My product is a line of merchandise for an original action role-playing video game that I have created, including posters, a skateboard deck, CD and console cover art, game logos, key chains, and T-shirt designs. Through research including surveys and interviews, I have tailored my product designs to appeal to my target audience of 10-20 year olds, who are mostly male and middle class. Features like bright colors, neon effects, and pixelated characters are intended to attract impulse buyers in this psychographic group. My designs are original creations that avoid potentially offensive material or copyright issues.
This is a presentation by Dada Robert in a Your Skill Boost masterclass organised by the Excellence Foundation for South Sudan (EFSS) on Saturday, the 25th and Sunday, the 26th of May 2024.
He discussed the concept of quality improvement, emphasizing its applicability to various aspects of life, including personal, project, and program improvements. He defined quality as doing the right thing at the right time in the right way to achieve the best possible results and discussed the concept of the "gap" between what we know and what we do, and how this gap represents the areas we need to improve. He explained the scientific approach to quality improvement, which involves systematic performance analysis, testing and learning, and implementing change ideas. He also highlighted the importance of client focus and a team approach to quality improvement.
Students, digital devices and success - Andreas Schleicher - 27 May 2024..pptxEduSkills OECD
Andreas Schleicher presents at the OECD webinar ‘Digital devices in schools: detrimental distraction or secret to success?’ on 27 May 2024. The presentation was based on findings from PISA 2022 results and the webinar helped launch the PISA in Focus ‘Managing screen time: How to protect and equip students against distraction’ https://www.oecd-ilibrary.org/education/managing-screen-time_7c225af4-en and the OECD Education Policy Perspective ‘Students, digital devices and success’ can be found here - https://oe.cd/il/5yV
How to Make a Field invisible in Odoo 17Celine George
It is possible to hide or invisible some fields in odoo. Commonly using “invisible” attribute in the field definition to invisible the fields. This slide will show how to make a field invisible in odoo 17.
How to Create Map Views in the Odoo 17 ERPCeline George
The map views are useful for providing a geographical representation of data. They allow users to visualize and analyze the data in a more intuitive manner.
Ethnobotany and Ethnopharmacology:
Ethnobotany in herbal drug evaluation,
Impact of Ethnobotany in traditional medicine,
New development in herbals,
Bio-prospecting tools for drug discovery,
Role of Ethnopharmacology in drug evaluation,
Reverse Pharmacology.
2024.06.01 Introducing a competency framework for languag learning materials ...Sandy Millin
http://sandymillin.wordpress.com/iateflwebinar2024
Published classroom materials form the basis of syllabuses, drive teacher professional development, and have a potentially huge influence on learners, teachers and education systems. All teachers also create their own materials, whether a few sentences on a blackboard, a highly-structured fully-realised online course, or anything in between. Despite this, the knowledge and skills needed to create effective language learning materials are rarely part of teacher training, and are mostly learnt by trial and error.
Knowledge and skills frameworks, generally called competency frameworks, for ELT teachers, trainers and managers have existed for a few years now. However, until I created one for my MA dissertation, there wasn’t one drawing together what we need to know and do to be able to effectively produce language learning materials.
This webinar will introduce you to my framework, highlighting the key competencies I identified from my research. It will also show how anybody involved in language teaching (any language, not just English!), teacher training, managing schools or developing language learning materials can benefit from using the framework.
TESDA TM1 REVIEWER FOR NATIONAL ASSESSMENT WRITTEN AND ORAL QUESTIONS WITH A...
4. fmp proposal
1. Proposal
1
Working Title:
Gaming Merch
What is it called? This can change if you think of something better later
Product’s Purpose:
To advertise and attract, it will achieve this by making the products very interesting by finding
products similar and looking at what makes them appealing and also finding out what audiences
like and then adjusting them to better standards to make people buy them. Another way to achieve
this is too include some bright colourful colours because they are really appealing to the eye, my
controller art and some of my key chains will include these. The audience will be attracted because
I will have a website advertising my products which is what most people who like the game will be
able to go on and purchase different merchandise.
What is the product’s purpose (entertain/educate etc.) and how will you achieve this?
Genre:
Adventure, action, fighting and fantasy Video game these are all sub genres of the game but if I
had to give it a main genre label, I would call it an action role playing game.
What sort of product is it
Content
I am just creating my own brand and making merchandise for it. My products are merchandise
based of a video game in the merchandise I will create A poster, Skateboard deck, CD cover art,
logo for the game, key chain, T-shirt designs, Cover art for the console. The poster will be very
dark at the bottom and lighter on the top and the background will consist of a silhouette of
something from the game. The skateboard deck will be very cartoon like almost like graffiti as it is
more attractive to people. My Key chain will consist of the character this will be like this because
most people prefer it when I asked in a survey. The T-Shirts will be darker and have the logo and
the title of the game on it. The logo will consist of neon colours and in a bold font in the colour
green it will be very vibrant. Finally the CD and console cover art will have the character on and
the logo in a darker neon blue effect.
What is your product about? Discuss what you would put in it (be specific). Does it have a story? If
so, discuss it here
Research & Planning
My cover art for the console will have a character on and like on the posters in research it will have
a neon blue outline going around it. From my interviews I found out that people prefer their T-Shirt
designs to be darker rather than vibrant but others are fine so this is the colour I am making the t-
shirt. The key chains will be with a character on; found out from the survey and in my research
they are pixelated and very bright and colourful- I changed it to this as I found out more people
prefer it because I was going to stick with an existing assassin’s creed key chain which just had
the title and logo. My poster is going to be similar to the ones in my research because I think that
these posters are the most interesting ones but many people prefer them to be a bit larger.
Where will you use elements of your research and planning to influence and inform your final idea
(be specific to certain parts)
Audience:
My audience will be a younger one from the ages of 10-20 this is because this is the age group
that suits my genre.
The majority of them will be male but there will be the odd female so some of my products could
be female based but not as many as male it will be this gender because more males buy products
rather than females.
Any social grade can buy my products because they all range at lots of different prices because
they are all different but if I put a label on it I would say middle class because people in this class
own more gaming products.
2. Proposal
2
The psychographic class of my audience will be Needs Driven, the description for this is; This
group act upon impulse and instinct. This group does not plan and will respond to messages
relating to missing opportunities and impulse buying.
Who is your audience? Be very detailed; age, gender, social status, psychographic etc
Why would your project appeal to this person?
Legal & Ethical Considerations:
There will be no offensive material in any of my merchandise products and it will not affect any
religions and races, following the ASA rule 4.1. I can tell that my game will not be of any offence
because it doesn’t include anything important and real, it is all a fictional in a made up world. My
products will not be off any harm because you can’t really harm yourself with any of the products
except maybe a key chain, which maybe a small child could swallow, this relating to ASA rule 5.1. I
am not going to exclude anybody from my products although it has a target range of 10-20 really
anybody can buy it if they want; a child is someone under 16 so I would include ASA regulation
rule 5.1 for there sake. Everything I design is unique and of my own creation, so therefor there
shall be no problem with anything being copyrighted. All of these points should be included in
regulation rule 1.1: marketing communications should be legal, decent, honest and truthful so I can
be trusted by customers and will be allowed to sell.
Think about any offensive material you will include?
Will you restrict younger people using/accessing it?
Will it offend any social groups/religions/ethnicities?
How will you ensure you do not offend anyone?
Are you using characters/names/logos of existing products/IPs?
Will you product be sufficiently different from existing products to not get sued for copyright
infringement?