed well, PPPs bring private sector talents, resources, and innovation, but poor execution can fail the public.
3) The
This document describes a new sport called "Fridgeomato" that combines a refrigerator and tomato. It provides instructions for playing two versions of the sport. Version 1 involves bowling the tomato at an open refrigerator from a standing position. Version 2 also involves bowling a tomato at a refrigerator, but requires the player to bowl between their legs from a turned position. The goal is to land the tomato in different shelves for varying points, with the top shelf worth the most points. Players compete in teams to see who can score the most points by landing tomatoes in the refrigerator shelves.
A presentation about how ICT transforms education. Given on October 11, 2014, in Parainen, Finland, in Swedish.
Presentation om hur IKT förändrar skolan, 11 okto
Presentation för Lunds universitet SAMHÄLLSVETENSKAPLIGA FAKULTETEN 160612Mats Brenner
Presentation om Morgondagens digitala examinationer - Digitala examinationer - utvecklingsmöjlighet för flertalet examinationsformer. Projekt Digital tentamen II - SUNET Inkubator. Mats Brenner, projektledn.
Looking for art that you can license from India, Dimple Bawri is where your search ends. an amazing collection of paintings and photographs depicting India.
This presentation raise questions about which ‘new’ literacies are relevant in school to prepare students for reality in information society and how this is combined within the subject and organisation of collaborative learning activities.
The document discusses licensing in India. It notes that the size of the Indian licensing industry is currently US$3.6 billion and is growing at 15% annually. Common properties licensed in India include characters, brands, celebrities, and franchises from films, sports, fashion and more. E:XTEND Brands is a licensing agency that currently represents brands like King Features and No Rules International in India.
The document discusses how digital technologies are transforming learning and how knowledge is acquired. It questions whether traditional concepts of learning, skills, and basic knowledge still apply in a digital context where information can be easily stored and shared. Specifically, it raises questions about whether:
1) Students in an example who used Diigo to collaborate learned "metalevel" knowledge in Biology,
2) Traditional basic knowledge needs to be directly taught in school or if it is now embedded in technology artifacts, and
3) Artifacts that mediate thinking may replace skills previously associated with deep learning, metacognition, and knowledge reconceptualization.
The document discusses the opportunities for sports licensing in India using WWE as an example. It notes that WWE is very popular in India, often outperforming cricket and other sports in TV ratings. WWE reaches over 68 million households in India through Ten Sports. The document argues that WWE Superstars have strong social media followings that create licensing opportunities. It provides examples of WWE's existing licensing partnerships in India for toys, trading cards, video games and other merchandise. Overall, the document promotes WWE as a prime candidate for expanded sports licensing and merchandising in the growing Indian market.
Poi is a performance art originating from Maori culture involving swinging balls attached to strings in patterns. Poi can be used for exercise, performance, or entertainment. Performers often use brightly colored poi for aesthetics and to emphasize patterns. Glow poi contain lights for night performances, while fire poi are constructed with flammable materials that can be lit on fire for dramatic effect. The document also provides biographical information about Sagar Pitale and how spinning poi has become his passion over the past year and a half. Contact information is given for booking performances.
Betty Boop was created in 1930 by Max Fleischer and became a legendary animated femme fatale, starring in over 100 cartoons. She has since been featured in comic strips, TV specials, and documentaries. Today, Betty Boop is licensed globally in many product categories and has become a billion dollar brand popular around the world. She remains a role model for women and young girls.
The document is a presentation by Mayuri Pitale on the power of entertainment licensing. It discusses the components of the Indian media and entertainment industry and how it has grown significantly. It notes how television remains dominant but sectors like internet and gaming are increasing their share. It then discusses how entertainment positively influences people's lives and development. It positions entertainment licensing as a bridge between entertainment consumption and retail engagement. The presentation provides examples of WWE's global reach and fandom as a case study of how entertainment licensing works effectively.
The document describes the No Rules brand, which targets youth through an "in your face" attitude. No Rules emphasizes edgy graphics and a rebellious personality. It has separate brand identities for boys, girls, teens, and youth that each portray a mischievous crew or attitude. The brand sells apparel, footwear, accessories, and more focused on skate/extreme sports through over 100 stores in China. No Rules also holds branded skating events and creates licensed merchandise. The document outlines criteria and terms for licensing the No Rules brand in India and highlights the growth opportunity in Indian retail and licensing.
This document provides information about different types of bridges and the engineering design process. It describes four main types of bridges - beam, arch, suspension, and cable-stayed - and gives examples of each. It also outlines the seven steps of the engineering process as: 1) identify the problem, 2) determine constraints, 3) analysis of design, 4) design refinement, 5) implementation plan, 6) modify the implementation, and 7) implementation. The document includes images and examples to illustrate bridges and concludes with a brief quiz to test the reader's understanding.
7.5 keys to PPP Success - Moreland Advisorsbrodgers10
1) The document outlines 7 1/2 keys to successful public-private partnerships (PPPs) from the perspective of a public agency. These include understanding PPP capabilities and limitations, building early stakeholder consensus, pairing the right project with the right deal structure, clearly outlining requirements while allowing private sector creativity, marketing the project to potential partners, conducting a fair proposal review process, providing clear project documentation, and respecting the time and resources private partners invest in proposals.
2) Successful PPPs balance protecting public interests with attracting private participation and competition. When executed well, PPPs bring private sector talents, resources, and innovation, but poor execution can fail the public.
3) The
This document describes a new sport called "Fridgeomato" that combines a refrigerator and tomato. It provides instructions for playing two versions of the sport. Version 1 involves bowling the tomato at an open refrigerator from a standing position. Version 2 also involves bowling a tomato at a refrigerator, but requires the player to bowl between their legs from a turned position. The goal is to land the tomato in different shelves for varying points, with the top shelf worth the most points. Players compete in teams to see who can score the most points by landing tomatoes in the refrigerator shelves.
A presentation about how ICT transforms education. Given on October 11, 2014, in Parainen, Finland, in Swedish.
Presentation om hur IKT förändrar skolan, 11 okto
Presentation för Lunds universitet SAMHÄLLSVETENSKAPLIGA FAKULTETEN 160612Mats Brenner
Presentation om Morgondagens digitala examinationer - Digitala examinationer - utvecklingsmöjlighet för flertalet examinationsformer. Projekt Digital tentamen II - SUNET Inkubator. Mats Brenner, projektledn.
Fäladsgårdens presentation på You BETT, anordnad av LinEducation. Föreläsningen handlar om skolans väg fråna datasal till 1-1 via Lgr 11 med hjälp av Reggio Emilia-filosofin.
1. Introduktion till
forskningsprojektet
Students learning of scientific concepts by putting pieces of
information together in use of digital (new media) artifacts to
collect, transform, produce and share information – organization
of their personal learning environment – in extended classrooms.
Niklas
Karlsson
Work in progress
Doktorand
Zoologiska institutionen Göteborg
University of Gothenburg 20110412
2. Utgångspunkter:
Dialog om möjligheter och problem med införande av
kommunikations-artefakter och användning av ”nya medier” i
undervisningen.
Deltagare i projektet:
- Formulerar gemensamt forskningsbara frågeställningar /
problemformuleringar
- För dialog om möjliga lösningar
- Utformar design av undervisningsmoment
- Genomför undervisning
Vad är rimligt med hänsyn till tid, resurser och stora förändringar i Gy11?
3. Rimligt år 1
- Delar av centralt innehåll i kursen biologi 1 väljs ut
- Samskapande av design av två kursmoment, baserade på
föreslagna skisser
- Gemensamt utförande av momenten
- Dialog om effekter av momenten
- Baserat på erfarenheter och resultat från forskning – ny design
av undervisningsmoment
4. Design av moment
Föreslagna skisser på momenten är fria att:
- redigera,
- omarbeta och
- utveckla.
Förhoppningen är att inspirera till design av nya moment.
Momenten har designats utifrån samma mall, som gärna
får redigeras.
5. Design av moment
Praktiska utgångspunkter för design av moment:
• Utgår från styrdokument och valda teorier för design av
undervisning1
• Skapa en helhet av kommunikations möjligheter i nya
medier /webbverktyg
• Planering av längre moment – som anpassas till aktuell
kontext.
• Bildar gemensamt en grund för planering av hela kursen2
1 se http://www.slideshare.net/niklas_karlsson/introduktion-till-forskningsprojektet-del-1
2 se https://docs.google.com/document/d/1-
cE3BIKOjGXAjZdNfOx9iSQfIufOSzU3gylS90VeBNU/edit?hl=en&authkey=CLawtskD
6. Design av moment
Momenten designas utifrån gemensam mall kan delas in i två
kategorier:
• Söka, omarbeta och dela information.
• Introduktion till social bokmärkning & webb- verktyg
• Evolution
• Indelning av organismvärlden
• Producera, omarbeta och dela information.
• Naturvetenskapligt arbetsätt a - Introduktion
• Naturvetenskapligt arbetsätt b – Genetik
• Ekologi
7. Grundstruktur för
planering av moment
Övergripande beskrivning
Innehåll
Resurser
Lärresurser
Webbverktyg, teknisk utrustning...
8. Grundstruktur för
planering av moment
Undervisning - innehåll grund för upplägg av
Lektion/Ämneshandledning
Uppgifter för lärande
Formativ bedömning
Uppgifter för summativ bedömning
Summativ bedömning
- Ta
9. Introduktion till social bokmärkning
& webb-verktyg1
I samband med introduktionen av Diigo introduceras även
komplementerande verktyg
• Twitter
• Flickr (CC-märkning)
• Presentations program Prezi
alternativt
• Mindmap programmet - bubbl.us
• Rss - läsare & netwibes?
Momentet tar även upp grundläggande frågor om upphovsrätt
genom att Creative commons introduceras. Även grundläggande
frågor om källkritik och hur man bör kommunicera i
professionellt syfte i nya medier tas upp i momentet.
1
sehttps://docs.google.com/document/d/18D_woParxkQ_VhLcX73Lxu8FoMf4quBeiRLp2QaVSeU/edit?hl=en&auth
key=CIzkyJwE#
10. Introduktion till social bokmärkning
& webb-verktyg1
Momentet är en introduktion till att använda “web 2.0 verktyg”
och “nya medier” i undervisningen genom att introducera sociala
bokmärkningsverktyget Diigo, samt komplementerande
“verktyg”.
I momentet skapar eleverna begreppskartor över de centrala
begreppen som ingår i kursen. Arbetet med begreppskartor ligger
till grund för introduktionen av Diigo.
Syftet med momentet är även att eleverna arbetar med att ställa
egna frågor och söka information som ger svar på frågorna.
1
sehttps://docs.google.com/document/d/18D_woParxkQ_VhLcX73Lxu8FoMf4quBeiRLp2QaVSeU/edit?hl=en&auth
key=CIzkyJwE#
11. Evolution1
Momentet syftar till att eleverna når kunskaper om evolution
genom att utifrån egna frågeställningar söka och bearbeta
information gemensamt i webbverktyg.
Momentet avslutas med den del där
eleverna uppmanas att kommunicera
med “omvärlden” genom “nya medier”.
Momentet bygger på “Introduktion till social bokmärkning &
webb-verktyg”
1 se
https://docs.google.com/document/d/1Y9IB864aBPxVAolCT0rY4JraCqvn9UENDoLgErcjryQ/edit?hl=en&authkey
=CNPWpu8P#
12. Indelning av organismvärlden1
Indelning av organismgrupper och släktträd tas upp i
momentet, där eleverna i grupper skapar presentationer om
tilldelad organinsmgrupp.
I momentet använder eleverna öppna
och digitala lärresurser, samt
presentations-program, som prezi,
eller laddar upp på slideshare.
Momentet är bygger på Introduktion till diigo och bör vara en del
i det längre momentet Evolution.
1 se
https://docs.google.com/document/d/1XheJ4jVfG9BfP1XJKDhrr7pIQqErWOSmZqW6_EL1lQY/edit?hl=en&authk
ey=CM7y58AK#
13. Naturvetenskapligt arbetsätt a -
Introduktion 1
Momenet är en introduktion till naturvetenskapligt arbetsätt.
Resultat från enkelt experiment samlas i en “databas” för att få
större mängd data att analysera.
Momentet avslutas med att teoretiskt arbeta med
naturvetenskaplig-metodik.
I momentet används google docs
och öppna digitala lärresurser.
1 se
https://docs.google.com/document/d/1g75LyimFtQ9EetnZV8Uoa1t_khMh2msZ3oAn9kDGW8g/edit?hl=en&authke
y=CJTLh8sP#
14. Naturvetenskapligt arbetsätt b -
Genetik1
Momentet bör inledas med föreläsningsserie om genetik.
I momentet är innehåller i huvudsak en laboration där tanken är
att eleverna gör samma laborationer och samlar informationen
gemensam “databas”.
I momentet dokumenterar eleverna laborationerna och
övningarna i bloggar, dels för att kunna hjälpa varandra men även
för att kunna säkerställa att alla gör på liknande sätt.
1 se https://docs.google.com/document/d/11KaxWhhX3C0hAA74TN0wbC7BowYXlr7sdn6BNJGVNek/edit?hl=en#
15. Naturvetenskapligt arbetsätt b -
Genetik1
Momentet öppnar för en fördjupad diskussion om
naturvetenteskaplig metodik.
Momentet avslutas med
att elever diskuterar etiska
frågor i
http://www.nature.com/scitable
http://www.nature.com/scitable/topicpage/ethics-of-genetic-testing-medical-insurance-
and-651
http://www.nature.com/scitable/spotlight/gmos-6978241
1 se https://docs.google.com/document/d/11KaxWhhX3C0hAA74TN0wbC7BowYXlr7sdn6BNJGVNek/edit?hl=en#
16. Ekologi1
Momentet ger eleverna möjlighet att utveckla kunskaper om
ekologi.
Skapa, bearbeta och tolka
information, samt att
kommunicera kunskaper i
olika kontexter är centralt i
momentet.
Central del är även att eleverna får och tar ansvar för att
organisera och genomföra praktiska moment, som att ta sig till ett
naturreservat vid flera tillfällen.
1 se
https://docs.google.com/document/d/1Y9IB864aBPxVAolCT0rY4JraCqvn9UENDoLgErcjryQ/edit?hl=en&authkey
=CNPWpu8P#
17. Ekologi1
Momentet kan ses som en längre avslutning på kursen, där
eleverna är ute i ett naturreservat vid flera tillfällen för att
undersöka ekosystemet på plats.
I momentet är det fördelaktigt om eleverna kan komma i kontakt
med kommunekolog, länstyrelse och helst bokar in möte i
naturreservatet med yrkesverksam person, i syfte att få wikipedia
artiken, “gowalla” så användbar som möjligt för “allmänheten”.
I momentet används flera kommunikationsverktyg och tekniska
artefakter.
1 se
https://docs.google.com/document/d/1Y9IB864aBPxVAolCT0rY4JraCqvn9UENDoLgErcjryQ/edit?hl=en&authkey
=CNPWpu8P#
18. Del 1 – Introduktion till forskningsprojektet
Del 2 – Möjligheter till gemensam design av
undervisningen i biologiämnet på gymnsaiet
Del 3 – Konkreta ideer på kollaborativ design av
lärande aktiviteter.
Se tidigare presentationer i på:
http://www.slideshare.net/niklas_karlsson
19. Information
• All images from http://www.flickr.com (unless
specifically stated)
• References see in the notes section of slides
• Image & licensing info in the notes section of slides
• Presentation licensed: Creative Commons BY-NC-SA
• The presentation can be downloaded from:
http://www.slideshare.net/niklas_karlsson
• More information about me: Blog &
http://lincs.gu.se/members/niklas-karlsson/
20. Referenser & länkar
Slide:
1.
CC BY-NC-SA 2.0 by Tatcher a Hainu
http://www.flickr.com/photos/wunderkanone/4262065280/sizes/z/in/photostream/
9.
http://groups.diigo.com/group/biologia
11.
http://biologg.wordpress.com/
12.
http://tolweb.org/Zygnematales/20578
13.
http://www.oercommons.org/search?
15.
http://www.nature.com/scitable
16.
http://sv.wikipedia.org/wiki/Hullsj%C3%B6n
18.
CC BY-NC-SA 2.0 by Tatcher a Hainu
http://www.flickr.com/photos/wunderkanone/4262065280/sizes/z/in/photostream/