Wordle is an online tool that allows users to generate word clouds from input text. The clouds display words from the text in different sizes based on how frequently they appear, with more common words shown larger. Users can customize the clouds with different fonts, layouts, and color schemes. Wordle images can be freely used and shared. The tool can engage students and help visualize key themes and ideas from passages.
The document discusses several educational apps and websites that could be used in the classroom:
- Duolingo is a free language learning app available online and on mobile devices that teaches through visual, verbal, and auditory exercises that increase in difficulty based on the user's skills.
- Story Jumper is a website that allows students to create and illustrate their own stories and have them printed as books. It can be used to develop imagination and is appropriate for different ages.
- Edmodo is a social network for education that allows students, teachers, and parents to access class materials and communicate in one place using smartphones, laptops, or tablets.
- Kidblog is an app for blogging in the
The document provides summaries of 10 educational apps: ABCYA, IXL, Scratch Jr., Noggin, Kahoot!, Explain Everything, Edulastic, Blooket, Quizizz, and Google Forms. Each app summary includes 2-3 sentences describing the app's purpose, features, and how it can be used for educational purposes.
This document summarizes and reviews 10 educational apps. It provides details on each app such as its website, purpose, features, ease of use, and how it reinforces learning standards. The top apps chosen are Prodigy, XtraMath, BrainPop, Spelling City, Starfall, Socrative, Edmodo, Class Dojo, Quizlet, and Google Classroom. These apps were selected for engaging students in fun and interactive ways while providing feedback on progress and reinforcing curriculum through games, quizzes, assignments and communication tools.
Apps in the Classroom provides an overview of how iPad apps can expand learning both inside and outside the classroom. It discusses how tens of thousands of education apps cover a wide range of subjects from math to science to foreign languages. When selecting apps, teachers should consider the app's engagement level, developmental appropriateness, instructional design, motivation, and accessibility. The document provides examples of featured apps and questions to ask to evaluate apps in these key areas to integrate effective apps into classroom lessons.
This is a Best 10 Apps Project by Harding University Students in 2023. Group 1: Linda Dye, Brahm Harris, Rebecca Hartmann, Angelica Ladd
This is a group project that provides the best 10 apps for students to use in and out of the classroom to support curriculum based standards and higher learning thinking skills. They are found to be intuitive and provide important feedback to students and educators alike. Each have been voted on by our group and have earned the highest scores on all levels to make our top 10 list. This is a helpful tool for future and current teachers. Each time a child logs on to an educational app you want their time to be spent to the fullest of their ability. It is important to know where to spend their time and your money.
This document provides descriptions and rationales for 10 educational apps for 4th grade core subjects: Class Dojo, Ted Ed, Kaizena, Spiral, Haiku Deck, Stick Around, Geography Drive USA, Google Classroom, Educreations, and Kahoot!. Each app is described in 1-2 sentences and its educational benefits and relevance for the classroom are explained in 1-2 additional sentences. The apps allow for classroom management, interactive video lessons, feedback on student work, formative assessments, presentations, puzzles, geography practice, centralized assignment tracking, video tutorials, and game-based learning, respectively.
Wordle is an online tool that allows users to generate word clouds from input text. The clouds display words from the text in different sizes based on how frequently they appear, with more common words shown larger. Users can customize the clouds with different fonts, layouts, and color schemes. Wordle images can be freely used and shared. The tool can engage students and help visualize key themes and ideas from passages.
The document discusses several educational apps and websites that could be used in the classroom:
- Duolingo is a free language learning app available online and on mobile devices that teaches through visual, verbal, and auditory exercises that increase in difficulty based on the user's skills.
- Story Jumper is a website that allows students to create and illustrate their own stories and have them printed as books. It can be used to develop imagination and is appropriate for different ages.
- Edmodo is a social network for education that allows students, teachers, and parents to access class materials and communicate in one place using smartphones, laptops, or tablets.
- Kidblog is an app for blogging in the
The document provides summaries of 10 educational apps: ABCYA, IXL, Scratch Jr., Noggin, Kahoot!, Explain Everything, Edulastic, Blooket, Quizizz, and Google Forms. Each app summary includes 2-3 sentences describing the app's purpose, features, and how it can be used for educational purposes.
This document summarizes and reviews 10 educational apps. It provides details on each app such as its website, purpose, features, ease of use, and how it reinforces learning standards. The top apps chosen are Prodigy, XtraMath, BrainPop, Spelling City, Starfall, Socrative, Edmodo, Class Dojo, Quizlet, and Google Classroom. These apps were selected for engaging students in fun and interactive ways while providing feedback on progress and reinforcing curriculum through games, quizzes, assignments and communication tools.
Apps in the Classroom provides an overview of how iPad apps can expand learning both inside and outside the classroom. It discusses how tens of thousands of education apps cover a wide range of subjects from math to science to foreign languages. When selecting apps, teachers should consider the app's engagement level, developmental appropriateness, instructional design, motivation, and accessibility. The document provides examples of featured apps and questions to ask to evaluate apps in these key areas to integrate effective apps into classroom lessons.
This is a Best 10 Apps Project by Harding University Students in 2023. Group 1: Linda Dye, Brahm Harris, Rebecca Hartmann, Angelica Ladd
This is a group project that provides the best 10 apps for students to use in and out of the classroom to support curriculum based standards and higher learning thinking skills. They are found to be intuitive and provide important feedback to students and educators alike. Each have been voted on by our group and have earned the highest scores on all levels to make our top 10 list. This is a helpful tool for future and current teachers. Each time a child logs on to an educational app you want their time to be spent to the fullest of their ability. It is important to know where to spend their time and your money.
This document provides descriptions and rationales for 10 educational apps for 4th grade core subjects: Class Dojo, Ted Ed, Kaizena, Spiral, Haiku Deck, Stick Around, Geography Drive USA, Google Classroom, Educreations, and Kahoot!. Each app is described in 1-2 sentences and its educational benefits and relevance for the classroom are explained in 1-2 additional sentences. The apps allow for classroom management, interactive video lessons, feedback on student work, formative assessments, presentations, puzzles, geography practice, centralized assignment tracking, video tutorials, and game-based learning, respectively.
The document summarizes several educational apps for students including Nearpod, SeeSaw, IXL, Epic!, Quizlet, Kahoot, iLearn US States, Spelling Stage, HOMER Reading: Learn to Read, and Khan Academy. Each app is described in 1-2 sentences highlighting its purpose and features for student learning. The apps cover a range of subjects from reading and spelling to math, science, and geography and are designed for different grade levels and abilities.
This document summarizes several educational apps:
- Khan Academy provides personalized practice for students across K-12 subjects and allows teachers to track student progress.
- GoNoodle engages students in learning through interactive dance and movement games while reinforcing teaching standards.
- Socratic uses AI and teacher-created lessons to support learning in various subjects with additional visuals and guidance.
- Prodigy makes math learning fun through games, adventures and prizes for students with parental tools to track progress.
The document provides a summary of the top 10 classroom apps. Each app is listed with its name and a brief description of its uses in the classroom, student feedback features, connection to curriculum, ease of use, and instructions. The apps include Epic, Read with Phonics, Freckle, Raz-Kids, Splash Math, Brain Pop, iTooch, Moby Max, Swift Playgrounds, and Duolingo. The document provides rationale for why each app made the top 10 list, highlighting their educational benefits and user-friendly features for both students and teachers.
The document describes several educational software tools, apps, websites and hardware for students. GCompris is educational software for ages 2-10 that includes over 100 activities in subjects like math, science and reading. Nearpod allows teachers to share content with students' devices and assess comprehension in real time. The Hamilton DC9W is a durable 9MP digital camera for $179 that students can use to take photos or videos for school projects.
This document provides summaries of several educational apps for use in the classroom:
- Time Duration App teaches time telling and includes multiple levels and progress tracking.
- Second Grade Learning Games App has 18 games covering 2nd grade topics like math and spelling with voice narration.
- Kids Academy App includes activities for all grades with weekly reports and 30 minutes of use can supplement school learning.
- Kahoot App makes creating learning games quick and easy to engage students for in-class or remote learning.
The document reviews and summarizes 5 educational apps. App 1 is the NASA app which allows students to explore NASA missions and engage in discussions. App 2 is Book Creator which allows students to create their own ebooks. App 3 is Jungle Time which teaches telling time through interactive games. App 4 is Spelling City which helps improve spelling and vocabulary through customized lists and games. App 5 is Tally Tots which teaches number recognition and counting to 20 through interactive games for preschoolers and kindergarteners.
This document reviews and summarizes 10 educational apps: TEDtalk, PBS Kids, Epic, IXL, ClassDojo, Explain Everything, Duolingo, Hologo, Kahoot!, and Khan Academy. For each app, a brief description is provided of its purpose and target audience as well as why the app was selected. The apps cover a range of subjects from literacy and math to language learning and classroom management and are recommended for students from preschool through high school.
The document discusses 10 apps that are useful for teaching and learning: Google Classroom, Socrative, TeacherKit, Class Dojo, Read Theory, Seesaw, Kahoot, Plickers, BrainPop, and NearPod. Google Classroom allows teachers to organize lessons, communicate with students, and provide feedback on assignments. Socrative and Kahoot engage students through interactive games and quizzes. TeacherKit, Class Dojo, and Read Theory help with classroom organization, behavior management, and reading assessment. Seesaw, BrainPop, and NearPod enrich lessons through multimedia content and encourage collaboration.
Google Classroom, Quizizz, and Padlet were among the top 10 apps for education discussed. Google Classroom allows students and teachers to stay organized with materials, assignments, grades, etc. in one place. Quizizz is an engaging way for students to review material or be formatively assessed through interactive quizzes. Padlet enables creative collaboration through sharing ideas, pictures, videos and comments on a digital bulletin board.
The document summarizes 10 educational apps that can be used in the classroom:
1. Khan Academy - Provides personalized practice for students before continuing lessons, allowing teachers to track student progress.
2. GoNoodle - An interactive app that engages students in learning through movement and calming techniques.
3. Socratic - Supports various subjects through lesson plans created by teachers and enhanced with visuals and AI assistance.
4. Prodigy - An interactive math app that makes learning fun through games, adventures and rewards for students.
5. Kahoot - Allows teachers to give quizzes and track student answers and discussions to reinforce learning.
6. Komodo Math -
The survey results from teachers showed that the majority wanted professional development time spent on apps for the classroom. Most teachers did not use iPads at home. The teachers varied in their iPad knowledge from basic use to being able to teach others. Few had used Edmodo or Google accounts. Favorite classroom apps included Class Dojo, word games, and ebooks. Teachers asked about time management, engaging iPad lessons, and using iPads with smartboards. The presenter then demonstrated reading, math, science, and other educational apps. Teachers shared systems for small group and individual iPad use including rotations and rewards. Engaging apps mentioned were for spelling, math, sight words, and creative tools like iMovie.
This summary provides an overview of 9 educational applications:
Star Dash Studios Runner Game focuses on math skills through game scenarios but may be difficult for readers below 4th grade. Epic and Reading Eggs provide reading materials at different levels. ABC Mouse is interactive but not free after 30 days. Brain Pop aligns with standards and offers differentiation. Hungry Caterpillar Play School uses Eric Carle books for early learning. ABCya engages math and ELA standards for PreK-6th. Bookful provides materials at 5 reading levels for ages 3-8. Freckle adapts exercises in math and ELA based on student progress.
The document provides summaries of 10 popular educational apps for kids: Khan Academy Kids, Kodable, TED, BrainPOP Jr., Duolingo, Kahoot, DragonBox, Apple Books, ClassTag, and Starfall. Each summary highlights key features of the app such as how it provides feedback to students, encourages skills like coding and critical thinking, aligns with educational standards, and protects student privacy and data.
Boddle, Prodigy, IXL, Teach Your Monster to Read, RAZ Kids, Kahoot, EPIC, Happy Numbers, STARFALL, and Freckle are educational apps that reinforce standards and skills in different subjects like math, English language arts, science, and social studies. They provide feedback, track progress, and are easy for students and teachers to use. Many of the apps adapt to students' levels and needs to individualize learning.
This document discusses and summarizes 10 apps that are useful for the classroom: Seesaw, Google Classroom, Learning.com, Freckle Education, Prodigy, Kahoot, GoNoodle, Stop Motion Studio, Unimersiv, and Stack the States/Countries. Each app is described in 1-2 paragraphs outlining its purpose and features. Key details about ease of use, privacy, and alignment to educational standards are provided for teachers and students. The apps cover a range of subjects and allow students to learn through interactive games, videos, and creative projects.
The document discusses 10 popular apps for teaching and learning. It provides a brief rationale for each app, highlighting their key benefits. Google Classroom improves communication and organization while allowing learning beyond the classroom. Socrative and Kahoot! make learning engaging through games and immediate feedback. TeacherKit, Seesaw, and Nearpod help with organization and allowing students to demonstrate learning. Plickers, BrainPop, Read Theory, and Class Dojo support specific functions like behavior tracking, reading comprehension, and communication with parents.
Top 10 Apps for Learning and Teaching: Group 4ccauthon
The document summarizes 10 popular apps for teaching and learning. It provides the name of each app and a brief rationale for its selection focusing on benefits like improved communication, engagement, assessment, and collaboration. Key apps include Google Classroom for organization, Socrative and Kahoot! for interactive lessons, Plickers and Nearpod for assessments without devices, and Brainpop, Seesaw and Read Theory for content and student portfolios. Overall, the apps aim to enhance learning, participation, and feedback in fun, engaging ways.
The document provides a list of top 10 apps for use in K-12 classrooms according to their ability to boost learning, ease of use, and applicability. It summarizes several apps, including Class Dojo for behavior rewards, Explain Everything as an interactive whiteboard, Kahoot for quizzes, Learn World Geography for geography lessons, Buzz Math for middle school math practice, Monkey in the Middle for grade-level math games, Duolingo for English language learning, Speak English Like an American for idiom practice, and Busuu for its writing exercises and feedback from native English speakers. Criteria and resources for each app are also included.
The document describes 10 apps that were chosen as top apps for meeting certain criteria and engaging students. The apps include Ryan North's To Be or Not to Be app which allows students to follow along with plays or make their own choices; Plotagon which lets students personalize their learning by creating videos; Knowji which provides extra vocabulary help; Kahoot! which makes learning into a game; Duolingo for language practice; Quizlet for studying; FluentU to learn languages through video; Word Wizard for developing literacy skills; Activity Circle for customized lessons; and BrainPOP for educational videos.
The document reviews 10 popular educational apps for students: Abcya, Google Classroom, IXL, ABCmouse, Kahoot, BrainPop, PBS Kids, Seesaw, Peekaboo Barn, and Quizlet. It provides a brief description and website link for each app, and notes that most allow teachers to assign lessons, provide real-time feedback to students, and reinforce curriculum in an easy-to-use format. The concluding paragraph emphasizes that educational apps have become important tools for engaging students in remote learning situations.
How to Manage Your Lost Opportunities in Odoo 17 CRMCeline George
Odoo 17 CRM allows us to track why we lose sales opportunities with "Lost Reasons." This helps analyze our sales process and identify areas for improvement. Here's how to configure lost reasons in Odoo 17 CRM
The document summarizes several educational apps for students including Nearpod, SeeSaw, IXL, Epic!, Quizlet, Kahoot, iLearn US States, Spelling Stage, HOMER Reading: Learn to Read, and Khan Academy. Each app is described in 1-2 sentences highlighting its purpose and features for student learning. The apps cover a range of subjects from reading and spelling to math, science, and geography and are designed for different grade levels and abilities.
This document summarizes several educational apps:
- Khan Academy provides personalized practice for students across K-12 subjects and allows teachers to track student progress.
- GoNoodle engages students in learning through interactive dance and movement games while reinforcing teaching standards.
- Socratic uses AI and teacher-created lessons to support learning in various subjects with additional visuals and guidance.
- Prodigy makes math learning fun through games, adventures and prizes for students with parental tools to track progress.
The document provides a summary of the top 10 classroom apps. Each app is listed with its name and a brief description of its uses in the classroom, student feedback features, connection to curriculum, ease of use, and instructions. The apps include Epic, Read with Phonics, Freckle, Raz-Kids, Splash Math, Brain Pop, iTooch, Moby Max, Swift Playgrounds, and Duolingo. The document provides rationale for why each app made the top 10 list, highlighting their educational benefits and user-friendly features for both students and teachers.
The document describes several educational software tools, apps, websites and hardware for students. GCompris is educational software for ages 2-10 that includes over 100 activities in subjects like math, science and reading. Nearpod allows teachers to share content with students' devices and assess comprehension in real time. The Hamilton DC9W is a durable 9MP digital camera for $179 that students can use to take photos or videos for school projects.
This document provides summaries of several educational apps for use in the classroom:
- Time Duration App teaches time telling and includes multiple levels and progress tracking.
- Second Grade Learning Games App has 18 games covering 2nd grade topics like math and spelling with voice narration.
- Kids Academy App includes activities for all grades with weekly reports and 30 minutes of use can supplement school learning.
- Kahoot App makes creating learning games quick and easy to engage students for in-class or remote learning.
The document reviews and summarizes 5 educational apps. App 1 is the NASA app which allows students to explore NASA missions and engage in discussions. App 2 is Book Creator which allows students to create their own ebooks. App 3 is Jungle Time which teaches telling time through interactive games. App 4 is Spelling City which helps improve spelling and vocabulary through customized lists and games. App 5 is Tally Tots which teaches number recognition and counting to 20 through interactive games for preschoolers and kindergarteners.
This document reviews and summarizes 10 educational apps: TEDtalk, PBS Kids, Epic, IXL, ClassDojo, Explain Everything, Duolingo, Hologo, Kahoot!, and Khan Academy. For each app, a brief description is provided of its purpose and target audience as well as why the app was selected. The apps cover a range of subjects from literacy and math to language learning and classroom management and are recommended for students from preschool through high school.
The document discusses 10 apps that are useful for teaching and learning: Google Classroom, Socrative, TeacherKit, Class Dojo, Read Theory, Seesaw, Kahoot, Plickers, BrainPop, and NearPod. Google Classroom allows teachers to organize lessons, communicate with students, and provide feedback on assignments. Socrative and Kahoot engage students through interactive games and quizzes. TeacherKit, Class Dojo, and Read Theory help with classroom organization, behavior management, and reading assessment. Seesaw, BrainPop, and NearPod enrich lessons through multimedia content and encourage collaboration.
Google Classroom, Quizizz, and Padlet were among the top 10 apps for education discussed. Google Classroom allows students and teachers to stay organized with materials, assignments, grades, etc. in one place. Quizizz is an engaging way for students to review material or be formatively assessed through interactive quizzes. Padlet enables creative collaboration through sharing ideas, pictures, videos and comments on a digital bulletin board.
The document summarizes 10 educational apps that can be used in the classroom:
1. Khan Academy - Provides personalized practice for students before continuing lessons, allowing teachers to track student progress.
2. GoNoodle - An interactive app that engages students in learning through movement and calming techniques.
3. Socratic - Supports various subjects through lesson plans created by teachers and enhanced with visuals and AI assistance.
4. Prodigy - An interactive math app that makes learning fun through games, adventures and rewards for students.
5. Kahoot - Allows teachers to give quizzes and track student answers and discussions to reinforce learning.
6. Komodo Math -
The survey results from teachers showed that the majority wanted professional development time spent on apps for the classroom. Most teachers did not use iPads at home. The teachers varied in their iPad knowledge from basic use to being able to teach others. Few had used Edmodo or Google accounts. Favorite classroom apps included Class Dojo, word games, and ebooks. Teachers asked about time management, engaging iPad lessons, and using iPads with smartboards. The presenter then demonstrated reading, math, science, and other educational apps. Teachers shared systems for small group and individual iPad use including rotations and rewards. Engaging apps mentioned were for spelling, math, sight words, and creative tools like iMovie.
This summary provides an overview of 9 educational applications:
Star Dash Studios Runner Game focuses on math skills through game scenarios but may be difficult for readers below 4th grade. Epic and Reading Eggs provide reading materials at different levels. ABC Mouse is interactive but not free after 30 days. Brain Pop aligns with standards and offers differentiation. Hungry Caterpillar Play School uses Eric Carle books for early learning. ABCya engages math and ELA standards for PreK-6th. Bookful provides materials at 5 reading levels for ages 3-8. Freckle adapts exercises in math and ELA based on student progress.
The document provides summaries of 10 popular educational apps for kids: Khan Academy Kids, Kodable, TED, BrainPOP Jr., Duolingo, Kahoot, DragonBox, Apple Books, ClassTag, and Starfall. Each summary highlights key features of the app such as how it provides feedback to students, encourages skills like coding and critical thinking, aligns with educational standards, and protects student privacy and data.
Boddle, Prodigy, IXL, Teach Your Monster to Read, RAZ Kids, Kahoot, EPIC, Happy Numbers, STARFALL, and Freckle are educational apps that reinforce standards and skills in different subjects like math, English language arts, science, and social studies. They provide feedback, track progress, and are easy for students and teachers to use. Many of the apps adapt to students' levels and needs to individualize learning.
This document discusses and summarizes 10 apps that are useful for the classroom: Seesaw, Google Classroom, Learning.com, Freckle Education, Prodigy, Kahoot, GoNoodle, Stop Motion Studio, Unimersiv, and Stack the States/Countries. Each app is described in 1-2 paragraphs outlining its purpose and features. Key details about ease of use, privacy, and alignment to educational standards are provided for teachers and students. The apps cover a range of subjects and allow students to learn through interactive games, videos, and creative projects.
The document discusses 10 popular apps for teaching and learning. It provides a brief rationale for each app, highlighting their key benefits. Google Classroom improves communication and organization while allowing learning beyond the classroom. Socrative and Kahoot! make learning engaging through games and immediate feedback. TeacherKit, Seesaw, and Nearpod help with organization and allowing students to demonstrate learning. Plickers, BrainPop, Read Theory, and Class Dojo support specific functions like behavior tracking, reading comprehension, and communication with parents.
Top 10 Apps for Learning and Teaching: Group 4ccauthon
The document summarizes 10 popular apps for teaching and learning. It provides the name of each app and a brief rationale for its selection focusing on benefits like improved communication, engagement, assessment, and collaboration. Key apps include Google Classroom for organization, Socrative and Kahoot! for interactive lessons, Plickers and Nearpod for assessments without devices, and Brainpop, Seesaw and Read Theory for content and student portfolios. Overall, the apps aim to enhance learning, participation, and feedback in fun, engaging ways.
The document provides a list of top 10 apps for use in K-12 classrooms according to their ability to boost learning, ease of use, and applicability. It summarizes several apps, including Class Dojo for behavior rewards, Explain Everything as an interactive whiteboard, Kahoot for quizzes, Learn World Geography for geography lessons, Buzz Math for middle school math practice, Monkey in the Middle for grade-level math games, Duolingo for English language learning, Speak English Like an American for idiom practice, and Busuu for its writing exercises and feedback from native English speakers. Criteria and resources for each app are also included.
The document describes 10 apps that were chosen as top apps for meeting certain criteria and engaging students. The apps include Ryan North's To Be or Not to Be app which allows students to follow along with plays or make their own choices; Plotagon which lets students personalize their learning by creating videos; Knowji which provides extra vocabulary help; Kahoot! which makes learning into a game; Duolingo for language practice; Quizlet for studying; FluentU to learn languages through video; Word Wizard for developing literacy skills; Activity Circle for customized lessons; and BrainPOP for educational videos.
The document reviews 10 popular educational apps for students: Abcya, Google Classroom, IXL, ABCmouse, Kahoot, BrainPop, PBS Kids, Seesaw, Peekaboo Barn, and Quizlet. It provides a brief description and website link for each app, and notes that most allow teachers to assign lessons, provide real-time feedback to students, and reinforce curriculum in an easy-to-use format. The concluding paragraph emphasizes that educational apps have become important tools for engaging students in remote learning situations.
How to Manage Your Lost Opportunities in Odoo 17 CRMCeline George
Odoo 17 CRM allows us to track why we lose sales opportunities with "Lost Reasons." This helps analyze our sales process and identify areas for improvement. Here's how to configure lost reasons in Odoo 17 CRM
A workshop hosted by the South African Journal of Science aimed at postgraduate students and early career researchers with little or no experience in writing and publishing journal articles.
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ISO/IEC 27001, ISO/IEC 42001, and GDPR: Best Practices for Implementation and...PECB
Denis is a dynamic and results-driven Chief Information Officer (CIO) with a distinguished career spanning information systems analysis and technical project management. With a proven track record of spearheading the design and delivery of cutting-edge Information Management solutions, he has consistently elevated business operations, streamlined reporting functions, and maximized process efficiency.
Certified as an ISO/IEC 27001: Information Security Management Systems (ISMS) Lead Implementer, Data Protection Officer, and Cyber Risks Analyst, Denis brings a heightened focus on data security, privacy, and cyber resilience to every endeavor.
His expertise extends across a diverse spectrum of reporting, database, and web development applications, underpinned by an exceptional grasp of data storage and virtualization technologies. His proficiency in application testing, database administration, and data cleansing ensures seamless execution of complex projects.
What sets Denis apart is his comprehensive understanding of Business and Systems Analysis technologies, honed through involvement in all phases of the Software Development Lifecycle (SDLC). From meticulous requirements gathering to precise analysis, innovative design, rigorous development, thorough testing, and successful implementation, he has consistently delivered exceptional results.
Throughout his career, he has taken on multifaceted roles, from leading technical project management teams to owning solutions that drive operational excellence. His conscientious and proactive approach is unwavering, whether he is working independently or collaboratively within a team. His ability to connect with colleagues on a personal level underscores his commitment to fostering a harmonious and productive workplace environment.
Date: May 29, 2024
Tags: Information Security, ISO/IEC 27001, ISO/IEC 42001, Artificial Intelligence, GDPR
-------------------------------------------------------------------------------
Find out more about ISO training and certification services
Training: ISO/IEC 27001 Information Security Management System - EN | PECB
ISO/IEC 42001 Artificial Intelligence Management System - EN | PECB
General Data Protection Regulation (GDPR) - Training Courses - EN | PECB
Webinars: https://pecb.com/webinars
Article: https://pecb.com/article
-------------------------------------------------------------------------------
For more information about PECB:
Website: https://pecb.com/
LinkedIn: https://www.linkedin.com/company/pecb/
Facebook: https://www.facebook.com/PECBInternational/
Slideshare: http://www.slideshare.net/PECBCERTIFICATION
How to Make a Field Mandatory in Odoo 17Celine George
In Odoo, making a field required can be done through both Python code and XML views. When you set the required attribute to True in Python code, it makes the field required across all views where it's used. Conversely, when you set the required attribute in XML views, it makes the field required only in the context of that particular view.
Beyond Degrees - Empowering the Workforce in the Context of Skills-First.pptxEduSkills OECD
Iván Bornacelly, Policy Analyst at the OECD Centre for Skills, OECD, presents at the webinar 'Tackling job market gaps with a skills-first approach' on 12 June 2024
This presentation was provided by Steph Pollock of The American Psychological Association’s Journals Program, and Damita Snow, of The American Society of Civil Engineers (ASCE), for the initial session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session One: 'Setting Expectations: a DEIA Primer,' was held June 6, 2024.
How to Setup Warehouse & Location in Odoo 17 InventoryCeline George
In this slide, we'll explore how to set up warehouses and locations in Odoo 17 Inventory. This will help us manage our stock effectively, track inventory levels, and streamline warehouse operations.
2. There’s an app for that!
Education & Technology
The intentional use of
technology applications
allows for students to
navigate online tools in a
safe and learning
environment. Students
exposure to technology,
allows for digital literacy and
for real world experiences to
meet the child’s learning in
the classroom.
3. Prodigy
• Prodigy is an application that is free to
students and teachers. A subscription
however, provides unlimited access to
other games and features. Prodigy is in
the format of a story game, where
wizards cast spells over correct
answers and pick animals to go along
with their math and literacy journey.
4. Rationale
• Prodigy tracks a student’s mastery of skill and levels them on.
The teacher can also access information on what level the
student is on. This allows for adaptability from the teacher to
meet the student where they are at in their learning. The
teacher can also assign specific standard-based lessons to an
individual student. Lastly, the teacher gets a weekly report on
where the student is at in the learning course.
• The app is easy to use, it uses the answer a question and play
method, so students know what to do when a question is
shown on their screen. The app also has a feature where
students are read the questions to and can freeze the screen
and use drawing features to work out the questions.
• Prodigy allows users and parents to correct or delete personal
information they do not wish to share from the data.
5. Pink Cat
• Pink Cat is a free website that offers over 200
math and ESL games and questions created
by teachers. Pink Cat is also fitting for SLPs
and Special Education students. With Pink
Cat, teachers have the ability to assign
lessons to the students or let the students
have free choice and pick their own learning
games.
6. Rationale
• Pink Cat allows for fluency math and reading practice. The questions in this
app are focused on speed and accuracy. It is intended for whole group,
small group, or independent group use. Pink Cat does not provide feedback
as data to be reviewed but it does go back and show the student the
correct answers. Pink Cat is intuitive with drag and drop features and
option based questions.
• Pink cat does not advertise information or sell, they are also, “COPPA,
FERPA, and GDPR compliant.”
• The skills that Pink Cat highlights are developmentally appropriate,
however, Pink cat does not follow a set curriculum, just grade level
appropriateness. Pink Cat is easy to follow, the student begins by selecting
their grade level and picks a game according to that level.
7. ABCya!
• ABC ya is a free website that carries over
300 learning games that are catered to
students in PreK all the way up to 6th grade.
There is a variety of topics the student can
pick from such as: math, science, and
reading. This introduces a different style to
learning about these school subjects.
8. Rationale
• Abc Ya! Follows a curriculum standards game selection. The selection
includes: math, reading, skills, holiday, and strategy games. This app does not
give feedback but it does list what exact learning targets the student is
working on within the game chosen. The app has a section for skills and
strategies that encourage critical thinking and problem-solving skills, outside
of school subjects.
• ABC Ya is easy to use, except for it doesn’t read the instructions to the
students. They have to read the instructions to play.
• ABC Ya does collect information, however it does not share that information
with other sites. The app overall is very user friendly and it allows the parents
to know exactly what skill targets their student is working on when they play
on ABC Ya.
9. PBS KIDS
• PBS KIDS is an application that
allows students to explore “360
learning” through educational
games and educational videos
that cater to a student’s learning
through the exploration of new
topics, critical thinking, and
educational storytelling.
10. Rationale
• A specific use in the classroom for PBS is for independent time or for
research purposes. PBS kids has shows that are catered to learning about
topics that could be used for real life application knowledge in the
classroom. PBS Kids does not provide feedback but it does however it does
encourage real life skills.
• The app is easy to use the layout is simple: games or videos. The app is set
up to where the student can pick a character and then the various activities
that have to do with the character show up. The app uses audio
instructions within the games and videos, therefore making it easy for a
child to navigate.
• PBS protects the users name, birthday, and other information- that isn’t
information being shared.
11. epic!
• Epic is a free app that allows the
students to have access to free books.
This platform gives access to
audiobooks, independent-read books,
books that are read to the student, and
videos that cover educational topics.
Epic has a variety of topics and
language options. This platform also
offers quizzes, personal libraries, and
allows parents or teachers to assign the
student a book.
12. Rationale
• Epic can be used during reading time in a classroom, or center time, it can
be a replacement for a hardcopy book, since epic provides more features
and easy access to literature. Epic does not provide feedback, however, it
does provide quizzes after certain books, teachers can use that as feedback
on reading comprehension. The app encourages students to explore
related books to the ones they have shown interest in, allow them to
discover new books.
• Epic is intuitive, and easy to use, the student picks and plays a book, the
mannerism of “turning the page” is the same as in real-life. Epic is for 24/7
use, there is a paid version that unlocks other titles.
• Epic’s privacy protection does not have ads, does not sell the information
they have, and are COPPA and FERPA compliant.
13. StarFall ABCs
• Starfall is a free application and is
intended for lower elementary
students to beginning readers. Starfall
focuses on letter sounds, letter
names, and word building within the
student’s grade ability. Starfall has a
variety of games that supports
phonemic awareness.
14. Rationale
• Starfall ABC can be used for center time, reading reinforcement, or for
individual use. The games do not provide feedback but do have
developmentally appropriate games for emerging readers.
• The app encourages visual and auditory senses to learn new words,
sounds, and it is interactive and allows the student to participate in
picking answers. Starfall is easy to use, the student clicks on the
highlighted areas to advance in the videos, and can pick games to
play.
• Starfall ABC does not sell information and does not contain ads.
15. Brain Pop
• Brain Pop is catered mostly for schools but
it also has a feature that can be used at
home for families. For teachers, Brain Pop
has a variety of grade level curriculum-
aligned videos with quizzes and activities.
The teacher can assign those or do them as
a whole group. The app is also designed to
track the student’s learning targets through
the quizzes and activities provided on the
platform.
16. Rationale
• Brain Pop can be done as a whole group or independent work, it can also
serve as data intake for teachers. When the quize is done, it shows the
student the correct answer and gives them a grade. This allows the student
to look back and reflect on what they missed. Brain Pop has learning
targets that are in the student’s grade level, it is intereactive- is stops and
asks the student real life questions to engage them and create a
conversation about the learning in the classroom. This app is easy to use,
but it is intended for more independent readers such as third grade and up.
• The privacy policy offered is that Brain Pop does not sell your information
and follows the COPPA and FERPA policies. The data collected by the app is
also, limited.
• The app has intuitive directions, during the video it will pause itself to
create critical thinking within the student.
17. GoNoodle
• GoNoodle is a free app, there is a school
version that provides other features and
content. GoNoodle is catered to the
Music and Arts aspect of learning. The
main integration that GoNoodle adds is
music and movement. There is a learning
section for curriculum subjects and
learning targets. Students here are
encourages to move, sing, and dance
while they learn.
18. Rationale
• GoNoodle is intened for movement, so in a classroom setting, I believe
whole group or small group would work. At home, students can also go
back to visit the page to do on their own time at home. GoNoodle has
paper activities but it does not provided feedback on them. The app
encourages movement and verbal engagement as a form of higher thinking
and long-term memory. This app is user friendly, although it is mostly
catered to grades K-6. It is intuitive, meaning that the student picks a video
and the video tells them what to say, what to do, and how to do it. There
are sing alongs, dance alongs, interactive videos, and read alouds on this
platform of various learning subjects. what kind of privacy does it offer?
• Go Noodle does collect and keep data from adult users such as parents and
teachers and may allow interest-related ads to pop up during the user’s
time on GoNoodle. GoNoodle does comply with COPPA.
19. Khan Academy Kids
• Khan academy is a learning app targeted
to students who are ages 2 to 8. This app
has no ads and is free of charge. This app
allows teachers to also make use of the
app by having curriculum related videos,
lessons, and printable work. Khan
Academy has subjects such as reading,
math, letter work, and critical thinking
activities.
20. Rationale
• Khan Academy can be used during independent time or small group center
time. Khan Academy reads instructions aloud to students, it is user friendly
and it allows for interactive activities, that has the student retry if they do
not show mastery in it. This app encourages students to keep learning
through the cycle path that Khan Academy math has. They follow a “path”
to be able to move onto the next curriculum-appropriate skill in the
program.
• Khan Academy encourages critical thinking, logical thinking, and motor
skills through its activities.
• Khan Academy does collect some information about the adults on the
account and does sell information to “trusted vendors”. This app follows
COPPA and FERPA for school use, and for home use they do not collect
information on children younger than 13.
21. Barefoot World Atlas
• Barefoot World Atlas is an app designed to educate studnts about
other countries, continents, oceans, and land facts. This is meant to
bring in a 3D experience to this information with detailed facts. This
app does not contain games, it is meant for independent readers
22. Rationale- not finished
• specific uses in the classroom
• does it provide student feedback? how?
• what kind of higher learning thinking skills does the app encourage?
• ease of use...is it intuitive? how?
• what kind of privacy does it offer?
• are the skills reinforced connected to your curriculum
standards/student outcomes?
• does the app provide easy to follow and comprehensive instructions?
provide details