Una computadora es una máquina electrónica que procesa datos a gran velocidad, aceptando datos de entrada, procesándolos y produciendo información de salida. El hardware son los componentes físicos de una computadora y sus periféricos, mientras que el software son los programas y datos procesados por el hardware. Los periféricos son dispositivos adicionales necesarios como teclados, monitores e impresoras para la entrada y salida de datos.
Una computadora es una máquina electrónica que procesa datos a gran velocidad, aceptando datos de entrada, procesándolos y produciendo información de salida. El hardware son los elementos materiales de una computadora y sus periféricos, mientras que el software son los programas y datos procesados por el hardware. Los periféricos son dispositivos adicionales necesarios para una computadora e incluyen periféricos de entrada como teclados y ratones, dispositivos de salida como monitores e impresoras, y periféricos de entrada y salida
The document discusses two math word problems: the first asks to find a number such that nine more than four times the number equals 73, and the second asks to find a number such that twenty less than one third the number equals 72. Both problems are dated January 22, 2009.
Una computadora es una máquina electrónica que procesa datos a gran velocidad, aceptando datos de entrada, procesándolos y produciendo información de salida. El hardware son los componentes físicos de una computadora y sus periféricos, mientras que el software son los programas y datos procesados por el hardware. Los periféricos son dispositivos adicionales necesarios como teclados, monitores e impresoras para la entrada y salida de datos.
Una computadora es una máquina electrónica que procesa datos a gran velocidad, aceptando datos de entrada, procesándolos y produciendo información de salida. El hardware son los componentes físicos de una computadora y sus periféricos, mientras que el software son los programas y datos procesados por el hardware. Los periféricos son dispositivos adicionales necesarios como teclados, monitores e impresoras para la entrada y salida de datos.
Una computadora es una máquina electrónica que procesa datos a gran velocidad, aceptando datos de entrada, procesándolos y produciendo información de salida. El hardware son los elementos materiales de una computadora y sus periféricos, mientras que el software son los programas y datos procesados por el hardware. Los periféricos son dispositivos adicionales necesarios para una computadora e incluyen periféricos de entrada como teclados y ratones, dispositivos de salida como monitores e impresoras, y periféricos de entrada y salida
The document discusses two math word problems: the first asks to find a number such that nine more than four times the number equals 73, and the second asks to find a number such that twenty less than one third the number equals 72. Both problems are dated January 22, 2009.
Una computadora es una máquina electrónica que procesa datos a gran velocidad, aceptando datos de entrada, procesándolos y produciendo información de salida. El hardware son los componentes físicos de una computadora y sus periféricos, mientras que el software son los programas y datos procesados por el hardware. Los periféricos son dispositivos adicionales necesarios como teclados, monitores e impresoras para la entrada y salida de datos.
Una computadora es una máquina electrónica que procesa datos a gran velocidad, aceptando datos de entrada, procesándolos y produciendo información de salida. El hardware son los componentes físicos de una computadora y sus periféricos, mientras que el software son los programas y datos procesados por el hardware. Los periféricos son dispositivos adicionales necesarios como teclados, monitores e impresoras para la entrada y salida de datos.
Una computadora es una máquina electrónica que procesa datos a gran velocidad, aceptando datos de entrada, procesándolos y produciendo información de salida. El hardware son los componentes físicos de una computadora y sus periféricos, mientras que el software son los programas y datos procesados por el hardware. Los periféricos son dispositivos adicionales necesarios y pueden ser de entrada, como teclados y mouse; de salida, como monitores e impresoras; o de entrada y salida, como discos duros.
The document discusses arithmetic series and sequences. It provides examples of finding the sum of terms in arithmetic series. Some examples include finding the sum of the first 6 terms where the common difference is 3, and finding the sum of the first 60 terms where the first term is 5 and the common difference is 3. It also discusses finding missing terms in arithmetic sequences and identifying properties like domain and range for mathematical relations.
Una computadora es una máquina electrónica que procesa datos a gran velocidad, aceptando datos de entrada, procesándolos y produciendo información de salida. El hardware son los componentes físicos de una computadora y sus periféricos, mientras que el software son los programas y datos procesados por el hardware. Los periféricos son dispositivos adicionales necesarios para una computadora e incluyen teclados, mouse y pantallas como entrada, e impresoras y monitores como salida.
Una computadora es una máquina electrónica que procesa datos a gran velocidad, aceptando entrada, procesándola y produciendo salida de información. El hardware son los componentes físicos de una computadora y sus periféricos, mientras que el software son los programas y datos procesados. Los periféricos son dispositivos adicionales clasificados en de entrada, como teclados y mouse; de salida, como monitores e impresoras; y de entrada y salida, como discos duros.
University of Maine at Presque Isle Social Networking Presentation 1.09Sonja Plummer Morgan
The document discusses various social media tools that a university library can use to connect with students, patrons, and the community. It provides statistics on the popularity of tools like Facebook, Twitter, and Second Life. It also lists some of the activities the library is directly involved in, such as book discussions, providing resources to the homeless and more.
Una computadora es una máquina electrónica que procesa datos a gran velocidad, aceptando datos de entrada, procesándolos y produciendo información de salida. El hardware son los componentes físicos de una computadora y sus periféricos, mientras que el software son los programas y datos procesados por el hardware. Los periféricos son dispositivos adicionales necesarios y pueden ser de entrada, como teclados y mouse; de salida, como monitores e impresoras; o de entrada y salida, como discos duros.
The document discusses national flags from various countries. It describes the colors used on flags from top to bottom and left to right, and notes there are multiple flags pictured. It then talks about cutting out and assembling flags, with students giving each other help. At the end it acknowledges forgetting to print out Scotland's flag and describes some flags as striped, crossed, or having signs.
Una computadora es una máquina electrónica que procesa datos a gran velocidad, aceptando datos de entrada, procesándolos y produciendo información de salida. El hardware son los componentes físicos de una computadora y sus periféricos, mientras que el software son los programas y datos procesados por el hardware. Los periféricos son dispositivos adicionales necesarios como teclados, monitores e impresoras para la entrada y salida de datos.
Una computadora es una máquina electrónica que procesa datos a gran velocidad, aceptando datos de entrada, procesándolos y produciendo información de salida. El hardware son los componentes físicos de una computadora y sus periféricos, mientras que el software son los programas y datos procesados por el hardware. Los periféricos son dispositivos adicionales necesarios como teclados, monitores e impresoras para la entrada y salida de datos.
La amiga envía dulces a su amiga para alegrar su día y tomarse un descanso de la dieta, sugiriendo opciones como un capuchino, nubes, galletas o bombones para disfrutar.
Una computadora es una máquina electrónica que procesa datos de entrada a gran velocidad y produce información de salida. El hardware son los componentes físicos de una computadora y sus periféricos, mientras que el software son los programas y datos procesados. Los periféricos son dispositivos adicionales clasificados en de entrada, como teclados y ratones; de salida, como monitores e impresoras; y de entrada y salida, como discos duros.
Behind Their Eyes - making thinking visible is not enough
Walk into any classroom and watch the breakneck pace at which teachers are working hard to help students learn. Mind you, if we don’t uncover what students are thinking while learning, they may be running down the wrong path. OK, so we need ways to make student thinking visible. Seeing their thinking is important, but we also need to create the time and space for teachers to absorb, reflect, and act on what their students thinking reveals. This workshop shares strategies both for making student thinking visible and for creating time and space for teachers to meaningfully act on what they learn about what’s going on behind their eyes.
“If you really want to understand something, try changing it.” - Kurt Lewin
As the Director of Learning for a school division made up of 18 schools, my job is to help lead the largest change initiative ever undertaken in our school community. One of the most important, difficult, messy things any school leader does is lead change. While we can learn from the change leadership of others, copying their work most often leads to failure. Success is more likely to come from adapting others work to our own context. In this workshop I share the journey we’ve undertaken collectively in our schools; how we developed a shared vision, cultivated collaborative cultures, maintained a focus on deep learning, and wrestle with the nuances of accountability. Informed by the latest research on change management in education, we also model strategies for fostering deep learning conversations in your schools. We’ll engage in some deeper learning conversations together and take back a wealth of ideas you can adapt to your own context. Developing collaborative cultures is careful and precise work that has profound impact when carried out well. So how do you do that? Come, let’s learn together. Good people are important, but good cultures are moreso.
In a world where knowledge is more a verb than a noun how do we foster deep learning in our students? Good questions cause thinking. Unfortunately, many of the questions regularly asked in classrooms focus on knowledge as a noun. This presentation will explore inquiry as a pedagogical stance and the effective use of thinking and learning tools in the classroom. We will work together to model teaching practices that lead to students co-constructing a networked (real world) rather than hierarchical (artificial) understanding of their world regardless of grade level or discipline.
Participants will leave this workshop with a toolkit of research based questioning and thinking strategies they can begin using with their students tomorrow.
The document is a presentation about digital citizenship given by Darren Kuropatwa at the Building Learning Communities Conference in Boston, MA in July 2017. It discusses the importance of digital citizenship and responding to adversity with persistent kindness. It provides examples of digital citizenship issues and scenarios for discussion. It encourages participants to think about their own digital footprint and how to be good digital citizens.
Presented at the Riding the Wave Conference in Gimli, Manitoba. May 2017.
In two words, you remember the whole story: glass slipper, sour grapes, cold porridge. You remember more than facts, you recall relationships & deeper connections between characters. Some of the powerful ways we leverage digital for deeper learning includes challenging sources of information (fake news), exploring bias (developing empathy through multiple perspectives), and creating powerful feedback loops that foster deeper learning.
Powerful narratives, in a word or two, bring to mind a wealth of ideas & relationships; more than just facts. How can we find stories that make our teaching sticky and help kids find, and more importantly tell, stories that make learning stick? This workshop will equip teachers with the skills & knowledge to foster deeper learning across the curriculum by intentionally leveraging digital tools to foster deeper learning.
Tales of Learning and the Gifts of Footprints v4.2Darren Kuropatwa
This document appears to be a presentation about digital learning and storytelling. It discusses shifting from compliance to care, private to public learning, and consumer to participatory models. It addresses what digital storytellers look like and principles of learning including starting where students are, learning being done by and for students, students talking about learning, having learning targets, and feedback. It encourages generosity, sharing tales of learning, and giving the gifts of footprints.
Presented at the Richmond District Conference, Feb 2017.
A series of stories woven together to start a conversation with middle and high school students, teachers, and parents about living our lives on and offline (on The Fourth Screen) more thoughtfully.
This talk focuses primarily on the ideas of Empathy, Empowerment & Persistent Kindness and shares resources teachers can use to lead these sorts of conversations with their own students.
Una computadora es una máquina electrónica que procesa datos a gran velocidad, aceptando datos de entrada, procesándolos y produciendo información de salida. El hardware son los componentes físicos de una computadora y sus periféricos, mientras que el software son los programas y datos procesados por el hardware. Los periféricos son dispositivos adicionales necesarios como teclados, monitores e impresoras para la entrada y salida de datos.
Una computadora es una máquina electrónica que procesa datos a gran velocidad, aceptando datos de entrada, procesándolos y produciendo información de salida. El hardware son los componentes físicos de una computadora y sus periféricos, mientras que el software son los programas y datos procesados por el hardware. Los periféricos son dispositivos adicionales necesarios y pueden ser de entrada, como teclados y mouse; de salida, como monitores e impresoras; o de entrada y salida, como discos duros.
The document discusses arithmetic series and sequences. It provides examples of finding the sum of terms in arithmetic series. Some examples include finding the sum of the first 6 terms where the common difference is 3, and finding the sum of the first 60 terms where the first term is 5 and the common difference is 3. It also discusses finding missing terms in arithmetic sequences and identifying properties like domain and range for mathematical relations.
Una computadora es una máquina electrónica que procesa datos a gran velocidad, aceptando datos de entrada, procesándolos y produciendo información de salida. El hardware son los componentes físicos de una computadora y sus periféricos, mientras que el software son los programas y datos procesados por el hardware. Los periféricos son dispositivos adicionales necesarios para una computadora e incluyen teclados, mouse y pantallas como entrada, e impresoras y monitores como salida.
Una computadora es una máquina electrónica que procesa datos a gran velocidad, aceptando entrada, procesándola y produciendo salida de información. El hardware son los componentes físicos de una computadora y sus periféricos, mientras que el software son los programas y datos procesados. Los periféricos son dispositivos adicionales clasificados en de entrada, como teclados y mouse; de salida, como monitores e impresoras; y de entrada y salida, como discos duros.
University of Maine at Presque Isle Social Networking Presentation 1.09Sonja Plummer Morgan
The document discusses various social media tools that a university library can use to connect with students, patrons, and the community. It provides statistics on the popularity of tools like Facebook, Twitter, and Second Life. It also lists some of the activities the library is directly involved in, such as book discussions, providing resources to the homeless and more.
Una computadora es una máquina electrónica que procesa datos a gran velocidad, aceptando datos de entrada, procesándolos y produciendo información de salida. El hardware son los componentes físicos de una computadora y sus periféricos, mientras que el software son los programas y datos procesados por el hardware. Los periféricos son dispositivos adicionales necesarios y pueden ser de entrada, como teclados y mouse; de salida, como monitores e impresoras; o de entrada y salida, como discos duros.
The document discusses national flags from various countries. It describes the colors used on flags from top to bottom and left to right, and notes there are multiple flags pictured. It then talks about cutting out and assembling flags, with students giving each other help. At the end it acknowledges forgetting to print out Scotland's flag and describes some flags as striped, crossed, or having signs.
Una computadora es una máquina electrónica que procesa datos a gran velocidad, aceptando datos de entrada, procesándolos y produciendo información de salida. El hardware son los componentes físicos de una computadora y sus periféricos, mientras que el software son los programas y datos procesados por el hardware. Los periféricos son dispositivos adicionales necesarios como teclados, monitores e impresoras para la entrada y salida de datos.
Una computadora es una máquina electrónica que procesa datos a gran velocidad, aceptando datos de entrada, procesándolos y produciendo información de salida. El hardware son los componentes físicos de una computadora y sus periféricos, mientras que el software son los programas y datos procesados por el hardware. Los periféricos son dispositivos adicionales necesarios como teclados, monitores e impresoras para la entrada y salida de datos.
La amiga envía dulces a su amiga para alegrar su día y tomarse un descanso de la dieta, sugiriendo opciones como un capuchino, nubes, galletas o bombones para disfrutar.
Una computadora es una máquina electrónica que procesa datos de entrada a gran velocidad y produce información de salida. El hardware son los componentes físicos de una computadora y sus periféricos, mientras que el software son los programas y datos procesados. Los periféricos son dispositivos adicionales clasificados en de entrada, como teclados y ratones; de salida, como monitores e impresoras; y de entrada y salida, como discos duros.
Behind Their Eyes - making thinking visible is not enough
Walk into any classroom and watch the breakneck pace at which teachers are working hard to help students learn. Mind you, if we don’t uncover what students are thinking while learning, they may be running down the wrong path. OK, so we need ways to make student thinking visible. Seeing their thinking is important, but we also need to create the time and space for teachers to absorb, reflect, and act on what their students thinking reveals. This workshop shares strategies both for making student thinking visible and for creating time and space for teachers to meaningfully act on what they learn about what’s going on behind their eyes.
“If you really want to understand something, try changing it.” - Kurt Lewin
As the Director of Learning for a school division made up of 18 schools, my job is to help lead the largest change initiative ever undertaken in our school community. One of the most important, difficult, messy things any school leader does is lead change. While we can learn from the change leadership of others, copying their work most often leads to failure. Success is more likely to come from adapting others work to our own context. In this workshop I share the journey we’ve undertaken collectively in our schools; how we developed a shared vision, cultivated collaborative cultures, maintained a focus on deep learning, and wrestle with the nuances of accountability. Informed by the latest research on change management in education, we also model strategies for fostering deep learning conversations in your schools. We’ll engage in some deeper learning conversations together and take back a wealth of ideas you can adapt to your own context. Developing collaborative cultures is careful and precise work that has profound impact when carried out well. So how do you do that? Come, let’s learn together. Good people are important, but good cultures are moreso.
In a world where knowledge is more a verb than a noun how do we foster deep learning in our students? Good questions cause thinking. Unfortunately, many of the questions regularly asked in classrooms focus on knowledge as a noun. This presentation will explore inquiry as a pedagogical stance and the effective use of thinking and learning tools in the classroom. We will work together to model teaching practices that lead to students co-constructing a networked (real world) rather than hierarchical (artificial) understanding of their world regardless of grade level or discipline.
Participants will leave this workshop with a toolkit of research based questioning and thinking strategies they can begin using with their students tomorrow.
The document is a presentation about digital citizenship given by Darren Kuropatwa at the Building Learning Communities Conference in Boston, MA in July 2017. It discusses the importance of digital citizenship and responding to adversity with persistent kindness. It provides examples of digital citizenship issues and scenarios for discussion. It encourages participants to think about their own digital footprint and how to be good digital citizens.
Presented at the Riding the Wave Conference in Gimli, Manitoba. May 2017.
In two words, you remember the whole story: glass slipper, sour grapes, cold porridge. You remember more than facts, you recall relationships & deeper connections between characters. Some of the powerful ways we leverage digital for deeper learning includes challenging sources of information (fake news), exploring bias (developing empathy through multiple perspectives), and creating powerful feedback loops that foster deeper learning.
Powerful narratives, in a word or two, bring to mind a wealth of ideas & relationships; more than just facts. How can we find stories that make our teaching sticky and help kids find, and more importantly tell, stories that make learning stick? This workshop will equip teachers with the skills & knowledge to foster deeper learning across the curriculum by intentionally leveraging digital tools to foster deeper learning.
Tales of Learning and the Gifts of Footprints v4.2Darren Kuropatwa
This document appears to be a presentation about digital learning and storytelling. It discusses shifting from compliance to care, private to public learning, and consumer to participatory models. It addresses what digital storytellers look like and principles of learning including starting where students are, learning being done by and for students, students talking about learning, having learning targets, and feedback. It encourages generosity, sharing tales of learning, and giving the gifts of footprints.
Presented at the Richmond District Conference, Feb 2017.
A series of stories woven together to start a conversation with middle and high school students, teachers, and parents about living our lives on and offline (on The Fourth Screen) more thoughtfully.
This talk focuses primarily on the ideas of Empathy, Empowerment & Persistent Kindness and shares resources teachers can use to lead these sorts of conversations with their own students.
Slides to support a master class on making student thinking visible through practical hands-on activities and structured around Dylan Wiliam's work on formative assessment and active learning. Held at the BYTE Conference 2017 in Portage la Prairie, Manitoba.
A group of educators from the BYTE Conference 2017 (Build Your Teaching Experience) share their ideas about learning as a series of visual metaphors they found on their phones.
The document discusses storytelling and how it can be used as a tool for learning. It suggests that storytelling allows students to think in metaphors and learn through stories. It provides examples of how digital tools like QR codes and apps can be used to incorporate storytelling into the classroom. It also outlines some rules of thumb for using storytelling, such as personalizing tasks to students' experiences, collaborating on group projects, and getting feedback from both inside and outside the classroom.
In a world where knowledge is more a verb than a noun how do we foster deep learning in our students? Good questions cause thinking. Unfortunately, many of the questions regularly asked in classrooms focus on knowledge as a noun. This presentation will explore the effective use of thinking and learning tools in the classroom. We will work together to model teaching practices that lead to students co-constructing a networked (real world) rather than hierarchical (artificial) understanding of their world regardless of grade level or discipline.
Participants leave this workshop with a toolkit of research based questioning and thinking strategies they can begin using with their students tomorrow.
This document contains multiple sections on topics related to technology and its impact on society, including how the internet allows information to be easily shared but also persist indefinitely, issues around online privacy and bullying, and ways for parents to support their children's safe and responsible internet use. The document advocates for empowering youth and promoting kindness both online and off.
Slides to support a master class on making student thinking visible through practical hands-on activities and structured around Dylan Wiliam's work on formative assessment and active learning.
A group of educators from the Anderson Union High School & Redding School Districts and share their ideas about learning as a series of visual metaphors.
In a world where knowledge is more a verb than a noun how do we foster deep learning in our students? Good questions cause thinking. Unfortunately, many of the questions regularly asked in classrooms focus on knowledge as a noun. This presentation will explore the effective use of thinking and learning tools in the classroom. We will work together to model teaching practices that lead to students co-constructing a networked (real world) rather than hierarchical (artificial) understanding of their world regardless of grade level or discipline.
Participants leave this workshop with a toolkit of research based questioning and thinking strategies they can begin using with their students tomorrow.
This document contains a collection of images, quotes, and short passages on topics related to online communities, sharing, and empowerment through technology. The snippets discuss how the internet allows information to be easily shared, encourages learning, and can help empower victims of bullying. The overarching theme is about the positive impact community and connection through online platforms can provide.
Slides to support a master class at the Building Learning Communities Conference in Boston, MA. 18 July 2016.
How can we make learning sticky using powerful storytelling frameworks that tap into peoples' emotions? How do we involve all students in creating digital content that doesn't also create hours of content for teachers to assess? This interactive session will showcase Digital Storytelling activities teachers can use in class tomorrow! Document student learning & foster reflective ways for students to share their learning. 1st: we play! Then we'll discuss how to practically adapt these ideas, make them your own, and figure out what sort of infrastructure needs to be in place to support these kinds of powerful learning experiences. We’ll learn how to exercise your students' & your own creativity muscles and share simple strategies for collecting & publishing student work.
Slides in support of a professional learning day for administrators in Hanover School Division focused on developing a common language & understanding of Deep Learning Design.
THE SACRIFICE HOW PRO-PALESTINE PROTESTS STUDENTS ARE SACRIFICING TO CHANGE T...indexPub
The recent surge in pro-Palestine student activism has prompted significant responses from universities, ranging from negotiations and divestment commitments to increased transparency about investments in companies supporting the war on Gaza. This activism has led to the cessation of student encampments but also highlighted the substantial sacrifices made by students, including academic disruptions and personal risks. The primary drivers of these protests are poor university administration, lack of transparency, and inadequate communication between officials and students. This study examines the profound emotional, psychological, and professional impacts on students engaged in pro-Palestine protests, focusing on Generation Z's (Gen-Z) activism dynamics. This paper explores the significant sacrifices made by these students and even the professors supporting the pro-Palestine movement, with a focus on recent global movements. Through an in-depth analysis of printed and electronic media, the study examines the impacts of these sacrifices on the academic and personal lives of those involved. The paper highlights examples from various universities, demonstrating student activism's long-term and short-term effects, including disciplinary actions, social backlash, and career implications. The researchers also explore the broader implications of student sacrifices. The findings reveal that these sacrifices are driven by a profound commitment to justice and human rights, and are influenced by the increasing availability of information, peer interactions, and personal convictions. The study also discusses the broader implications of this activism, comparing it to historical precedents and assessing its potential to influence policy and public opinion. The emotional and psychological toll on student activists is significant, but their sense of purpose and community support mitigates some of these challenges. However, the researchers call for acknowledging the broader Impact of these sacrifices on the future global movement of FreePalestine.
A Visual Guide to 1 Samuel | A Tale of Two HeartsSteve Thomason
These slides walk through the story of 1 Samuel. Samuel is the last judge of Israel. The people reject God and want a king. Saul is anointed as the first king, but he is not a good king. David, the shepherd boy is anointed and Saul is envious of him. David shows honor while Saul continues to self destruct.
🔥🔥🔥🔥🔥🔥🔥🔥🔥
إضغ بين إيديكم من أقوى الملازم التي صممتها
ملزمة تشريح الجهاز الهيكلي (نظري 3)
💀💀💀💀💀💀💀💀💀💀
تتميز هذهِ الملزمة بعِدة مُميزات :
1- مُترجمة ترجمة تُناسب جميع المستويات
2- تحتوي على 78 رسم توضيحي لكل كلمة موجودة بالملزمة (لكل كلمة !!!!)
#فهم_ماكو_درخ
3- دقة الكتابة والصور عالية جداً جداً جداً
4- هُنالك بعض المعلومات تم توضيحها بشكل تفصيلي جداً (تُعتبر لدى الطالب أو الطالبة بإنها معلومات مُبهمة ومع ذلك تم توضيح هذهِ المعلومات المُبهمة بشكل تفصيلي جداً
5- الملزمة تشرح نفسها ب نفسها بس تكلك تعال اقراني
6- تحتوي الملزمة في اول سلايد على خارطة تتضمن جميع تفرُعات معلومات الجهاز الهيكلي المذكورة في هذهِ الملزمة
واخيراً هذهِ الملزمة حلالٌ عليكم وإتمنى منكم إن تدعولي بالخير والصحة والعافية فقط
كل التوفيق زملائي وزميلاتي ، زميلكم محمد الذهبي 💊💊
🔥🔥🔥🔥🔥🔥🔥🔥🔥
Philippine Edukasyong Pantahanan at Pangkabuhayan (EPP) CurriculumMJDuyan
(𝐓𝐋𝐄 𝟏𝟎𝟎) (𝐋𝐞𝐬𝐬𝐨𝐧 𝟏)-𝐏𝐫𝐞𝐥𝐢𝐦𝐬
𝐃𝐢𝐬𝐜𝐮𝐬𝐬 𝐭𝐡𝐞 𝐄𝐏𝐏 𝐂𝐮𝐫𝐫𝐢𝐜𝐮𝐥𝐮𝐦 𝐢𝐧 𝐭𝐡𝐞 𝐏𝐡𝐢𝐥𝐢𝐩𝐩𝐢𝐧𝐞𝐬:
- Understand the goals and objectives of the Edukasyong Pantahanan at Pangkabuhayan (EPP) curriculum, recognizing its importance in fostering practical life skills and values among students. Students will also be able to identify the key components and subjects covered, such as agriculture, home economics, industrial arts, and information and communication technology.
𝐄𝐱𝐩𝐥𝐚𝐢𝐧 𝐭𝐡𝐞 𝐍𝐚𝐭𝐮𝐫𝐞 𝐚𝐧𝐝 𝐒𝐜𝐨𝐩𝐞 𝐨𝐟 𝐚𝐧 𝐄𝐧𝐭𝐫𝐞𝐩𝐫𝐞𝐧𝐞𝐮𝐫:
-Define entrepreneurship, distinguishing it from general business activities by emphasizing its focus on innovation, risk-taking, and value creation. Students will describe the characteristics and traits of successful entrepreneurs, including their roles and responsibilities, and discuss the broader economic and social impacts of entrepreneurial activities on both local and global scales.
Level 3 NCEA - NZ: A Nation In the Making 1872 - 1900 SML.pptHenry Hollis
The History of NZ 1870-1900.
Making of a Nation.
From the NZ Wars to Liberals,
Richard Seddon, George Grey,
Social Laboratory, New Zealand,
Confiscations, Kotahitanga, Kingitanga, Parliament, Suffrage, Repudiation, Economic Change, Agriculture, Gold Mining, Timber, Flax, Sheep, Dairying,
Gender and Mental Health - Counselling and Family Therapy Applications and In...PsychoTech Services
A proprietary approach developed by bringing together the best of learning theories from Psychology, design principles from the world of visualization, and pedagogical methods from over a decade of training experience, that enables you to: Learn better, faster!
Elevate Your Nonprofit's Online Presence_ A Guide to Effective SEO Strategies...TechSoup
Whether you're new to SEO or looking to refine your existing strategies, this webinar will provide you with actionable insights and practical tips to elevate your nonprofit's online presence.
Andreas Schleicher presents PISA 2022 Volume III - Creative Thinking - 18 Jun...EduSkills OECD
Andreas Schleicher, Director of Education and Skills at the OECD presents at the launch of PISA 2022 Volume III - Creative Minds, Creative Schools on 18 June 2024.
This document provides an overview of wound healing, its functions, stages, mechanisms, factors affecting it, and complications.
A wound is a break in the integrity of the skin or tissues, which may be associated with disruption of the structure and function.
Healing is the body’s response to injury in an attempt to restore normal structure and functions.
Healing can occur in two ways: Regeneration and Repair
There are 4 phases of wound healing: hemostasis, inflammation, proliferation, and remodeling. This document also describes the mechanism of wound healing. Factors that affect healing include infection, uncontrolled diabetes, poor nutrition, age, anemia, the presence of foreign bodies, etc.
Complications of wound healing like infection, hyperpigmentation of scar, contractures, and keloid formation.
CHUYÊN ĐỀ ÔN TẬP VÀ PHÁT TRIỂN CÂU HỎI TRONG ĐỀ MINH HỌA THI TỐT NGHIỆP THPT ...
Applied 20S January 22, 2009
1. The End of
Measurement
There's only Now ... by fllckr user e³°°°
2. The Surface Area of a sphere is 1256 sq. cm. What is it's radius?
The Surface Area of a sphere is 1256 sq. cm. What is it's
circumference?
The Surface Area of a sphere is 1256 sq. cm. What is it's
volume?
3.
4. The volume of a sphere is 7234.56 cu. cm. What is it's radius?
5. The volume of a sphere is 7234.56 cu. cm. What is it's radius?
6. The volume of a sphere is 7234.56 cu. cm. What is it's radius?
The volume of a sphere is 7234.56 cu. cm. What is it's
circumference?
The volume of a sphere is 7234.56 cu. cm. What is it's Surface
Area?