This presentation accompanied the Nov. 8, 2012 book talk at the University of Wisconsin Authors@HSLC series by Dr. Eric B. Bauman. Bauman discussed his recently published text Game-Based Teaching and Simulation for Nursing and Healthcare. The complete video of the talk can be found at: http://videos.med.wisc.edu/videos/43065
Game-Based Teaching & Learning for Nursing & Healthcare (NLN/Boise 2014)Eric B. Bauman
This presentation was given at the 2nd Annual National League of Nursing Boise State School of Nursing Simulation conference in April of 2014. It focused on How to integrate game-based teaching and learning into the curriculum.
Using gaming and simulation for provider & patient education By Eric B. Bauma...Eric B. Bauman
Bauman, E.B. (2012, Febuary). Using Gaming and Simulation in the Dialysis Setting: Today and Tomorrow. Presentation at the 32nd Annual Dialysis Conference San Antonio, TX.
Are Games and Simulations a Good Fit for Your Curriculum?Eric B. Bauman
Distance Teaching & Learning Conference
Information Session: Are Games and Simulations a Good 'Fit' for Your Curriculum?
Authors: Penny Ralston-Berg and Eric B. Bauman
The conversation was very active as we discussed strategies and key questions to ask in determining what makes a good curricular “fit” for games and simulations. Examples were shown from a variety of subject matter and the audience had a chance to walk through the process of determining fit based on learning objectives. We also stepped out side the instructional alignment and talked about the value of "ridiculous games" for stress relief and cognitive down time between other intense tasks.
The Importance of Data-Based Decisions for Curriculum Development: Why Research is Everyone’s Responsibility was presented on June 5, 2012 at the WAUKESHA COUNTY TECHNICAL COLLEGE -
Nursing Clinical Simulation as a Teaching Tool Confencence
Game-Based Learning: A workshop to inform educators and engage contemporary l...Eric B. Bauman
Game-Based Learning: A workshop to inform educators and engage contemporary learners was presented on May 17, 2011 at the Making it Happen: Enhancing Education through Games & Storytelling. This event was co-provided by the Community Nursing Staff Development Group and the University of Michigan Health System’s MLearning and Professional Development & Education for Nursing Departments. Copyright E.B. Bauman 2012 All Rights Reserved
Augmented Reality: Revolutionary or Disruptor of Training and AssessmentSeriousGamesAssoc
Dennis Glenn, MFA, Adjunct Professor| DePaul University Graduate School for New Learning / President | Dennis Glenn LLC
Augmented Reality: Revolutionary or Disruptor of Training and Assessment
Augmented reality (AR) has the potential to revolutionize training and assessment. This technology innovation superimposes computer-generated sensory input such as sound, video, graphics or GPS data onto a live or indirect view of a physical, real-world environment. The increasing need to scale education-based interactive learning to larger audiences thus mitigating the larger development costs, is where AR has a few potential revolutionary and disruption attributes that must be considered.
Learning Objectives:
Assessment needs to be done rigorously and methodologically, and AR technologies can provide multiple avenues to achieve this goal. Recall of knowledge is no longer a viable method to provide accurate validation of mastery. In order to assess competency, we need to understand what the learner needs to know and be able to do and then demonstrate their ability to perform these tasks. We will offer multiple solutions to this disruptor.
Privacy and security of the data con be compromised using AR technologies. A few of the risks to be discussed are identity theft, invasion of privacy, and unequal access, thus increasing the inequality divide. We will lead a discussion of the avenues to reduce these risks.
On the positive side we offer a number of effective solutions that lead to the demonstration of mastery. Using AR technology to disseminate education is a way to teach thousands of users across the globe while eliminating barriers to access, reducing costs, and ensuring consistency in quality and delivery.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
Game-Based Teaching & Learning for Nursing & Healthcare (NLN/Boise 2014)Eric B. Bauman
This presentation was given at the 2nd Annual National League of Nursing Boise State School of Nursing Simulation conference in April of 2014. It focused on How to integrate game-based teaching and learning into the curriculum.
Using gaming and simulation for provider & patient education By Eric B. Bauma...Eric B. Bauman
Bauman, E.B. (2012, Febuary). Using Gaming and Simulation in the Dialysis Setting: Today and Tomorrow. Presentation at the 32nd Annual Dialysis Conference San Antonio, TX.
Are Games and Simulations a Good Fit for Your Curriculum?Eric B. Bauman
Distance Teaching & Learning Conference
Information Session: Are Games and Simulations a Good 'Fit' for Your Curriculum?
Authors: Penny Ralston-Berg and Eric B. Bauman
The conversation was very active as we discussed strategies and key questions to ask in determining what makes a good curricular “fit” for games and simulations. Examples were shown from a variety of subject matter and the audience had a chance to walk through the process of determining fit based on learning objectives. We also stepped out side the instructional alignment and talked about the value of "ridiculous games" for stress relief and cognitive down time between other intense tasks.
The Importance of Data-Based Decisions for Curriculum Development: Why Research is Everyone’s Responsibility was presented on June 5, 2012 at the WAUKESHA COUNTY TECHNICAL COLLEGE -
Nursing Clinical Simulation as a Teaching Tool Confencence
Game-Based Learning: A workshop to inform educators and engage contemporary l...Eric B. Bauman
Game-Based Learning: A workshop to inform educators and engage contemporary learners was presented on May 17, 2011 at the Making it Happen: Enhancing Education through Games & Storytelling. This event was co-provided by the Community Nursing Staff Development Group and the University of Michigan Health System’s MLearning and Professional Development & Education for Nursing Departments. Copyright E.B. Bauman 2012 All Rights Reserved
Augmented Reality: Revolutionary or Disruptor of Training and AssessmentSeriousGamesAssoc
Dennis Glenn, MFA, Adjunct Professor| DePaul University Graduate School for New Learning / President | Dennis Glenn LLC
Augmented Reality: Revolutionary or Disruptor of Training and Assessment
Augmented reality (AR) has the potential to revolutionize training and assessment. This technology innovation superimposes computer-generated sensory input such as sound, video, graphics or GPS data onto a live or indirect view of a physical, real-world environment. The increasing need to scale education-based interactive learning to larger audiences thus mitigating the larger development costs, is where AR has a few potential revolutionary and disruption attributes that must be considered.
Learning Objectives:
Assessment needs to be done rigorously and methodologically, and AR technologies can provide multiple avenues to achieve this goal. Recall of knowledge is no longer a viable method to provide accurate validation of mastery. In order to assess competency, we need to understand what the learner needs to know and be able to do and then demonstrate their ability to perform these tasks. We will offer multiple solutions to this disruptor.
Privacy and security of the data con be compromised using AR technologies. A few of the risks to be discussed are identity theft, invasion of privacy, and unequal access, thus increasing the inequality divide. We will lead a discussion of the avenues to reduce these risks.
On the positive side we offer a number of effective solutions that lead to the demonstration of mastery. Using AR technology to disseminate education is a way to teach thousands of users across the globe while eliminating barriers to access, reducing costs, and ensuring consistency in quality and delivery.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
The Language Campus: Role-Play in an eLearning EnvironmenteLearning Papers
Author: Paul Pivec.
Collaborative learning allows participants to exchange information as well as produce ideas, simplify problems, and resolve tasks. When using an e-learning platform in a collaborative environment, the teacher becomes an active partner, moderator and advisor in the educational process, as do the other learners.
Tcea 2014 Video Game Design for New TEKSMike Ploor
Presented by at TCEA 2014 conference. Details why video game design classes are important, simple software tools, integrated industry certifications and flipped classroom model.
This represents a 2-hour training for instructors of Quest2Teach, consisting of a 1-hour overview of the individual games, theory, Nexus, Network, Teacher Toolkit, research findings, and best ecology for implementation of these games. This is followed by a 1-hr facilitated gameplay by the instructors where they follow the curricula guides, login and play the games, create an avatar, navigate the virtual worlds, and post reflections in the network, just as their students will do.
EPIC Teaching Academy is a new program, launching in the Spring semester, that provides district educators with an opportunity to explore a gamified approach to professional development. Built primarily in 3DGameLab, players will have a chance to earn badges certifying their mastery of a variety of topics! Educators can then share their earned badges with the world through platforms like Mozilla's Backpack.
Gamification vs. Game-Based Learning - Theories, Methods, and ControversiesSherry Jones
My presentation for October 25, 2013 - Metro State University of Denver (MSUD) Symposium for Teaching and Learning with Technology Conference 2013. Access Conference Schedule here: https://metroteachingwithtechday.pbworks.com/w/page/69613174/2013%20Schedule
Why games light up your hippocampus and exams do not. Quotes from researchers and speakers about gamification. Slides from the annual Moodle online conference May 2013. Full recording here: https://www.youtube.com/watch?v=02nHOIZY7V0
Quest2Teach: The Impact of Immersive Games to Bridge Theory & Practice in Tea...Arizona State University
This is an overview of the theory, game-infused curricula, and research findings that drive Quest2Teach, an innovative and immersive teacher education program.
Quest2Teach is a series of game-infused 3D virtual learning curricula and socio-professional network, created from within a teachers college and designed for teacher education, to help bridge between educational theory and its application to classroom practice.
In Quest2Teach, students create a professional avatar, play out roles in 3D narratives as the protagonist, solve complex problems, fail safely, and see the impact of their decisions while gaining fluency in theories-in-action. Pre-service and in-service teachers evolve their professional identity in a variety of narrative-based 3D role-playing scenarios, each with a particular theoretical focus, and embedded within a larger experience-based curricula and network.
For more information visit www.quest2teach.org or email Dr. Anna Arici, the Director of Quest2Teach at annaarici@asu.edu.
Brexit’s silver lining for australian tmt stocksMarc Kennis
While Brexit will have substantial ramifications for the UK in particular (if it all actually goes ahead), and while there will undoubtedly be a more cautious stance on the part of investors regarding smaller companies in general, we believe there may be a silver lining to Brexit for Australian Technology, Media and Telecom (TMT) stocks.
The Language Campus: Role-Play in an eLearning EnvironmenteLearning Papers
Author: Paul Pivec.
Collaborative learning allows participants to exchange information as well as produce ideas, simplify problems, and resolve tasks. When using an e-learning platform in a collaborative environment, the teacher becomes an active partner, moderator and advisor in the educational process, as do the other learners.
Tcea 2014 Video Game Design for New TEKSMike Ploor
Presented by at TCEA 2014 conference. Details why video game design classes are important, simple software tools, integrated industry certifications and flipped classroom model.
This represents a 2-hour training for instructors of Quest2Teach, consisting of a 1-hour overview of the individual games, theory, Nexus, Network, Teacher Toolkit, research findings, and best ecology for implementation of these games. This is followed by a 1-hr facilitated gameplay by the instructors where they follow the curricula guides, login and play the games, create an avatar, navigate the virtual worlds, and post reflections in the network, just as their students will do.
EPIC Teaching Academy is a new program, launching in the Spring semester, that provides district educators with an opportunity to explore a gamified approach to professional development. Built primarily in 3DGameLab, players will have a chance to earn badges certifying their mastery of a variety of topics! Educators can then share their earned badges with the world through platforms like Mozilla's Backpack.
Gamification vs. Game-Based Learning - Theories, Methods, and ControversiesSherry Jones
My presentation for October 25, 2013 - Metro State University of Denver (MSUD) Symposium for Teaching and Learning with Technology Conference 2013. Access Conference Schedule here: https://metroteachingwithtechday.pbworks.com/w/page/69613174/2013%20Schedule
Why games light up your hippocampus and exams do not. Quotes from researchers and speakers about gamification. Slides from the annual Moodle online conference May 2013. Full recording here: https://www.youtube.com/watch?v=02nHOIZY7V0
Quest2Teach: The Impact of Immersive Games to Bridge Theory & Practice in Tea...Arizona State University
This is an overview of the theory, game-infused curricula, and research findings that drive Quest2Teach, an innovative and immersive teacher education program.
Quest2Teach is a series of game-infused 3D virtual learning curricula and socio-professional network, created from within a teachers college and designed for teacher education, to help bridge between educational theory and its application to classroom practice.
In Quest2Teach, students create a professional avatar, play out roles in 3D narratives as the protagonist, solve complex problems, fail safely, and see the impact of their decisions while gaining fluency in theories-in-action. Pre-service and in-service teachers evolve their professional identity in a variety of narrative-based 3D role-playing scenarios, each with a particular theoretical focus, and embedded within a larger experience-based curricula and network.
For more information visit www.quest2teach.org or email Dr. Anna Arici, the Director of Quest2Teach at annaarici@asu.edu.
Brexit’s silver lining for australian tmt stocksMarc Kennis
While Brexit will have substantial ramifications for the UK in particular (if it all actually goes ahead), and while there will undoubtedly be a more cautious stance on the part of investors regarding smaller companies in general, we believe there may be a silver lining to Brexit for Australian Technology, Media and Telecom (TMT) stocks.
Paper Boat is a brand of non-carbonated beverages and energy drinks produced and marketed by Hector Beverages, which is located in Bangalore, India. Hector Beverages had around 300 employees in March 2015. Paper Boat beverages debuted for public purchase in August 2013. The product consists of traditional, authentic indigenous Indian drinks that are packaged in single serving, flexible pouches. As of March 2015, ten flavor varieties are produced. The beverages are produced using local spices, fruit, flowers and pulses, and some of the fruits grow wild, such as jamun and kokum. Hector Beverages has contracted with fruit processors and has encouraged some farmers "to cultivate the fruits to ensure a stable supply." The company has stated that it does not use artificial coloring or preservatives in its products.
For more info about Lemon Entrepreneurs visit:-
www.lemon-school.com
VIP Industries Ltd is world's second largest and Asia’s largest luggage maker based in Mumbai, Maharashtra, India. The company manufactures plastic moulded suitcases, handbags, briefcases, vanity cases and luggage. It has acquired UK luggage brand Carlton in 2004. It provides travel products, hard and soft-sided luggage, bags, backpacks, duffels, shoulder bags, waist pouches, sling bags, duffel trolleys, vanity cases, office bags and satchels, suitcases, and briefcases. The company offers its products primarily under the VIP, Carlton, Footloose, Alfa, Aristocrat, Skybags, and Buddy brands. It also manufactures moulded furniture under the Moderna brand.
For more info about Lemon Entrepreneurs visit:-
www.lemon-school.com
Quikr is an Indian classified advertising platform. It was founded by Pranay Chulet and Jiby Thomas in 2008, and as of 2013 reported 12 million listings. Headquartered in Bengaluru, Quikr has a listings in over 1,000 cities in India in categories such as mobile phones, household goods, cars, real estate, jobs, services and education.
For more info about Lemon Entrepreneurs visit:-
www.lemon-school.com
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Presentation provided for the Society for Critical Care Medicine - Texas Chapter in the use of Virtual Reality for Medical and Health Professions Education.
The United States' public education system is failing. National rankings in science and math are at an all time low, and test scores have remained relatively stagnant since the 1970's. It's not about who should be blamed. A better question is who or what is going to lead that change. We believe the answer is technology. Come with us and explore the role technology will play in the future of American education.
The Role of Technology in the Future of EducationCyndi Masters
The United States’ public education system is failing. National rankings in science and math are at an all time low, and test scores have remained relatively stagnant since the 1970’s. It’s not about who should be blamed. A better question is who or what is going to lead that change. We believe the answer is technology. Come with us and explore the role technology will play in the future of American education.
Theoretical and Practical Considerations for Serious Games DevelopmentEric B. Bauman
Chang, T., P., Pusic, M.V., Bauman, E.B., Dong, C., Stapleton, G., Kachur, E. (2019, August). Theoretical & practical considerations for serious games development & implementation in medical education. Meeting of the Association of Medical Educators in Europe, Vienna, AT.
This Workshop presented by Eric B. Bauman, PhD, RN & Lianne Stephenson, MD details how game-based learning can be sued to prepare your students for critical thinking in crisis management training in simulated environments.
Barbour, M. K., Kromrei, H., McLaren, A, Toker, S., Mani, N., & Wilson, V. (2009, October). Analyzing homemade PowerPoint game questions: Testing proponents assumptions. Poster presented at the annual convention of the Association for Educational Communication and Technology, Louisville, KY.
This presentation was given at the 2012 UL Eduneering Knowledge Summit. Here is the description:
Thought you knew about learning design and instruction? Test yourself as Learning myths are presented and exposed in this interactive question and answer session. Once the myths are exposed, we will discuss remedies to each myth based on the latest educational research. This evidenced-based presentation will provide you with the tools, evidence, and techniques you need to go back into your organization and present, design or purchase training that makes a difference.
Blended learning pace march 2013 slideshare versionapicciano
This presentation was delivered as the keynote at a conference held at Pace University, New York in March 2013. It examines blended learning and MOOCs as harbingers of education's digital future.
Achieving true engagement in your lecture hall - Heltasa Clickers Presentatio...David Wilson
This is Part 2 of a 2 Part presentation.
Part 1 - Presents the reality we face teaching in the 21st Century (view at http://bit.ly/WIW56k.)
Part 2 - The Multiple uses of clickers
Note: some fonts and image alignment has changed during the upload!
Abstract: Successfully preparing the students of today for the world of tomorrow requires a new approach to teaching. This presentation includes a visit to the origins of the classroom, teaching in the industrial revolution and then presents the reality we face teaching in the 21st Century.
Clickers are an effective teaching tool that help facilitate pedagogical best practices, allowing lecturers to deliver instruction and assessment simultaneously, enhance learning while students actively participate in your lessons without fear of humiliation.
The workshop will cover some of the pedagogical literature and learning theories that clicker technology supports, offer a practical demonstration of peer instruction and demonstration some practical tips on how to effectively use and benefit from clickers in your lectures.
The Practical Case for Quality: The Teacher and Student Perspective Brandon Muramatsu
Philip Bell leads a panel discussion at the Conversations on Quality: A Symposium on K-12 Online Learning hosted by MIT and the Bill and Melinda Gates Foundation, January 24-25, 2012, Cambridge, MA.
Similar to Bauman Authors@HSLC: Game-Based Teaching & Simulation for Nursing & Healthcare (20)
Improving Conference Social Media Engagement: The AMEE Twitter StoryEric B. Bauman
ePoster Presentation at AMEE 2019 - Vienna Austria, 24th - 28th August. Twitter is often being leveraged in academic medicine, particularly at conferences. Tweets are distributed globally and quickly amplify conference content. Twitter is encouraged to promote engagement of attendees and those unable to attend conferences. To our knowledge previous baseline Twitter data do not exist for AMEE conferences.
Augmented Reality for Medical Education - Presented at Society for Technology in Anesthesia Mind and Machine 2019 Annual Conference, Scottsdale, January 9-12. Eric B. Bauman, PhD, FSSH
VR 101 was presented as a panel presentation at the International Meeting on Simulation in Healthcare in Los Angeles, CA and addressed the following objectives:
Introduction to the concept of Virtual Reality within the context of Clinical Education
An understanding of best use cases for the integration of virtual reality solutions into existing curricula
Introduction to contemporary pedagogy that supports VR and multi-media simulation
This presentation was given by Drs. Katie White and Eric B. Bauman at IMSH 2014 and provides an overview of why game-based learning works well for inter-professional education focusing on the clinical health sciences.
Authors Eric B. Bauman (Clinical Playground, LLC), Parvati Dev, and Wm. LeRoy Heinrichs (CliniSpace) won second place in the education track poster/abstract contest at the 11th annual International Nursing Simulation/Learning Resource Centers Conference sponsored by the International Nursing Association for Clinical Simulation and Learning (INACSL) conference in San Antonio, Texas on June 21, 2012.
Instructional Online Gaming by E B bauman 2011Eric B. Bauman
This presentation was made at the Year Five WI TECNE Conference: eLearning in Nursing: Design, Innovation,Delivery and Evaluation. The presentation discussed online game-based learning for nursing instruction and was presented by Eric B. Bauman, PhD, RN.
This Interface Design Analysis of Online Nursing Courses reports on the findings of five online nursing courses offered through the University of Wisconsin System that were developed as part of the WI TECNE Grant. The presentation was given as part of the WI TECNE - Year Five Conference: eLearning in Nursing on the University of Wisconsin - Green Bay Campus on April 8, 2011.
Curriculum for Resuscitation Education - Univ.of Florida - Gainesville 2010Eric B. Bauman
A discussion detailing the Resuscitation and Crisis Management Curriculum at the University of Wisconsin - Madison. This presentation outlines the advantages of including residents as teachers for medical students, faculty and staff.
The importance of activities, character, context, and narrative found in virtual and game-based environments are examined from aesthetic, cultural, and ethical perspectives for learning among the clinical health sciences.
Presentation on using High Fidelity mannikin based simulation for curricula addressing death and dying in the health sciences. Presented at HPSN 2009 3/2009 in Tampa FL.
The importance of culture and diversity are addressed during traditional nursing education. However, little literature exists about how virtual communities like Second Life might influence cultural competence. The Ecology of Culturally Competent Educational Design will be introduced as starting point for development and evaluation of cultural competence in virtual worlds.
Games & Simulations for Healthcare: Building a Library for Clinicians and Edu...Eric B. Bauman
Ongoing project to develop a library of resources dedicated to simulation and games in healthcare. This project can be found at http://projects.hsl.wisc.edu/healthcaregames/
Embracing GenAI - A Strategic ImperativePeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
Safalta Digital marketing institute in Noida, provide complete applications that encompass a huge range of virtual advertising and marketing additives, which includes search engine optimization, virtual communication advertising, pay-per-click on marketing, content material advertising, internet analytics, and greater. These university courses are designed for students who possess a comprehensive understanding of virtual marketing strategies and attributes.Safalta Digital Marketing Institute in Noida is a first choice for young individuals or students who are looking to start their careers in the field of digital advertising. The institute gives specialized courses designed and certification.
for beginners, providing thorough training in areas such as SEO, digital communication marketing, and PPC training in Noida. After finishing the program, students receive the certifications recognised by top different universitie, setting a strong foundation for a successful career in digital marketing.
Macroeconomics- Movie Location
This will be used as part of your Personal Professional Portfolio once graded.
Objective:
Prepare a presentation or a paper using research, basic comparative analysis, data organization and application of economic information. You will make an informed assessment of an economic climate outside of the United States to accomplish an entertainment industry objective.
Synthetic Fiber Construction in lab .pptxPavel ( NSTU)
Synthetic fiber production is a fascinating and complex field that blends chemistry, engineering, and environmental science. By understanding these aspects, students can gain a comprehensive view of synthetic fiber production, its impact on society and the environment, and the potential for future innovations. Synthetic fibers play a crucial role in modern society, impacting various aspects of daily life, industry, and the environment. ynthetic fibers are integral to modern life, offering a range of benefits from cost-effectiveness and versatility to innovative applications and performance characteristics. While they pose environmental challenges, ongoing research and development aim to create more sustainable and eco-friendly alternatives. Understanding the importance of synthetic fibers helps in appreciating their role in the economy, industry, and daily life, while also emphasizing the need for sustainable practices and innovation.
June 3, 2024 Anti-Semitism Letter Sent to MIT President Kornbluth and MIT Cor...Levi Shapiro
Letter from the Congress of the United States regarding Anti-Semitism sent June 3rd to MIT President Sally Kornbluth, MIT Corp Chair, Mark Gorenberg
Dear Dr. Kornbluth and Mr. Gorenberg,
The US House of Representatives is deeply concerned by ongoing and pervasive acts of antisemitic
harassment and intimidation at the Massachusetts Institute of Technology (MIT). Failing to act decisively to ensure a safe learning environment for all students would be a grave dereliction of your responsibilities as President of MIT and Chair of the MIT Corporation.
This Congress will not stand idly by and allow an environment hostile to Jewish students to persist. The House believes that your institution is in violation of Title VI of the Civil Rights Act, and the inability or
unwillingness to rectify this violation through action requires accountability.
Postsecondary education is a unique opportunity for students to learn and have their ideas and beliefs challenged. However, universities receiving hundreds of millions of federal funds annually have denied
students that opportunity and have been hijacked to become venues for the promotion of terrorism, antisemitic harassment and intimidation, unlawful encampments, and in some cases, assaults and riots.
The House of Representatives will not countenance the use of federal funds to indoctrinate students into hateful, antisemitic, anti-American supporters of terrorism. Investigations into campus antisemitism by the Committee on Education and the Workforce and the Committee on Ways and Means have been expanded into a Congress-wide probe across all relevant jurisdictions to address this national crisis. The undersigned Committees will conduct oversight into the use of federal funds at MIT and its learning environment under authorities granted to each Committee.
• The Committee on Education and the Workforce has been investigating your institution since December 7, 2023. The Committee has broad jurisdiction over postsecondary education, including its compliance with Title VI of the Civil Rights Act, campus safety concerns over disruptions to the learning environment, and the awarding of federal student aid under the Higher Education Act.
• The Committee on Oversight and Accountability is investigating the sources of funding and other support flowing to groups espousing pro-Hamas propaganda and engaged in antisemitic harassment and intimidation of students. The Committee on Oversight and Accountability is the principal oversight committee of the US House of Representatives and has broad authority to investigate “any matter” at “any time” under House Rule X.
• The Committee on Ways and Means has been investigating several universities since November 15, 2023, when the Committee held a hearing entitled From Ivory Towers to Dark Corners: Investigating the Nexus Between Antisemitism, Tax-Exempt Universities, and Terror Financing. The Committee followed the hearing with letters to those institutions on January 10, 202
Read| The latest issue of The Challenger is here! We are thrilled to announce that our school paper has qualified for the NATIONAL SCHOOLS PRESS CONFERENCE (NSPC) 2024. Thank you for your unwavering support and trust. Dive into the stories that made us stand out!
A Strategic Approach: GenAI in EducationPeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
Unit 8 - Information and Communication Technology (Paper I).pdfThiyagu K
This slides describes the basic concepts of ICT, basics of Email, Emerging Technology and Digital Initiatives in Education. This presentations aligns with the UGC Paper I syllabus.
Model Attribute Check Company Auto PropertyCeline George
In Odoo, the multi-company feature allows you to manage multiple companies within a single Odoo database instance. Each company can have its own configurations while still sharing common resources such as products, customers, and suppliers.