This brief was written by Mejdal Al-qahtani. Don’t miss me from your Doua. May Allah bless you on your journey and fulfill your hopes and dreams.
For any further question, these are my personal contacts:
Facebook: Mejdal Al-qahtani
Tweeter: @Mejdalalqahtani
The document discusses teaching writing and the six-trait writing model. It introduces the six traits of writing - ideas, organization, voice, word choice, sentence fluency, and conventions. It provides guidelines for teaching writing, including using samples, agreeing on assessment criteria, and using interesting writing prompts. It also includes writing checklists and sample writing prompts.
The document discusses that teaching is an art that requires objectives, planning, and correction. As an art, teaching requires asking questions of oneself regarding the target area and means of instruction. The document makes an appeal to teachers to thoughtfully plan classes and provide students with feedback to improve their writing skills. It provides references to additional resources on teaching writing.
The document discusses the history and development of written communication. It begins by explaining how writing evolved from economic necessities in ancient civilizations, where clay tokens were used and eventually developed into written documents like cuneiform. The document then outlines three stages in the progression of written communication: 1) pictograms, 2) writing on materials like paper and parchment with common alphabets, and 3) electronic communication using controlled waves and signals. It also discusses advantages like creating permanent records, and disadvantages such as being time-consuming. Common etiquettes for effective written communication are presented, including focusing on format, structuring content, ensuring connectivity, and being sensitive to the audience.
The document discusses important skills for effective writing. It emphasizes that writing allows communication to a broad audience and choosing an appropriate format and tone based on the audience is key. The composition process should include outlining, following the AIDA structure of attracting and engaging the reader, and considering the audience's perspective. Effective structure incorporates headings, lists and other formatting to enhance readability. Proper grammar, spelling and proofreading are also important to ensure quality writing that is free from errors.
The document provides guidance for teachers on improving students' writing skills. It defines writing, discusses the importance of writing for teaching and learning, and outlines different types of writing. The document recommends strategies for teachers such as teaching students how to hold a pen, encouraging scribbling and drawing at early stages, providing daily writing practice, and displaying good student writing examples. Teachers are advised to focus on grammar, proofreading, and sharing student work for feedback to help improve their writing abilities.
The document discusses effective business writing skills and communication. It covers the importance of writing, different types of business documents, the writing process, considerations for writing, common errors to avoid, and provides tips for improving writing skills. It analyzes the company's current level of written communication, noting that while staff are strong technically, they need more training in written business communication. Improving these skills will enhance employees' careers.
This brief was written by Mejdal Al-qahtani. Don’t miss me from your Doua. May Allah bless you on your journey and fulfill your hopes and dreams.
For any further question, these are my personal contacts:
Facebook: Mejdal Al-qahtani
Tweeter: @Mejdalalqahtani
The document discusses teaching writing and the six-trait writing model. It introduces the six traits of writing - ideas, organization, voice, word choice, sentence fluency, and conventions. It provides guidelines for teaching writing, including using samples, agreeing on assessment criteria, and using interesting writing prompts. It also includes writing checklists and sample writing prompts.
The document discusses that teaching is an art that requires objectives, planning, and correction. As an art, teaching requires asking questions of oneself regarding the target area and means of instruction. The document makes an appeal to teachers to thoughtfully plan classes and provide students with feedback to improve their writing skills. It provides references to additional resources on teaching writing.
The document discusses the history and development of written communication. It begins by explaining how writing evolved from economic necessities in ancient civilizations, where clay tokens were used and eventually developed into written documents like cuneiform. The document then outlines three stages in the progression of written communication: 1) pictograms, 2) writing on materials like paper and parchment with common alphabets, and 3) electronic communication using controlled waves and signals. It also discusses advantages like creating permanent records, and disadvantages such as being time-consuming. Common etiquettes for effective written communication are presented, including focusing on format, structuring content, ensuring connectivity, and being sensitive to the audience.
The document discusses important skills for effective writing. It emphasizes that writing allows communication to a broad audience and choosing an appropriate format and tone based on the audience is key. The composition process should include outlining, following the AIDA structure of attracting and engaging the reader, and considering the audience's perspective. Effective structure incorporates headings, lists and other formatting to enhance readability. Proper grammar, spelling and proofreading are also important to ensure quality writing that is free from errors.
The document provides guidance for teachers on improving students' writing skills. It defines writing, discusses the importance of writing for teaching and learning, and outlines different types of writing. The document recommends strategies for teachers such as teaching students how to hold a pen, encouraging scribbling and drawing at early stages, providing daily writing practice, and displaying good student writing examples. Teachers are advised to focus on grammar, proofreading, and sharing student work for feedback to help improve their writing abilities.
The document discusses effective business writing skills and communication. It covers the importance of writing, different types of business documents, the writing process, considerations for writing, common errors to avoid, and provides tips for improving writing skills. It analyzes the company's current level of written communication, noting that while staff are strong technically, they need more training in written business communication. Improving these skills will enhance employees' careers.
This document discusses user experience (UX) considerations for wearables and outlines an 8 step framework: 1) Define the product/value; 2) Increase awareness of the brand/message; 3) Ensure easy access to the product; 4) Gain user acceptance of the value proposition; 5) Facilitate adoption of new behaviors/lifestyles; 6) Encourage user appreciation; 7) Promote user engagement and retention; 8) Build strong user attachment through various emotional connections. The framework is intended to help analyze and improve the UX of wearable technologies.
The document discusses the growing market for wearable devices, especially in healthcare. It predicts the wearable device market will reach $10.8 billion by 2015. Many companies are working on wearables that can continuously monitor health metrics like EKG, heart rate, sleep patterns and more. This kind of ongoing health data collection can save lives by catching health issues early and provide valuable data for medical research. However, wearable adoption faces challenges like comfort and proving the value of data. The document outlines several business models for generating revenue from wearable hardware sales, sensor/app sales, and usage of the large healthcare datasets collected.
This document discusses viral marketing theory and practice. It defines viral marketing as using social media and technology to increase brand awareness through self-replicating sharing. Effective viral content is small, familiar, and counterintuitive. Creating viral videos and products requires understanding human psychology, crafting intriguing content, and widespread sharing across multiple platforms. The document also examines several of the author's past viral creations and provides tips for making exaggerated, funny content that audiences will want to spread.
This document discusses Chinese low-end markets and 90s generation entrepreneurs. It outlines the invisible majority in rural areas and lower-tier cities in China. It then profiles several 90s generation entrepreneurs, noting they have started more down-to-earth businesses compared to 85s generation entrepreneurs who struggled with copied business models. The document highlights some 90s generation startups and entrepreneurs, and notes trends of these entrepreneurs' ability to reach users via social media without investment, and their fearlessness about risks to their education or career.
The document summarizes key internet trends from a 2013 conference on internet trends. It discusses the continued growth of global internet users, with mobile internet access surpassing desktop access in some countries like China. It also covers the rise of mobile usage and transactions. Social media and content sharing on platforms are growing rapidly, with hundreds of millions of photos, videos, and other content being uploaded daily. Emerging trends are in areas like short-form video, fitness data sharing through devices and apps, and mobile commerce. Overall, the document outlines the ongoing rise of mobile internet usage and content sharing through social media and various platforms.
The document discusses designing gaming elements for games. It covers establishing clear, achievable and rewarding rules. It also discusses getting people interested by appealing to different player types and motivations. Testing the game with different types of testers is recommended to get feedback. Both pros and cons of games are presented such as how they can emotionally help people or connect them, but also how they could potentially lead to violence or addiction. The overall document provides guidance on key considerations for designing successful games.
This document discusses gamification, which is using game elements and design techniques in non-game contexts. It defines gamification and lists some common game elements and design techniques used, such as defining objectives, targeting behaviors, understanding players, devising activity loops, and ensuring fun. It also provides a reference to a gamification framework and its author.
This document provides an overview of key concepts and strategies for effective negotiation. It discusses the importance of understanding interests rather than positions, discovering common and differing interests, and creating value through innovative options. It also covers preparation, alternatives to no deal, standards and criteria, communication, perceptions, sources of power, and dealing with difficult negotiators. The overall message is that negotiation requires flexibility, active listening, understanding multiple perspectives, and finding solutions that satisfy all parties.
1) The document provides a chart of various interests that may be important to consider in a negotiation. It lists 42 different interests across categories like risk, reputation, closure, and relationships.
2) Key interests commonly include reducing risk, setting precedents, respect, reputation, vindication, closure, winning, and relationships.
3) Understanding each party's interests is important to craft agreements that satisfy their underlying needs and concerns. However, interests can be hidden, parties may have multiple interests of varying importance, and they may be reluctant to share interests.
This document outlines 10 lessons the author learned about negotiation from their experience at Stanford GSB. The lessons are: know the real cost of not negotiating; there are no set rules in negotiation; thorough preparation is essential and should include understanding your own interests, issues, alternatives, reservation and aspiration prices, sources of power, and opening move as well as your opponent; focus on interests rather than positions; the resources being negotiated do not have to be fixed but can be expanded; bring additional value to the negotiation; be open to multiple possible outcomes; do not underestimate your own power in the negotiation; aim high in your goals and requests; and consider whether being fair or rational is the best approach.
This document provides an overview of the education landscape in the United States, focusing on startups and businesses that provide higher education and professional training services. It maps out different areas within this landscape including lecture-based learning, user-generated content, searching for education, coding, creative works, languages, offline documents, and management. The disclaimer notes that this landscape only includes startup and startup-like businesses in this sector and excludes businesses that have been acquired or are well-established, as well as services directly from universities.
This document outlines the design thinking process, which includes 5 main steps: empathy, define, ideate, prototype, and test. Empathy involves observing and engaging with users to understand their needs. In define, insights are synthesized into a point of view and how might we questions. Ideate is focused on idea generation through brainstorming. Prototypes are created to make ideas tangible. And testing allows refining solutions based on user feedback. The overall process is non-linear and iterative with the goal of developing human-centered solutions.
The document discusses current trends in the ad tech industry, including automation, multi-channel marketing, native advertising, content and commerce integration, and the rise of mobile. It outlines these top five trends, providing examples of how each trend is playing out in areas like programmatic direct buying, native ad formats on social media sites, and the growth of mobile commerce.
The document discusses the education technology (EdTech) market in China. It analyzes several sub-verticals within the EdTech industry, including content/curriculum, classroom needs, tutoring, casual learning/gamification, and corporate learning. For each sub-vertical, it examines representative companies, their value propositions, funding, business models, competitive advantages/weaknesses, and applicability in China. It also profiles four major Chinese EdTech companies (Kaikeba, Yuantiku, Xueersi, and Yiqi Homework) and discusses challenges for the EdTech sector in China, such as measuring learning outcomes and establishing sustainable business models.
The document outlines an agenda for a product design and management workshop. It includes sessions on product management myths, the product design cycle, a case study on bringing a product from sketch to delivery, and a case study on launching the legal advice website LawSpot.org.nz. Each session provides an overview of the topics to be covered and sometimes identifies the speakers.
1. The document discusses good design and what constitutes a good design, including total breakthroughs that create something new, functional breakthroughs that improve something, and aesthetic breakthroughs that polish something.
2. It provides examples of the development of technologies such as cloud storage, smartphones, social networks, and tablet PCs over time.
3. The document emphasizes that uniqueness in design comes not from what can be made, but how well something can be made.
Augmented reality provides an immersive experience without physical constraints by overlaying digital content onto the real world. It can be used across various industries like marketing, gaming, education and more. Some challenges include the time needed to develop 3D objects and limitations of computer vision technology. IceDream is one tool that can help tie everything together.
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,
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.
This document discusses user experience (UX) considerations for wearables and outlines an 8 step framework: 1) Define the product/value; 2) Increase awareness of the brand/message; 3) Ensure easy access to the product; 4) Gain user acceptance of the value proposition; 5) Facilitate adoption of new behaviors/lifestyles; 6) Encourage user appreciation; 7) Promote user engagement and retention; 8) Build strong user attachment through various emotional connections. The framework is intended to help analyze and improve the UX of wearable technologies.
The document discusses the growing market for wearable devices, especially in healthcare. It predicts the wearable device market will reach $10.8 billion by 2015. Many companies are working on wearables that can continuously monitor health metrics like EKG, heart rate, sleep patterns and more. This kind of ongoing health data collection can save lives by catching health issues early and provide valuable data for medical research. However, wearable adoption faces challenges like comfort and proving the value of data. The document outlines several business models for generating revenue from wearable hardware sales, sensor/app sales, and usage of the large healthcare datasets collected.
This document discusses viral marketing theory and practice. It defines viral marketing as using social media and technology to increase brand awareness through self-replicating sharing. Effective viral content is small, familiar, and counterintuitive. Creating viral videos and products requires understanding human psychology, crafting intriguing content, and widespread sharing across multiple platforms. The document also examines several of the author's past viral creations and provides tips for making exaggerated, funny content that audiences will want to spread.
This document discusses Chinese low-end markets and 90s generation entrepreneurs. It outlines the invisible majority in rural areas and lower-tier cities in China. It then profiles several 90s generation entrepreneurs, noting they have started more down-to-earth businesses compared to 85s generation entrepreneurs who struggled with copied business models. The document highlights some 90s generation startups and entrepreneurs, and notes trends of these entrepreneurs' ability to reach users via social media without investment, and their fearlessness about risks to their education or career.
The document summarizes key internet trends from a 2013 conference on internet trends. It discusses the continued growth of global internet users, with mobile internet access surpassing desktop access in some countries like China. It also covers the rise of mobile usage and transactions. Social media and content sharing on platforms are growing rapidly, with hundreds of millions of photos, videos, and other content being uploaded daily. Emerging trends are in areas like short-form video, fitness data sharing through devices and apps, and mobile commerce. Overall, the document outlines the ongoing rise of mobile internet usage and content sharing through social media and various platforms.
The document discusses designing gaming elements for games. It covers establishing clear, achievable and rewarding rules. It also discusses getting people interested by appealing to different player types and motivations. Testing the game with different types of testers is recommended to get feedback. Both pros and cons of games are presented such as how they can emotionally help people or connect them, but also how they could potentially lead to violence or addiction. The overall document provides guidance on key considerations for designing successful games.
This document discusses gamification, which is using game elements and design techniques in non-game contexts. It defines gamification and lists some common game elements and design techniques used, such as defining objectives, targeting behaviors, understanding players, devising activity loops, and ensuring fun. It also provides a reference to a gamification framework and its author.
This document provides an overview of key concepts and strategies for effective negotiation. It discusses the importance of understanding interests rather than positions, discovering common and differing interests, and creating value through innovative options. It also covers preparation, alternatives to no deal, standards and criteria, communication, perceptions, sources of power, and dealing with difficult negotiators. The overall message is that negotiation requires flexibility, active listening, understanding multiple perspectives, and finding solutions that satisfy all parties.
1) The document provides a chart of various interests that may be important to consider in a negotiation. It lists 42 different interests across categories like risk, reputation, closure, and relationships.
2) Key interests commonly include reducing risk, setting precedents, respect, reputation, vindication, closure, winning, and relationships.
3) Understanding each party's interests is important to craft agreements that satisfy their underlying needs and concerns. However, interests can be hidden, parties may have multiple interests of varying importance, and they may be reluctant to share interests.
This document outlines 10 lessons the author learned about negotiation from their experience at Stanford GSB. The lessons are: know the real cost of not negotiating; there are no set rules in negotiation; thorough preparation is essential and should include understanding your own interests, issues, alternatives, reservation and aspiration prices, sources of power, and opening move as well as your opponent; focus on interests rather than positions; the resources being negotiated do not have to be fixed but can be expanded; bring additional value to the negotiation; be open to multiple possible outcomes; do not underestimate your own power in the negotiation; aim high in your goals and requests; and consider whether being fair or rational is the best approach.
This document provides an overview of the education landscape in the United States, focusing on startups and businesses that provide higher education and professional training services. It maps out different areas within this landscape including lecture-based learning, user-generated content, searching for education, coding, creative works, languages, offline documents, and management. The disclaimer notes that this landscape only includes startup and startup-like businesses in this sector and excludes businesses that have been acquired or are well-established, as well as services directly from universities.
This document outlines the design thinking process, which includes 5 main steps: empathy, define, ideate, prototype, and test. Empathy involves observing and engaging with users to understand their needs. In define, insights are synthesized into a point of view and how might we questions. Ideate is focused on idea generation through brainstorming. Prototypes are created to make ideas tangible. And testing allows refining solutions based on user feedback. The overall process is non-linear and iterative with the goal of developing human-centered solutions.
The document discusses current trends in the ad tech industry, including automation, multi-channel marketing, native advertising, content and commerce integration, and the rise of mobile. It outlines these top five trends, providing examples of how each trend is playing out in areas like programmatic direct buying, native ad formats on social media sites, and the growth of mobile commerce.
The document discusses the education technology (EdTech) market in China. It analyzes several sub-verticals within the EdTech industry, including content/curriculum, classroom needs, tutoring, casual learning/gamification, and corporate learning. For each sub-vertical, it examines representative companies, their value propositions, funding, business models, competitive advantages/weaknesses, and applicability in China. It also profiles four major Chinese EdTech companies (Kaikeba, Yuantiku, Xueersi, and Yiqi Homework) and discusses challenges for the EdTech sector in China, such as measuring learning outcomes and establishing sustainable business models.
The document outlines an agenda for a product design and management workshop. It includes sessions on product management myths, the product design cycle, a case study on bringing a product from sketch to delivery, and a case study on launching the legal advice website LawSpot.org.nz. Each session provides an overview of the topics to be covered and sometimes identifies the speakers.
1. The document discusses good design and what constitutes a good design, including total breakthroughs that create something new, functional breakthroughs that improve something, and aesthetic breakthroughs that polish something.
2. It provides examples of the development of technologies such as cloud storage, smartphones, social networks, and tablet PCs over time.
3. The document emphasizes that uniqueness in design comes not from what can be made, but how well something can be made.
Augmented reality provides an immersive experience without physical constraints by overlaying digital content onto the real world. It can be used across various industries like marketing, gaming, education and more. Some challenges include the time needed to develop 3D objects and limitations of computer vision technology. IceDream is one tool that can help tie everything together.
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,
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.
Temple of Asclepius in Thrace. Excavation resultsKrassimira Luka
The temple and the sanctuary around were dedicated to Asklepios Zmidrenus. This name has been known since 1875 when an inscription dedicated to him was discovered in Rome. The inscription is dated in 227 AD and was left by soldiers originating from the city of Philippopolis (modern Plovdiv).
🔥🔥🔥🔥🔥🔥🔥🔥🔥
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 💊💊
🔥🔥🔥🔥🔥🔥🔥🔥🔥
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.
3. Christie’s Auction House
$20.8 million in online-only sales of works under $500,000, a tenfold increase over 2012
https://www.christies.com/livebidding/?pid=English_hp_lowermenu1
4. Cleveland Museum of ART
An investment of $10 million
http://www.youtube.com/watch?v=qWJqd6lyJ-E