100 days
6 countries in Europe
15 opensource hardware workshop for newbies
Goal : open the first school dedicated to build opensource hardware projects (first in France by March, 2015)
- Sloodle is an open source project that maps the module structure of the Moodle learning management system to activities in the virtual world of Second Life.
- The goal is to allow course designers to experiment with 3D immersion for learning and help teachers and learners achieve learning objectives more efficiently.
- A grant of £80,000 was awarded to the Sloodle project by the UK-based Eduserv Foundation to support development for the 2007-2008 year.
The development of better library information systems will always remain the core business of any serious library organization, but a shift took place towards (freely) available web-based tools for creating and managing the information workflow.
End-users are not only using these heavily, but are also creating their own preferred tools. Today's students are incorporating Web 2.0 skills in daily life, in their social and learning environments. Tomorrow's academic staff will expect to be able to use their preferred tools and resources within their work environment. Today's ánd tomorrow's libraries should support students and staff in the learning and research process by integrating their services and resources into our patrons' environments.
This practical workshop will demonstrate the use of Web 2.0 technology to empower users and librarians. During a hands-on session, participants will work with these tools. They will develop tailor-made services via personal start page software like Netvibes, making use of RSS-feeds, Widgets and Browser extensions.
We will explore the use of Netvibes and Web 2.0 tools in library staff and/or library user education/instruction. We will focus on library services which can be created almost on-the-fly with low costs and high impact. The growing use of social networks justifies the development of a library presence within these networks to reach out to our users.
Paper, slides and recommended reading : http://www.tilburguniversity.nl/services/lis/ticer/08carte/recommendedreading.html#brekel
Last update 2012 . This is material for reference on Tela Social, the social-aware dashboard kiosk system for bringing user generated content o local spaces using Web technologies.
Keynote presentation. In-house awareness session on social networking. Introduction to new tools for networking, collaborating, knowledge creation and (internal/external) communication. This third presentation is on Wikis. Eleven slides, one video. April 2010.
(org. title 'Social media-Wikis')
I gave this presentation at the cetis 2009 Find and Seek workshop. It discusses how we could bring the worlds of OER and linked data together to aid discovery and reuse. I discuss two initiatives Talis is doing in this area - the Talis Aspire resource list management system and the Talis Incubator fund for Open Eduction
This document summarizes a webinar about collaboration tools for virtual partnerships between local authorities in the Danube region. The webinar discussed challenges of collaborating remotely and presented various free and low-cost social media tools to address needs like brainstorming, organizing ideas, gathering input, collaborating on documents, communicating, scheduling, and sharing files. Tools presented included Padlet, Xmind, Diigo, Evernote, SurveyMonkey, Google Forms, Google Drive, Titanpad, Skype, Google Hangouts, Doodle, and Dropbox. The webinar encouraged participants to experiment with a few tools and integrate partners in choosing how to use them.
This document provides a summary of the top 10 web-based educational technologies as of January 28, 2009. It discusses tools like widgets, wikis, social networking sites like Ning, slide sharing on SlideShare, website builders like Wix, virtual classrooms like WizIQ, open online courses, digital skills certification through Alison, virtual worlds like Second Life, and language learning communities like Wordle. All of the tools mentioned are free, web-based, allow for user interactivity and collaboration, and enable creating and sharing digital content.
This document summarizes several media platforms and organizations that promote open source, DIY, and collaborative projects. It describes magazines like Make and Wired that cover these topics. It also outlines online marketplaces and platforms like Etsy, Shapeways, and Ponoko that enable users to start businesses for crafts and 3D printed goods. Additional platforms discussed include Arduino, Kickstarter, and Indiegogo for open hardware and crowdfunding projects. The document provides links to each organization for further information.
- Sloodle is an open source project that maps the module structure of the Moodle learning management system to activities in the virtual world of Second Life.
- The goal is to allow course designers to experiment with 3D immersion for learning and help teachers and learners achieve learning objectives more efficiently.
- A grant of £80,000 was awarded to the Sloodle project by the UK-based Eduserv Foundation to support development for the 2007-2008 year.
The development of better library information systems will always remain the core business of any serious library organization, but a shift took place towards (freely) available web-based tools for creating and managing the information workflow.
End-users are not only using these heavily, but are also creating their own preferred tools. Today's students are incorporating Web 2.0 skills in daily life, in their social and learning environments. Tomorrow's academic staff will expect to be able to use their preferred tools and resources within their work environment. Today's ánd tomorrow's libraries should support students and staff in the learning and research process by integrating their services and resources into our patrons' environments.
This practical workshop will demonstrate the use of Web 2.0 technology to empower users and librarians. During a hands-on session, participants will work with these tools. They will develop tailor-made services via personal start page software like Netvibes, making use of RSS-feeds, Widgets and Browser extensions.
We will explore the use of Netvibes and Web 2.0 tools in library staff and/or library user education/instruction. We will focus on library services which can be created almost on-the-fly with low costs and high impact. The growing use of social networks justifies the development of a library presence within these networks to reach out to our users.
Paper, slides and recommended reading : http://www.tilburguniversity.nl/services/lis/ticer/08carte/recommendedreading.html#brekel
Last update 2012 . This is material for reference on Tela Social, the social-aware dashboard kiosk system for bringing user generated content o local spaces using Web technologies.
Keynote presentation. In-house awareness session on social networking. Introduction to new tools for networking, collaborating, knowledge creation and (internal/external) communication. This third presentation is on Wikis. Eleven slides, one video. April 2010.
(org. title 'Social media-Wikis')
I gave this presentation at the cetis 2009 Find and Seek workshop. It discusses how we could bring the worlds of OER and linked data together to aid discovery and reuse. I discuss two initiatives Talis is doing in this area - the Talis Aspire resource list management system and the Talis Incubator fund for Open Eduction
This document summarizes a webinar about collaboration tools for virtual partnerships between local authorities in the Danube region. The webinar discussed challenges of collaborating remotely and presented various free and low-cost social media tools to address needs like brainstorming, organizing ideas, gathering input, collaborating on documents, communicating, scheduling, and sharing files. Tools presented included Padlet, Xmind, Diigo, Evernote, SurveyMonkey, Google Forms, Google Drive, Titanpad, Skype, Google Hangouts, Doodle, and Dropbox. The webinar encouraged participants to experiment with a few tools and integrate partners in choosing how to use them.
This document provides a summary of the top 10 web-based educational technologies as of January 28, 2009. It discusses tools like widgets, wikis, social networking sites like Ning, slide sharing on SlideShare, website builders like Wix, virtual classrooms like WizIQ, open online courses, digital skills certification through Alison, virtual worlds like Second Life, and language learning communities like Wordle. All of the tools mentioned are free, web-based, allow for user interactivity and collaboration, and enable creating and sharing digital content.
This document summarizes several media platforms and organizations that promote open source, DIY, and collaborative projects. It describes magazines like Make and Wired that cover these topics. It also outlines online marketplaces and platforms like Etsy, Shapeways, and Ponoko that enable users to start businesses for crafts and 3D printed goods. Additional platforms discussed include Arduino, Kickstarter, and Indiegogo for open hardware and crowdfunding projects. The document provides links to each organization for further information.
The document discusses the nature of religion, describing rituals as established patterns of behavior used to mark life changes and unite believers, and categorizing belief systems into animism, theism, and ethicalism. It also defines ecclesia as a type of religious organization with most members born into it, denominations as well-established organizations with many members, sects as smaller groups split from denominations due to different beliefs, and cults as new, unconventional religions.
Rituals and symbols are important aspects of religion that mark life changes and unite believers. Religions can be categorized into belief systems like animism, theism, and ethicalism. Religious organizations fall into four main structures - ecclesia which people are born into, denominations which are well established, sects which have split from denominations, and cults which are new and differ from major religions.
The document discusses several topics related to religion and belief systems, including the concept of sin, religious architecture, and atheism. It notes that religion proposes rules and a reward system to prevent chaos. The document explores some ideas for "sin preventers" like a fasting muzzle or updated chastity belt. It also discusses the need for religious groups to have congregational spaces and proposes the concept of an "atheist architecture" building that could serve as a community center for non-religious people.
Religion is a collection of belief systems and worldviews that relate humanity to spirituality and moral values. It provides emotional support and security for believers by offering meaning and transcendence. Religion also functions as social control by sacralizing social norms and values, and can enable social change by justifying social movements. Additionally, religion contributes to individual and group identities and directs aspects of people's lives like rites of passage.
The document discusses the nature and characteristics of religion and beliefs. It defines the supernatural dimension as aspects of human experience beyond comprehension. Religions can have a transcendent or immanent worldview. Key characteristics of religion include beliefs, believers, sacred texts, ethics, and rituals/ceremonies. These interact to create a dynamic, living religion. Religions contribute meaning for individuals and social cohesion for communities. It also defines Aboriginal Dreaming as a complex belief system embracing the creative era and present/future, originating from ancestral spirits shaping the landscape.
This document discusses social institutions from a sociological perspective. It defines social institutions as structures in society that serve essential social functions and perpetuate the social order. It then examines several key social institutions: law and politics, markets and economics, education and mobility, and religion and belief. For each institution, it outlines relevant structural approaches, social psychological considerations, and examples like court systems, economic models, education structures, and religious organizations and symbols.
The document discusses several key social institutions from a sociological perspective:
1. Education serves functions like teaching skills, enhancing social mobility, and promoting unity, but can also support inequality, according to conflict theorists.
2. Religion can be defined as a system of beliefs and practices regarding sacred things that unite adherents, and includes theism, ethicalism, and animism. Religion both reflects and can influence society's structure.
3. Power and the state involve one party exercising power over others through legitimate or illegitimate means. Authority can be traditional, charismatic, or legal. Politics and economics vary between totalitarian and democratic states.
Social institutions are established sets of norms and subsystems that support a society's survival. Examples include families, governments, and universities. A social institution performs social functions like satisfying needs, socializing individuals, and coordinating and stabilizing a culture. The family is the most important social institution. It socializes children, transmits culture, and provides affection, security, and social status. Education is also a major social institution. It transmits knowledge, values, and behaviors between generations through both formal schooling and informal socialization within families. Schools have intellectual, political, social, and economic functions like teaching skills, inculcating allegiance, socializing individuals for roles, and preparing them for occupations.
This document discusses social institutions and defines them as groups that perform social roles like families, governments, and universities. It then discusses the key characteristics and functions of institutions in general. Next, it focuses specifically on the family as a social institution, outlining its defining characteristics, functions, patterns, and roles within Philippine society. Finally, it examines religion as a social institution, describing its characteristics, functions, and elements.
Sociology Unit 4 Social Institutions Power PointMrTimBradley
The document provides an outline for a sociology unit on social institutions. It begins by covering the topic of family, defining family and describing family functions like socialization and reproduction. It discusses changing family patterns in the US like dual-earner families. It then moves to the topic of education, explaining sociological perspectives on how education affects social values and norms. It provides context on religious definitions and the functions of religion before concluding with an introduction to the topic of the economy.
This document discusses social institutions and defines them as structured social groups that govern members' behavior and promote social order and cooperation. It examines the key characteristics and functions of institutions, including simplifying social behavior, providing social roles and relations, coordinating stability, and controlling behavior. The major social institutions discussed are the family, education, religion, economic institutions, and government. For each institution, the document outlines their defining features, roles, and how they socialize groups.
This document contains notes on visualization and digital humanities topics. It discusses visualization failures due to lack of communication, funding, and training. It also lists tools for data analysis, interactive maps and timelines, 3D modeling of heritage sites, and creating remixable games. Open data initiatives and using free government data for new applications are mentioned. Digital humanities centers are surveyed and questions about the field are posed. A variety of digital tools for humanities research are listed.
PolyU Design I Make Initiative (2015-09-25)Clifford Choy
This is for promoting the I MAKE initiative from PolyU Design (School of Design, the Hong Kong Polytechnic University) to local teachers. This initiative is aiming at promoting the importance of making and the maker culture to students, parents and teachers in local primary and secondary schools. This is relevant to teaches from the following subjects/disciplines: visual arts, design and technology, information technology, science and mathematics.
This is the presentation I gave (will give!) to the teachers and teacher-trainers at the Learning Technologies and Young Learners conference in Milan on 25 March 2009.
The conference was organised by The British Council and IATEFL (the International Association for Teaching English as as Foreign Language.)
1. Fab Labs are digital fabrication workshops that provide access to tools like 3D printers, laser cutters, and electronics equipment.
2. To be officially recognized as a Fab Lab, spaces must meet requirements around open access, sharing knowledge and designs, using a common set of tools and processes, and participating in the global Fab Lab network.
3. Fab Labs are used for education, prototyping, and starting businesses. They bring together diverse groups like students, entrepreneurs, artists and more to collaborate on projects.
Cheryl Ann Peltier-Davis presented on various social media tools and mobile apps that can be used for communication, marketing, professional development, productivity, funding, and learning. She defined social media and mobile apps, and provided examples of popular social media tools like blogs, wikis, and social networking sites. She also discussed benefits and potential issues of using social media and mobile apps. Peltier-Davis recommended evaluating tools before implementing them and provided a checklist for doing so. She highlighted specific tools like WordPress, Google Drive, and Coursera and how they can be applied in educational settings.
Presentation to the AT Community of Practice at UCD January 2016 on how AT users and professionals can benefit from the new social and technological innovations associated with Maker Culture?
PolyU Design I Make Initiative (2015-08-13)Clifford Choy
This is for promoting the I MAKE initiative from PolyU Design (School of Design, the Hong Kong Polytechnic University) to local teachers. This initiative is aiming at promoting the importance of making and the maker culture to students, parents and teachers in local primary and secondary schools. This is relevant to teaches from the following subjects/disciplines: visual arts, design and technology, information technology, science and mathematics.
Lift+fing 09 Michael Shiloh slides with notesmichaelshiloh
This document discusses decentralized design and production enabled by new technologies like 3D printers and laser cutters. OpenMoko, an open source mobile computing project, demonstrated how an online community can collaboratively design hardware. Now, services exist for rapid prototyping and small-run manufacturing. Free and open-source design software also allows more decentralized innovation. While mass production is still important, these techniques lower barriers and allow individuals and small groups to design, produce, modify and repair physical products themselves.
Tech programs post pandemic tech to go and lending programsBrian Pichman
We learned a lot in the first few months of 2020 as the world shifted to provide more digital and online services and provide cleaner and safer in-person interactions. Through all these lessons learned, join Brian Pichman as he highlights some of the fun interactive virtual services in this new era of providing services to the public. We will cover some of the best tech tips for technology lending programs and things that patrons and users can do while away from your library. At the end of this workshop, pandemic or not, you’ll be able to provide greater services and resources to your patrons, regardless of their physical location and being as safe as possible to deliver these services.
The Digital Tattoo Project aims to help students manage their online identities through various resources and education. It established in 2008 at UBC to increase awareness of digital citizenship and how to positively shape one's digital identity over time. The project uses a website, blog, wiki, videos and workshops to discuss topics like protecting oneself online, connecting responsibly with others, learning about online risks and opportunities, using the internet for work or publishing purposes. Its goal is to promote self-reflection on managing one's highly visible digital tattoo, or online presence, now and in the future.
The Digital Tattoo Project at UBC aims to help students manage their online identities through various resources. It established in 2008 to increase awareness of digital citizenship and how personal actions online can impact opportunities. The project uses a website, blog, wiki, videos and workshops to educate students on topics like protecting themselves, connecting responsibly, learning about online issues, using the internet for work, and publishing content. The goal is to assist students in creating positive digital identities and making thoughtful online decisions.
The document discusses the nature of religion, describing rituals as established patterns of behavior used to mark life changes and unite believers, and categorizing belief systems into animism, theism, and ethicalism. It also defines ecclesia as a type of religious organization with most members born into it, denominations as well-established organizations with many members, sects as smaller groups split from denominations due to different beliefs, and cults as new, unconventional religions.
Rituals and symbols are important aspects of religion that mark life changes and unite believers. Religions can be categorized into belief systems like animism, theism, and ethicalism. Religious organizations fall into four main structures - ecclesia which people are born into, denominations which are well established, sects which have split from denominations, and cults which are new and differ from major religions.
The document discusses several topics related to religion and belief systems, including the concept of sin, religious architecture, and atheism. It notes that religion proposes rules and a reward system to prevent chaos. The document explores some ideas for "sin preventers" like a fasting muzzle or updated chastity belt. It also discusses the need for religious groups to have congregational spaces and proposes the concept of an "atheist architecture" building that could serve as a community center for non-religious people.
Religion is a collection of belief systems and worldviews that relate humanity to spirituality and moral values. It provides emotional support and security for believers by offering meaning and transcendence. Religion also functions as social control by sacralizing social norms and values, and can enable social change by justifying social movements. Additionally, religion contributes to individual and group identities and directs aspects of people's lives like rites of passage.
The document discusses the nature and characteristics of religion and beliefs. It defines the supernatural dimension as aspects of human experience beyond comprehension. Religions can have a transcendent or immanent worldview. Key characteristics of religion include beliefs, believers, sacred texts, ethics, and rituals/ceremonies. These interact to create a dynamic, living religion. Religions contribute meaning for individuals and social cohesion for communities. It also defines Aboriginal Dreaming as a complex belief system embracing the creative era and present/future, originating from ancestral spirits shaping the landscape.
This document discusses social institutions from a sociological perspective. It defines social institutions as structures in society that serve essential social functions and perpetuate the social order. It then examines several key social institutions: law and politics, markets and economics, education and mobility, and religion and belief. For each institution, it outlines relevant structural approaches, social psychological considerations, and examples like court systems, economic models, education structures, and religious organizations and symbols.
The document discusses several key social institutions from a sociological perspective:
1. Education serves functions like teaching skills, enhancing social mobility, and promoting unity, but can also support inequality, according to conflict theorists.
2. Religion can be defined as a system of beliefs and practices regarding sacred things that unite adherents, and includes theism, ethicalism, and animism. Religion both reflects and can influence society's structure.
3. Power and the state involve one party exercising power over others through legitimate or illegitimate means. Authority can be traditional, charismatic, or legal. Politics and economics vary between totalitarian and democratic states.
Social institutions are established sets of norms and subsystems that support a society's survival. Examples include families, governments, and universities. A social institution performs social functions like satisfying needs, socializing individuals, and coordinating and stabilizing a culture. The family is the most important social institution. It socializes children, transmits culture, and provides affection, security, and social status. Education is also a major social institution. It transmits knowledge, values, and behaviors between generations through both formal schooling and informal socialization within families. Schools have intellectual, political, social, and economic functions like teaching skills, inculcating allegiance, socializing individuals for roles, and preparing them for occupations.
This document discusses social institutions and defines them as groups that perform social roles like families, governments, and universities. It then discusses the key characteristics and functions of institutions in general. Next, it focuses specifically on the family as a social institution, outlining its defining characteristics, functions, patterns, and roles within Philippine society. Finally, it examines religion as a social institution, describing its characteristics, functions, and elements.
Sociology Unit 4 Social Institutions Power PointMrTimBradley
The document provides an outline for a sociology unit on social institutions. It begins by covering the topic of family, defining family and describing family functions like socialization and reproduction. It discusses changing family patterns in the US like dual-earner families. It then moves to the topic of education, explaining sociological perspectives on how education affects social values and norms. It provides context on religious definitions and the functions of religion before concluding with an introduction to the topic of the economy.
This document discusses social institutions and defines them as structured social groups that govern members' behavior and promote social order and cooperation. It examines the key characteristics and functions of institutions, including simplifying social behavior, providing social roles and relations, coordinating stability, and controlling behavior. The major social institutions discussed are the family, education, religion, economic institutions, and government. For each institution, the document outlines their defining features, roles, and how they socialize groups.
This document contains notes on visualization and digital humanities topics. It discusses visualization failures due to lack of communication, funding, and training. It also lists tools for data analysis, interactive maps and timelines, 3D modeling of heritage sites, and creating remixable games. Open data initiatives and using free government data for new applications are mentioned. Digital humanities centers are surveyed and questions about the field are posed. A variety of digital tools for humanities research are listed.
PolyU Design I Make Initiative (2015-09-25)Clifford Choy
This is for promoting the I MAKE initiative from PolyU Design (School of Design, the Hong Kong Polytechnic University) to local teachers. This initiative is aiming at promoting the importance of making and the maker culture to students, parents and teachers in local primary and secondary schools. This is relevant to teaches from the following subjects/disciplines: visual arts, design and technology, information technology, science and mathematics.
This is the presentation I gave (will give!) to the teachers and teacher-trainers at the Learning Technologies and Young Learners conference in Milan on 25 March 2009.
The conference was organised by The British Council and IATEFL (the International Association for Teaching English as as Foreign Language.)
1. Fab Labs are digital fabrication workshops that provide access to tools like 3D printers, laser cutters, and electronics equipment.
2. To be officially recognized as a Fab Lab, spaces must meet requirements around open access, sharing knowledge and designs, using a common set of tools and processes, and participating in the global Fab Lab network.
3. Fab Labs are used for education, prototyping, and starting businesses. They bring together diverse groups like students, entrepreneurs, artists and more to collaborate on projects.
Cheryl Ann Peltier-Davis presented on various social media tools and mobile apps that can be used for communication, marketing, professional development, productivity, funding, and learning. She defined social media and mobile apps, and provided examples of popular social media tools like blogs, wikis, and social networking sites. She also discussed benefits and potential issues of using social media and mobile apps. Peltier-Davis recommended evaluating tools before implementing them and provided a checklist for doing so. She highlighted specific tools like WordPress, Google Drive, and Coursera and how they can be applied in educational settings.
Presentation to the AT Community of Practice at UCD January 2016 on how AT users and professionals can benefit from the new social and technological innovations associated with Maker Culture?
PolyU Design I Make Initiative (2015-08-13)Clifford Choy
This is for promoting the I MAKE initiative from PolyU Design (School of Design, the Hong Kong Polytechnic University) to local teachers. This initiative is aiming at promoting the importance of making and the maker culture to students, parents and teachers in local primary and secondary schools. This is relevant to teaches from the following subjects/disciplines: visual arts, design and technology, information technology, science and mathematics.
Lift+fing 09 Michael Shiloh slides with notesmichaelshiloh
This document discusses decentralized design and production enabled by new technologies like 3D printers and laser cutters. OpenMoko, an open source mobile computing project, demonstrated how an online community can collaboratively design hardware. Now, services exist for rapid prototyping and small-run manufacturing. Free and open-source design software also allows more decentralized innovation. While mass production is still important, these techniques lower barriers and allow individuals and small groups to design, produce, modify and repair physical products themselves.
Tech programs post pandemic tech to go and lending programsBrian Pichman
We learned a lot in the first few months of 2020 as the world shifted to provide more digital and online services and provide cleaner and safer in-person interactions. Through all these lessons learned, join Brian Pichman as he highlights some of the fun interactive virtual services in this new era of providing services to the public. We will cover some of the best tech tips for technology lending programs and things that patrons and users can do while away from your library. At the end of this workshop, pandemic or not, you’ll be able to provide greater services and resources to your patrons, regardless of their physical location and being as safe as possible to deliver these services.
The Digital Tattoo Project aims to help students manage their online identities through various resources and education. It established in 2008 at UBC to increase awareness of digital citizenship and how to positively shape one's digital identity over time. The project uses a website, blog, wiki, videos and workshops to discuss topics like protecting oneself online, connecting responsibly with others, learning about online risks and opportunities, using the internet for work or publishing purposes. Its goal is to promote self-reflection on managing one's highly visible digital tattoo, or online presence, now and in the future.
The Digital Tattoo Project at UBC aims to help students manage their online identities through various resources. It established in 2008 to increase awareness of digital citizenship and how personal actions online can impact opportunities. The project uses a website, blog, wiki, videos and workshops to educate students on topics like protecting themselves, connecting responsibly, learning about online issues, using the internet for work, and publishing content. The goal is to assist students in creating positive digital identities and making thoughtful online decisions.
PolyU Design I MAKE Initiative (2015-10-31)Clifford Choy
This is for promoting the I MAKE initiative from PolyU Design (School of Design, the Hong Kong Polytechnic University) to local teachers. This initiative is aiming at promoting the importance of making and the maker culture to students, parents and teachers in local primary and secondary schools. This is relevant to teaches from the following subjects/disciplines: visual arts, design and technology, information technology, science and mathematics.
Presentation from the Entrepreneurial Librarian conference, October 17, 2014 held at Wake Forest University. Entrelib.org John Burke. Miami University Middletown
Technologies, Places, Business Models for Open Design @ Pixelversity, Helsink...Massimo Menichinelli
The document discusses technologies, places, and business models for open design. It begins by describing various digital fabrication technologies like 3D printing, laser cutting, and CNC milling. It then discusses makerspaces, hacker spaces, and fab labs as places where open design projects can be made. Finally, it explores potential business models for open design like crowdfunding, selling services, and dual licensing of open and proprietary designs and software. The overall focus is on how designers can engage with both open technologies and business opportunities.
The document describes a workshop on designing learning spaces with Web 2.0 tools. The workshop aims to provide an overview of how Web 2.0 tools can be integrated into formal, non-formal and informal learning environments. The agenda includes case studies of Web 2.0 tool integration, a discussion of various Web 2.0 tools and models of their use in education, and a question and answer session.
This document provides an overview of Web 2.0 tools and their use in education. It discusses how Web 2.0 enables socialization, collaboration, creativity, authenticity, and sharing among students. Popular Web 2.0 tools mentioned include blogs, wikis, podcasting, social bookmarking, social networks, and video sharing sites. The document also outlines how Web 2.0 tools can be used for personal reflection, seeking feedback, and limited only by one's imagination in education.
Open Knowledge Finland meetup: Open Design (28/01/12, Aalto Media Factory)Massimo Menichinelli
This document discusses open design, including its history and various definitions. Open design refers to design projects that are shared digitally under open licenses allowing others to make, modify, distribute, and use the designs. The document explores different types of open design like open hardware, architecture, and fashion. It notes ongoing efforts to develop a standardized definition and discusses potential future projects around improving and promoting open design.
The document discusses a workshop exploring Web 2.0 technologies. It provides an overview of key concepts related to Web 2.0, including social networking sites, wikis, blogs, folksonomies and more. Examples of specific Web 2.0 tools are given for each concept. The document suggests Web 2.0 offers opportunities for innovation, knowledge sharing and is important for universities to engage with given students' preferences for these technologies.
Bells, Whistles and Digital Tools for the 21st Century CatechistCaroline Cerveny
So you know you should be using Digital tools in your ministry! Yet, we find so many excuses to stay in our comfortable world. What steps do I take as a catechist to get on board with what the Pope has referred to as the Digital Continent? In this ever evolving collaborative and digital communications world, how do I stay abreast with what is happening all around me? With a limited budget, how do I stretch it to include technology? Where do I start? How do I share my success stories? Is Digital Discipleship and Digital Citizenship important today?
Similar to 100 days to launch the First School about Opensource Hardware for Youngsters (20)
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.
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,
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.
How to Setup Default Value for a Field in Odoo 17Celine George
In Odoo, we can set a default value for a field during the creation of a record for a model. We have many methods in odoo for setting a default value to the field.
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.
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.
100 days to launch the First School about Opensource Hardware for Youngsters
1. 100 DAYS
to launch the First School
about Opensource Hardware
For Youngsters
OR
( "Learning how to build physical products that make sense”)
LinkedIN : Habib Belaribi
habib.belaribi@gmail.com
3. OPENSOURCE HARDWARE
Defines a product which
fabrication plans are fully
made available to anyone
(Opposite = copyright, closed)
Any physical product.
(Opposite = software)
adjective noun
hus, Individuals can organize themselves into a community in order to exchange information, designs,
edbacks, upgrades related to the building of an open(source) hardware project !
hey are often called “Makers”.
B : Open hardware projects often involve a digital aspect to multiply the products abilities (“connected objects”)
Definition
See PROTEI project : http://vimeo.com/27428620
4. Executive summary
• Goal : launch the first school to “learn how to build physical products that make sense in 6
months” in France (then Europe).
• Problem : Today, though there are many available resources online and offline about Open
Hardware , citizens are still not actively involved in this sphere and could make a difference.
• Objective:
1) During 100 days, organize 15 workshops to teach 120 youngsters and local citizens how to
build their first interactive robot, through a bike Tour in 10 French and 5 European cities (June,25th
to September,30th)
2) Collect materials (interviews, testimonials, media) to organize a crowdfunding in order to
launch the school from October 2014.
• Methodology :
3 days per city with 3 steps to produce :
a) awareness
b) engagement (workshop)
c) empowerment (handover training)
• KPIs :
3 categories : participation rate , crowdfunding completion, increase in awareness
5. There is an opportunity to empower people (especially the 14-20 years old) by creating a
structured pedagogy (“learning by doing” ,“open innovation “ methodologies) and “low
tech” material resources to build marketable physical products, that make sense.
Problem we want to solve (1/2)
• Opensource technologies :
cheap & available to anyone online
• Events & faires (1) :
Newbies , amateurs can discover
open hardware works
• Communities & spaces(fablabs,makerspaces) :
provide ressources for individuals to build
their own products (often professionals)
• Punctual workshops :
newbies can learn how to build stuff with
the help of more experienced “makers”
(1) See appendix
6. Problem we want to solve (2/2)
Learnings based on:
• Two 48H events (co-organised) : 75 participants, 10 products
designed (2)(3)
• Six 2H workshops (facilitated) : 34 participants (individually) (4)
• Testimonials (5)
(2) (3) (4) (5) See appendix
7. • PARIS
• LILLE
• BORDEAUX
• LYON
• METZ
•NANTES
•RENNES
• MARSEILLE• TOULOUSE
• GRENOBLE
We will organize 15 workshops for 120 newbies, in partnership with local cultural and educative associations :
in 10 cities in France + 5 neighbour European cities (Brussels, Amsterdam, Berlin, Turin, Barcelona). From
25th, June to September, 30th
Day 1, awareness
• Inspiring documentary
• Q&A
• Drinks & snacks
Day 3, empowerment
• Training session :
“ learn how to organize
a workshop !”
• Sharing ressources
for further collaboration
Our Plan : content (1/3)
Day 2, engagement
• 3H workshop :
“ Build your very first interactive
robot “ (8-10 seats)
• Bonus session upon request :
“ Introduction to Arduino”
8. Live broadcast kit in order to produce, for each city :
• pictures
• 1 video of participants & makers interviews
• 3 micro-blogs
• 1 article of 500 words per week
• 1 press release (local media)
Mapping to visualize the achievements in a glance :
• Network of people encountered
• Library of projects
• Educational resources
The objective is to : track grow the community around the project, create new forms of interactions
between individuals and projects, contribute to the global makers ecosystem
Our Plan : communication (2/3)
Benchmark :
www.Youandjerrycan.org
9. Our Plan : funding (3/3)
Benchmark : :
http://www.kisskissbankbank.com/le-monde-de-demain-s-invente-aujourd-hui
CROWDFUNDING during the tour (100 days) to help launch the first 6-month programme
for 5 selected students willing to build opensource hardware products that makes sense in 3 fields:
• environment
• health care
• social education
10. Who we are
@JerryDIT (7)
Open IT collaborative
community
Supporter
Vivien Roussel
Co-founder @Graoulab-Fablab
Metz
-Supporting
See (6) (7) in appendix
DFRobot.com
HardwareSponsor
Clement Chadeyron
Fondateur @Limouzi Lab
Supporter
Habib Belaribi (6)
Workshop Facilitator
11. How to contribute (1/2)
120 Kits cost (56%)
Educational resources (8%)
Transportation & bike maintenance (23%)
Unexpected communication & logistics (12%)
+
4,500 €*
+
+
*NB : Feel free to contact me : +33 782432068.
=
12. How to contribute (2/2)
+
Individual or organisation contribution
Individual or organisation contribution
…. ….
PRICELESS
+
=
How to contribute ?
1) spread the word : info on “BBmakers Tour” group on facebook (8)
2) organize a workshop (in any city): on 1) or habib.belaribi@gmail.com
3) grab a bike and join me on the Tour !
13. Appendix (1/2)
(1) Open Bidouille Camp : http://obc33.fr
(2) Hackyizu#1 with techyizu.org : http://v.youku.com/v_show/id_XNTAxNzM3NjUy.html
(3) Hackyizu #2 with techyizu.org :
https://www.facebook.com/groups/280414752128646/permalink/280697852100336/
(4) “Introduction to Arduino” workshop at Xinchejian.com : http://xinchejian.com/2014/04/08/arduino-
workshop-by-harbib-april-17th/ & https://www.facebook.com/groups/280414752128646/
“Introduction to Arduino” workshop at OUIshare Fest 2104 :
https://www.facebook.com/groups/280414752128646/permalink/280518612118260/
Workshops at Open Bidouille Camp Bordeaux (May, 2014) : http://obc33.fr/?p=1389 &
https://www.facebook.com/groups/280414752128646/permalink/283742438462544/
14. Appendix (2/2)
5)“ It ‘s been a long time that I’ve wanted to build a hand made radio, for fun. I saw an online tutorial. But I never
managed to start it by myself. It was too difficult to do it alone, for an amateur like me. And I don’t really
understand when “geeks” try to explain to me.”
/ Benjamin, , 30
“ I am in highschool and I am working on a project asked by our physics teacher to build a Morse translator using
Arduino and LEDs. I don’t know how to do coding. There is no one to help me, and I really want to learn how to
do it with some support.”
/ Laura, 17
(6) My LinkedIn profile : http://cn.linkedin.com/in/habibbelaribi
(7) JerryDIT achievement s (www.youandjerrycan.org):
Awards at World summit youth award (United Nations) and Challenge Humanitech (Orange)
(8) BBmakers Tour group on facebook :
https://www.facebook.com/groups/280414752128646/
15. 100 DAYS
to launch the First School
about Opensource Hardware
For Youngsters
OR
("Learning how to build physical products that make sense “)
LinkedIN : Habib Belaribi
habib.belaribi@gmail.com
0782432068
THANK YOU