The study surveyed students from 5 European schools to assess internet addiction using the Internet Addiction Test. It found that a small percentage of students, particularly in Lithuania, scored above the addiction threshold. Males on average had higher reported internet usage than females. The author concludes there are unfortunately some internet-addicted students and hopes an Erasmus+ education program can help reduce this number by measuring its impact on participating students.
A study was conducted at Ahmet Cuhadaroglu Middle School in Istanbul, Turkey to understand students' internet habits and awareness of internet defamation. The researchers surveyed 40 students about their internet access and experiences with defamation. Most students had internet access at home but their knowledge of defamation laws was limited. Some students reported experiences like having their photos posted without consent or receiving abusive messages. To improve understanding, the researchers suggested holding seminars, distributing informational materials, and organizing a quiz about internet defamation.
1) The document discusses internet addiction and the mobile game Pokemon Go. It provides statistics from a survey of 4,852 students on their experience playing Pokemon Go.
2) The majority of students (88%) either no longer play or never played Pokemon Go. The top reasons for not playing or stopping play were not liking online games, the game using too much battery, and not wanting to reveal privacy.
3) For those who did play, the main perceived advantages were that the game was fun, encouraged outdoor activity, and was exciting. However, most students (42%) only played for less than 7 days before stopping.
Students at Alytus vocational training centre in Lithuania completed a questionnaire about internet addiction. 56 students, 45 male and 11 female, between the ages of 16-25 responded. The questionnaire asked students to rate how often they experienced various symptoms of internet addiction, such as neglecting responsibilities to spend more time online, experiencing withdrawal symptoms when offline, and trying unsuccessfully to spend less time online.
This document discusses internet addiction, defining it as spending a lot of time online without clear purpose and developing emotional attachments to online activities and friends. It outlines some warning signs of internet addiction like neglecting responsibilities to spend more time online, anticipating the next online session, and trying unsuccessfully to reduce online time. The effects mentioned include problems in personal, family and school life, preferring online relationships over real ones, low self-esteem, and physical issues like headaches or sleep problems. Advice is given to seek help from trusted individuals and professionals if internet use is interfering with life.
The document discusses dangers of internet use and lessons taught at a school to promote safe internet practices. Various teachers addressed the topic in different classes, and the school used its Facebook group to share news and warnings about online threats. Students participated in workshops on topics like mobile phone safety and internet privacy. As a final exam project, former first grade students observed changes to their Facebook privacy settings after a workshop, and answered questions about online habits, strange emails, and internet addiction. The school also used an online platform to conduct questionnaires and tests related to internet topics.
Internet addiction is described as an impulse control disorder similar to gambling addiction. Many people develop emotional attachments to online friends and activities. Over 1 in 8 web searches are for porn, and most youth unwanted porn exposures happen at home. Video game addiction affects 6-15% of gamers and can have negative social and health consequences from isolation, poor sleep, and sedentary behavior. While games teach some skills, excessive gaming is linked to increased aggression, learning problems, and adoption of unhealthy values from content.
Internet safety is about maximizing personal safety online and self-protection from computer crimes by keeping personal information and computers safe. The document discusses how the internet can be both a wonderful resource for research, communication, and games but also dangerous, so children need to be smart about safety. It describes a research project at a school that asked friends about internet safety.
The study surveyed students from 5 European schools to assess internet addiction using the Internet Addiction Test. It found that a small percentage of students, particularly in Lithuania, scored above the addiction threshold. Males on average had higher reported internet usage than females. The author concludes there are unfortunately some internet-addicted students and hopes an Erasmus+ education program can help reduce this number by measuring its impact on participating students.
A study was conducted at Ahmet Cuhadaroglu Middle School in Istanbul, Turkey to understand students' internet habits and awareness of internet defamation. The researchers surveyed 40 students about their internet access and experiences with defamation. Most students had internet access at home but their knowledge of defamation laws was limited. Some students reported experiences like having their photos posted without consent or receiving abusive messages. To improve understanding, the researchers suggested holding seminars, distributing informational materials, and organizing a quiz about internet defamation.
1) The document discusses internet addiction and the mobile game Pokemon Go. It provides statistics from a survey of 4,852 students on their experience playing Pokemon Go.
2) The majority of students (88%) either no longer play or never played Pokemon Go. The top reasons for not playing or stopping play were not liking online games, the game using too much battery, and not wanting to reveal privacy.
3) For those who did play, the main perceived advantages were that the game was fun, encouraged outdoor activity, and was exciting. However, most students (42%) only played for less than 7 days before stopping.
Students at Alytus vocational training centre in Lithuania completed a questionnaire about internet addiction. 56 students, 45 male and 11 female, between the ages of 16-25 responded. The questionnaire asked students to rate how often they experienced various symptoms of internet addiction, such as neglecting responsibilities to spend more time online, experiencing withdrawal symptoms when offline, and trying unsuccessfully to spend less time online.
This document discusses internet addiction, defining it as spending a lot of time online without clear purpose and developing emotional attachments to online activities and friends. It outlines some warning signs of internet addiction like neglecting responsibilities to spend more time online, anticipating the next online session, and trying unsuccessfully to reduce online time. The effects mentioned include problems in personal, family and school life, preferring online relationships over real ones, low self-esteem, and physical issues like headaches or sleep problems. Advice is given to seek help from trusted individuals and professionals if internet use is interfering with life.
The document discusses dangers of internet use and lessons taught at a school to promote safe internet practices. Various teachers addressed the topic in different classes, and the school used its Facebook group to share news and warnings about online threats. Students participated in workshops on topics like mobile phone safety and internet privacy. As a final exam project, former first grade students observed changes to their Facebook privacy settings after a workshop, and answered questions about online habits, strange emails, and internet addiction. The school also used an online platform to conduct questionnaires and tests related to internet topics.
Internet addiction is described as an impulse control disorder similar to gambling addiction. Many people develop emotional attachments to online friends and activities. Over 1 in 8 web searches are for porn, and most youth unwanted porn exposures happen at home. Video game addiction affects 6-15% of gamers and can have negative social and health consequences from isolation, poor sleep, and sedentary behavior. While games teach some skills, excessive gaming is linked to increased aggression, learning problems, and adoption of unhealthy values from content.
Internet safety is about maximizing personal safety online and self-protection from computer crimes by keeping personal information and computers safe. The document discusses how the internet can be both a wonderful resource for research, communication, and games but also dangerous, so children need to be smart about safety. It describes a research project at a school that asked friends about internet safety.
Braga is the third largest city in Portugal located in northern Portugal. It has a population of around 192,494 inhabitants and is an important religious and cultural center known for its numerous churches. Braga combines history, culture, and religious sites with a vibrant university population and nightlife. Key attractions include the Bom Jesus do Monte Sanctuary, Tibães Monastery, and Biscainhos Palace and Museum.
Social Media Algorithms - Part of the "Computers in out Life" Erasmus+ ProjectApostolos Syropoulos
Social media algorithms prioritize the content users see in their feeds based on how likely they are to interact with it. Algorithms personalize the content for each user based on their past interactions and account follows. The algorithms of different social media platforms are unique but rely on machine learning and ranking signals, like user interactions, to determine what to display.
The document provides an overview of artificial intelligence, including its history and current applications. It begins with definitions of AI as the ability of machines to mimic human intellect through reasoning and learning. Examples are given of AI being used in digital cameras, health risk prediction, and cancer imaging. The document also discusses the pre-history of AI in Greek mythology and the concept of automatons. A timeline of AI history is then presented, mentioning early forerunners in fiction like the Tin Man from Wizard of Oz.
The document discusses various methods for converting between units of measure, including cross-multiplication and the rule of three. Cross-multiplication involves multiplying the numerator of one fraction by the denominator of the other fraction to solve for an unknown value. The rule of three is a shorthand version of cross-multiplication for equations in a particular form. Examples are provided for converting between units like bytes and kilobytes for digital storage as well as calculating how many songs or movies can be stored given file and storage capacities.
Συγγραφή μαθηματικού κειμένου με χρήση του XeLaTeX (Writing mathematical tex...Apostolos Syropoulos
A presentation in Greek that explains how one can use XeLaTeX to prepare documents that have a lot mathematical symbols and equations. Presented at the 37th Panhellenic Conference on on Mathematical Education, 2022.
The document discusses learning simple phrases in Greek. It begins by explaining what syntax is and how word order differs across languages. Examples of syntax trees are provided to visualize sentence structure. The document then demonstrates how to create simple Greek sentences by combining subjects, verbs and objects. Finally, concluding remarks summarize that the reader learned about syntax, syntax trees, and creating basic Greek phrases.
The document discusses the origins of computational thinking. It notes that Seymour Papert first used the term in his 1980 book "Mindstorms" and explored using computers in mathematics education. It defines computational thinking as using fundamental computer science concepts to solve problems. Some key aspects are abstraction, sequencing, loops, conditionals, modularity, and algorithms. The document also covers the modern Greek alphabet, including the names and sounds of each letter.
Braga is the third largest city in Portugal located in northern Portugal. It has a population of around 192,494 inhabitants and is an important religious and cultural center known for its numerous churches. Braga combines history, culture, and religious sites with a vibrant university population and nightlife. Key attractions include the Bom Jesus do Monte Sanctuary, Tibães Monastery, and Biscainhos Palace and Museum.
Social Media Algorithms - Part of the "Computers in out Life" Erasmus+ ProjectApostolos Syropoulos
Social media algorithms prioritize the content users see in their feeds based on how likely they are to interact with it. Algorithms personalize the content for each user based on their past interactions and account follows. The algorithms of different social media platforms are unique but rely on machine learning and ranking signals, like user interactions, to determine what to display.
The document provides an overview of artificial intelligence, including its history and current applications. It begins with definitions of AI as the ability of machines to mimic human intellect through reasoning and learning. Examples are given of AI being used in digital cameras, health risk prediction, and cancer imaging. The document also discusses the pre-history of AI in Greek mythology and the concept of automatons. A timeline of AI history is then presented, mentioning early forerunners in fiction like the Tin Man from Wizard of Oz.
The document discusses various methods for converting between units of measure, including cross-multiplication and the rule of three. Cross-multiplication involves multiplying the numerator of one fraction by the denominator of the other fraction to solve for an unknown value. The rule of three is a shorthand version of cross-multiplication for equations in a particular form. Examples are provided for converting between units like bytes and kilobytes for digital storage as well as calculating how many songs or movies can be stored given file and storage capacities.
Συγγραφή μαθηματικού κειμένου με χρήση του XeLaTeX (Writing mathematical tex...Apostolos Syropoulos
A presentation in Greek that explains how one can use XeLaTeX to prepare documents that have a lot mathematical symbols and equations. Presented at the 37th Panhellenic Conference on on Mathematical Education, 2022.
The document discusses learning simple phrases in Greek. It begins by explaining what syntax is and how word order differs across languages. Examples of syntax trees are provided to visualize sentence structure. The document then demonstrates how to create simple Greek sentences by combining subjects, verbs and objects. Finally, concluding remarks summarize that the reader learned about syntax, syntax trees, and creating basic Greek phrases.
The document discusses the origins of computational thinking. It notes that Seymour Papert first used the term in his 1980 book "Mindstorms" and explored using computers in mathematics education. It defines computational thinking as using fundamental computer science concepts to solve problems. Some key aspects are abstraction, sequencing, loops, conditionals, modularity, and algorithms. The document also covers the modern Greek alphabet, including the names and sounds of each letter.
1. Asana MathAsana Math
Typografia dla Nauki
Type for Science
Projektanci:
Designers:
Apostolos Syropoulos
Young Ryu
Claudio Beccari
Projektanci:
Designers:
Apostolos Syropoulos
Young Ryu
Claudio Beccari
Schrödinger equation
Hadamard matrix
Schrödinger equation
Expectation value
Schrödinger equation
Hadamard matrix
Schrödinger equation
Expectation value
2. email@email.com
www.website.com
email@email.com
www.website.com
Apostolos Syropoulos to miłośnik
typografii i „haker” TeXa. Zajmował
się modyfikowaniem i tworzeniem
nowych paczek do LaTeXa, a także
digitalizacją i projektowaniem
fontów. Współpracował z progra-
mistą FontForge, żeby zapewnić
wsparcie dla tablicy MATH OpenTy-
pe w Asana Math.
Asana Math to font wzorowany na
kroju Palatini, udostępniany na licen-
cji SIL Open Font License. Posiada
większość symboli matematycznych,
jak również znaki alfabetu łacińskie-
go, greckiego, Cherokee i innych. Jest
to pierwszu darmowy font wspiera-
jący tablicę MATH OpenType.
Apostolos Syropoulos is a typography
aficionado and a TeX ”hacker”. He
has created or modified many pack-
ages for LaTeX. Also, he has digitized
or designed a few computer fonts.
During his work on the Asana Math,
he worked with the developer of the
FontForge to provide support for the
OpenType MATH table.
Asana Math is a Palatini-like Open-
Type math font that is distributed
under the SIL Open Font License. It
has glyphs for most mathematical
symbols, the Latin, the Greek and the
Cherokee scripts, and various other
glyphs. It is the first free font that
includes an OpenType MATH table.
Apostolos Syropoulos Asana Math