At a recent "capstone" convening, our Wave II grantees shared updates on their projects through descriptive posters. Click through the slides to see snapshots of their work developing and scaling interactive learning modules aligned to the Common Core. For more about Wave II, visit: http://www.nextgenlearning.org/wave-ii
Working With NYC Schools: Insights for EdTech Start-Ups V1.0iZone
The NYC Department of Education's iZone developed this guide to help edtech startups and entrepreneurs consider the challenges and needs of school communities in order to design and develop smarter technology solutions.
This document discusses the importance of computer science (CS) education and provides an overview of CS education trends. Some key points:
- CS is an important 21st century skill that helps students be creators of technology rather than just consumers.
- Parents, teachers, principals, and superintendents agree that offering CS is as important as core subjects like math and science.
- There are a variety of resources, programs, and approaches available for teaching CS, from coding apps and languages to full curricula and educator tools.
- CS education is growing globally and many countries now require CS training from primary school level, though implementation challenges remain.
KeyNote Speech
10th International Conference of Science, Mathematics & Technology Education
Mauritius Institute of Education, Reduit, Mauritius
6 November 2019
The document provides guidance for schools implementing blended and online learning programs through iLearnNYC. It discusses important considerations for planning such as defining goals, selecting leadership and teachers, choosing instructional models, and ensuring adequate infrastructure and support. The document also covers scheduling, selecting online content, purchasing licenses, and setting students and teachers up for success in the new programs.
School of One in New York City: An Implementation GuideiZone
School of One, now know as Teach to One, is a rotational blended learning model for personalized middle school
math instruction. In this guide, we will highlight the enabling conditions, promising practices, and challenges associated with the implementation of School of One, in hopes that schools will be better equipped to make decisions about bringing School of One and similarly innovative personalized
blended learning programming to their school communities.
This guide was developed based on findings from a post-implementation evaluation as well as analyses of research completed since the program’s inception.
This document summarizes a discussion about building teacher capacity for mobile learning in rural communities. It introduces an innovative mobile learning project in Kentucky led by the University of Kentucky and several school districts. The project trains pre-service teachers to effectively integrate mobile devices and apps into instruction. It also helps practicing teachers mentor pre-service teachers. Evaluations found the project improved student engagement and personalized learning. Next steps include expanding the program and always-connected devices to more schools.
Working With NYC Schools: Insights for EdTech Start-Ups V1.0iZone
The NYC Department of Education's iZone developed this guide to help edtech startups and entrepreneurs consider the challenges and needs of school communities in order to design and develop smarter technology solutions.
This document discusses the importance of computer science (CS) education and provides an overview of CS education trends. Some key points:
- CS is an important 21st century skill that helps students be creators of technology rather than just consumers.
- Parents, teachers, principals, and superintendents agree that offering CS is as important as core subjects like math and science.
- There are a variety of resources, programs, and approaches available for teaching CS, from coding apps and languages to full curricula and educator tools.
- CS education is growing globally and many countries now require CS training from primary school level, though implementation challenges remain.
KeyNote Speech
10th International Conference of Science, Mathematics & Technology Education
Mauritius Institute of Education, Reduit, Mauritius
6 November 2019
The document provides guidance for schools implementing blended and online learning programs through iLearnNYC. It discusses important considerations for planning such as defining goals, selecting leadership and teachers, choosing instructional models, and ensuring adequate infrastructure and support. The document also covers scheduling, selecting online content, purchasing licenses, and setting students and teachers up for success in the new programs.
School of One in New York City: An Implementation GuideiZone
School of One, now know as Teach to One, is a rotational blended learning model for personalized middle school
math instruction. In this guide, we will highlight the enabling conditions, promising practices, and challenges associated with the implementation of School of One, in hopes that schools will be better equipped to make decisions about bringing School of One and similarly innovative personalized
blended learning programming to their school communities.
This guide was developed based on findings from a post-implementation evaluation as well as analyses of research completed since the program’s inception.
This document summarizes a discussion about building teacher capacity for mobile learning in rural communities. It introduces an innovative mobile learning project in Kentucky led by the University of Kentucky and several school districts. The project trains pre-service teachers to effectively integrate mobile devices and apps into instruction. It also helps practicing teachers mentor pre-service teachers. Evaluations found the project improved student engagement and personalized learning. Next steps include expanding the program and always-connected devices to more schools.
EdTech With A Purpose: An Introductory Guide to Education Technology for NYC ...iZone
Across the New York City public school district (NYC Schools), educators are successfully using education technology (edtech) to support instructional objectives and student learning. These schools demonstrate that edtech is not a “silver bullet” or teacher replacement, but can be used enhance good teaching practice when integrated into instruction. We created this guide to support educators with small-scale implementation of instructional edtech tools by sharing insights, tips, and lessons learned from real-life cases of integrating education technology.
This document provides a guide for running a #SharkTankEDU event to facilitate constructive feedback between educators and educational technology companies. #SharkTankEDU events follow a structured format where edtech startups demo their products to "shark panels" composed of educators, students, and parents who then ask questions and provide feedback. The guide outlines resources needed, tips for identifying appropriate shark panels and edtech participants, and how to create a safe collaborative space for open dialogue. It aims to help others replicate this model for validating new edtech solutions with school communities.
Online Learning Institute - Keynote SessionJulie Evans
Project Tomorrow conducted the Speak Up 2013 national research project to understand views on learning and teaching with technology. Over 400,000 K-12 students, parents, teachers, librarians, and administrators participated through surveys and focus groups. Key findings included a disconnect between the skills administrators said were important, like technology skills and critical thinking, and what students said they were learning. While access to devices is increasing, use of digital tools and content in the classroom remains limited. District goals around technology often do not align with current classroom practices.
This document summarizes several no-cost and open education resources (OER) that are available, including Khan Academy, Verizon Thinkfinity, and CK-12. These OERs provide comprehensive teaching resources across subject areas that are aligned to standards for K-12 education. Several premium content providers are also listed that offer additional paid educational content and services for online learning, world languages, math, science, and other subjects. Professional development resources are available for purchase from several organizations to help educators improve instruction.
Top 10 Things Everyone Should Know about Today’s Students and Digital LearningJulie Evans
This document discusses a presentation given by Dr. Julie Evans of Project Tomorrow on the top ten things everyone should know about today's students and digital learning. It provides an overview of Project Tomorrow, an organization that conducts annual research on K-12 students' use of technology through a survey called the Speak Up Project. Key findings from the 2016 Speak Up survey are then presented, including how students use technology at school, mobile devices for learning, use of games for learning, online classes, student-teacher communication, social media, and using the internet for homework. An expert student panel is also introduced to provide their perspectives.
This document summarizes the benefits of professional development resources provided by ISTE for educators. It discusses how ISTE connects teachers through communities and provides current resources to help implement technology standards. Journals, blogs, and podcasts introduce trends and creative uses of technology. The ISTE conference provides collaborative learning opportunities through presentations on topics like using games in the classroom and integrating tools like Microsoft Teams. Overall, involvement in these ISTE resources helps new teachers like the author gain skills and ideas for incorporating technology into lessons to benefit all students.
Here are some potential answers from each stakeholder group:
Students: Being able to learn in new ways like through videos and interactive lessons. Technology helps me learn and do my work faster. I can learn at my own pace with technology.
Teachers: Topics like project-based learning, blended learning models, social-emotional learning strategies, classroom management techniques for 1:1 environments.
Parents: Not being prepared for college or a career, not being able to get a good job, struggling with mental health or substance abuse, being negatively impacted by economic or environmental issues.
The document summarizes a project that developed digital research skills tutorials for undergraduate students at University College Dublin. Six e-tutorials were created covering topics like managing research tools and digital research ethics. The tutorials were embedded into courses and evaluated. Student feedback was positive, finding the tutorials reinforced concepts and were relevant. However, some technical issues disrupted learning. Overall, the project enhanced students' digital literacy through a blended learning approach, but sustainability of technologies remains a challenge.
The document discusses various ways that technology can be used to engage students and keep parents informed. It recommends creating a Yahoo group to share information with parents, using Microsoft Word to create a monthly newsletter for parents, and posting student grades and test analysis on the Yahoo group using identification codes. It also discusses using the ARIS system to track student data and make it available to teachers and parents.
Making Critical Thinking Real with Digital Content - CUE 2017Julie Evans
Let’s get digital with critical thinking. Using art, science and civics as the context, this workshop examines new digital content for developing and measuring critical thinking skill development. Participants need to bring in their own device.
The document reviews research on the efficacy of project-based learning (PBL) in 3 sentences:
PBL has been shown to improve student learning outcomes compared to traditional instruction, with studies finding that PBL students perform equally well or better on standardized tests of content knowledge. Research also indicates PBL can help close achievement gaps for underserved groups. Multiple studies found PBL students gained as much or more content knowledge while also improving other skills like problem-solving abilities compared to traditionally taught students.
The workshop discussed infusing computational thinking into elementary curriculum. It introduced Project Tomorrow's computational thinking project in New York City schools, which evaluates a model of personalized teacher professional learning and CT integration coaching. Teachers completed a readiness assessment to inform individualized professional development plans. Examples showed how to incorporate CT concepts into lessons through activities analyzing patterns in drawings, building earthquake-resistant structures, and other unplugged exercises. The session modeled CT integration and solicited teacher feedback to improve computational thinking resources and support.
Tools and strategies to enhance learning through digital capabilityJisc
Speakers:
Antoine Rivoire, lecturer and technology enhanced learning mentor, South Eastern Regional College (SERC)
Gillian Auld, deputy head of learning academy, South Eastern Regional College (SERC)
This session will be conducted as an interactive workshop during which you will be encouraged to use your own device to experience first-hand how technology enhanced learning is transforming the classroom.
As a technology enhanced learning mentor at SERC, Antoine will discuss the strategies best suited to these technologies in order to boost learner engagement and foster different styles of learning.
TeachNext is a digital learning ecosystem which makes the end-to-end process of teaching and learning easy and more engaging. At the core of TeachNext is a rich multimedia based, pedagogically appropriate content mapped to school curricula.
Apart from digital classroom hardware and content, the TeachNext ecosystem includes various features that make everything from planning a class to evaluating students very effective.
Students Speak Up: what everyone should know about students and digital learningJulie Evans
Students provide insights into digital learning through a national research project. Key findings include:
- Mobile device access is widespread, with over 70% of students in grades 6-12 having smartphones and over 50% having tablets. However, only about 30% have school-provided devices.
- Social media engagement varies, with 1/3 of high school students not regularly using social media. Gaming is popular across grades, seen as engaging and helping difficult concepts.
- Students conduct substantial writing digitally, with high school girls writing an average of 15-17 hours per week through blogs, essays, creative works and social media.
- Barriers to classroom technology use include slow internet, limited access to devices, and restrictions
This document summarizes a presentation given by Julie Evans from Project Tomorrow about the Speak Up 2010 national research project findings. The key points are:
[1] Speak Up is an annual national research project that surveys K-12 students, teachers, parents and administrators about technology use in education. The 2010 survey included over 379,000 participants.
[2] The findings show a disconnect between the technology-enabled vision of students for 21st century learning and current classroom realities. Students see social-based, un-tethered, and digitally-rich learning as essential.
[3] Emerging trends to watch include the growing role of mobile learning, online and blended learning models, and desires for
Integrating Web 2.0 Tools in the Math ClassroomChris Marchetti
This document provides an overview and agenda for a presentation on using Web 2.0 tools in mathematics classrooms. The presentation goals are to provide an overview of Web 2.0, discuss why these tools should be used in the classroom, and explore ideas for how to incorporate them into mathematics teaching. Examples of Web 2.0 tools that could be used include blogs, wikis, podcasts, and online documents.
This document summarizes findings from the 2013 Speak Up survey conducted by Project Tomorrow, a national nonprofit focused on digital learning. The survey gathered responses from over 34,000 individuals in Alabama, including students, teachers, parents and administrators. Key findings include:
- Mobile device access among Alabama students, teachers and parents has grown significantly since 2008. Many see benefits of mobile learning like extending learning outside of school.
- While online and blended learning are growing, most Alabama instruction remains primarily face-to-face. Students see advantages to personalized online learning like controlling their own pace.
- Use of social media and digital tools varies - teachers commonly text colleagues but less so with students, while a quarter of high school students
From Afton Partners, April 2013. An overview of NGLC financial and operational expectations, spending trends from 12/2011 – 09/2012 for 8 K-12 Breakthrough Models in their first year vs. national benchmarks, and software usage. This analysis was meant to provide information to
applicants for NGLC's "Wave IV: Breakthrough School Models" grant opportunity, as they finalized their financial and operating plans.
ReimaginED 2015: Trends in K12 EducationDavid Havens
We’re living in a time of tremendous technological change. In the next five years, another billion people will gain access to the internet. By 2020, 80% of the adults on Earth will have a smartphone, double what it is today.
We started the Seed Fund to seek out those places where technological change might be leveraged to improve education, and there is much to improve about our current system. One of the most troubling trends of the last decade is the decrease in educational mobility. As a country, we are doing worse than most at educating our neediest kids which now account for just over half of public school children.
For our neediest children, the problems are cumulative. A series of school failures and missed opportunities add up to an education of accumulated disadvantage, a reverse Matthew Effect of sorts. Our team is focused on how technology can be used to reduce and even eliminate these obstacles so that our school system is an escalator to opportunity for all.
We’ve invested in over 40 teams scaling ideas to improve our education system by empowering students, educators and families with the best tools technology has to offer. Through this lens, we share our second ReImaginED deck. Inspired by KPCB’s Mary Meeker’s widely shared Internet Trends deck, we set out to expose data about our K-12 education system and highlight some of the innovations in education technology. The goal of this deck is to draw out high level trends so it doesn’t include the human stories on the other side of these numbers and charts, see here for some of those.
In ReimaginED 2015 (building off the original published over a year ago), we review the latest systemic challenges, landscape shifts, and emerging innovations that are helping to solve these problems.
Let us know about other innovation trends you are seeing in the comments below or by sharing this on twitter, #ReimaginED2015.
(Cross-post from www.newschools.org/blog/reimagined2015, original post by Jennifer Carolan and David Havens)
Los accidentes graves han disminuido un 23,28% en Madrid desde enero a abril de este año en comparación con el mismo periodo del año pasado. Los accidentes de tráfico producen un costo anual equivalente al 17% del PIB de México, pero México es el único país de la OCDE que no tiene una política pública para proteger a las víctimas de accidentes viales. Los accidentes laborales representan una tercera parte de los accidentes mortales y han supuesto el 16% de los graves y el 8% del total de 2010 a 2014.
EdTech With A Purpose: An Introductory Guide to Education Technology for NYC ...iZone
Across the New York City public school district (NYC Schools), educators are successfully using education technology (edtech) to support instructional objectives and student learning. These schools demonstrate that edtech is not a “silver bullet” or teacher replacement, but can be used enhance good teaching practice when integrated into instruction. We created this guide to support educators with small-scale implementation of instructional edtech tools by sharing insights, tips, and lessons learned from real-life cases of integrating education technology.
This document provides a guide for running a #SharkTankEDU event to facilitate constructive feedback between educators and educational technology companies. #SharkTankEDU events follow a structured format where edtech startups demo their products to "shark panels" composed of educators, students, and parents who then ask questions and provide feedback. The guide outlines resources needed, tips for identifying appropriate shark panels and edtech participants, and how to create a safe collaborative space for open dialogue. It aims to help others replicate this model for validating new edtech solutions with school communities.
Online Learning Institute - Keynote SessionJulie Evans
Project Tomorrow conducted the Speak Up 2013 national research project to understand views on learning and teaching with technology. Over 400,000 K-12 students, parents, teachers, librarians, and administrators participated through surveys and focus groups. Key findings included a disconnect between the skills administrators said were important, like technology skills and critical thinking, and what students said they were learning. While access to devices is increasing, use of digital tools and content in the classroom remains limited. District goals around technology often do not align with current classroom practices.
This document summarizes several no-cost and open education resources (OER) that are available, including Khan Academy, Verizon Thinkfinity, and CK-12. These OERs provide comprehensive teaching resources across subject areas that are aligned to standards for K-12 education. Several premium content providers are also listed that offer additional paid educational content and services for online learning, world languages, math, science, and other subjects. Professional development resources are available for purchase from several organizations to help educators improve instruction.
Top 10 Things Everyone Should Know about Today’s Students and Digital LearningJulie Evans
This document discusses a presentation given by Dr. Julie Evans of Project Tomorrow on the top ten things everyone should know about today's students and digital learning. It provides an overview of Project Tomorrow, an organization that conducts annual research on K-12 students' use of technology through a survey called the Speak Up Project. Key findings from the 2016 Speak Up survey are then presented, including how students use technology at school, mobile devices for learning, use of games for learning, online classes, student-teacher communication, social media, and using the internet for homework. An expert student panel is also introduced to provide their perspectives.
This document summarizes the benefits of professional development resources provided by ISTE for educators. It discusses how ISTE connects teachers through communities and provides current resources to help implement technology standards. Journals, blogs, and podcasts introduce trends and creative uses of technology. The ISTE conference provides collaborative learning opportunities through presentations on topics like using games in the classroom and integrating tools like Microsoft Teams. Overall, involvement in these ISTE resources helps new teachers like the author gain skills and ideas for incorporating technology into lessons to benefit all students.
Here are some potential answers from each stakeholder group:
Students: Being able to learn in new ways like through videos and interactive lessons. Technology helps me learn and do my work faster. I can learn at my own pace with technology.
Teachers: Topics like project-based learning, blended learning models, social-emotional learning strategies, classroom management techniques for 1:1 environments.
Parents: Not being prepared for college or a career, not being able to get a good job, struggling with mental health or substance abuse, being negatively impacted by economic or environmental issues.
The document summarizes a project that developed digital research skills tutorials for undergraduate students at University College Dublin. Six e-tutorials were created covering topics like managing research tools and digital research ethics. The tutorials were embedded into courses and evaluated. Student feedback was positive, finding the tutorials reinforced concepts and were relevant. However, some technical issues disrupted learning. Overall, the project enhanced students' digital literacy through a blended learning approach, but sustainability of technologies remains a challenge.
The document discusses various ways that technology can be used to engage students and keep parents informed. It recommends creating a Yahoo group to share information with parents, using Microsoft Word to create a monthly newsletter for parents, and posting student grades and test analysis on the Yahoo group using identification codes. It also discusses using the ARIS system to track student data and make it available to teachers and parents.
Making Critical Thinking Real with Digital Content - CUE 2017Julie Evans
Let’s get digital with critical thinking. Using art, science and civics as the context, this workshop examines new digital content for developing and measuring critical thinking skill development. Participants need to bring in their own device.
The document reviews research on the efficacy of project-based learning (PBL) in 3 sentences:
PBL has been shown to improve student learning outcomes compared to traditional instruction, with studies finding that PBL students perform equally well or better on standardized tests of content knowledge. Research also indicates PBL can help close achievement gaps for underserved groups. Multiple studies found PBL students gained as much or more content knowledge while also improving other skills like problem-solving abilities compared to traditionally taught students.
The workshop discussed infusing computational thinking into elementary curriculum. It introduced Project Tomorrow's computational thinking project in New York City schools, which evaluates a model of personalized teacher professional learning and CT integration coaching. Teachers completed a readiness assessment to inform individualized professional development plans. Examples showed how to incorporate CT concepts into lessons through activities analyzing patterns in drawings, building earthquake-resistant structures, and other unplugged exercises. The session modeled CT integration and solicited teacher feedback to improve computational thinking resources and support.
Tools and strategies to enhance learning through digital capabilityJisc
Speakers:
Antoine Rivoire, lecturer and technology enhanced learning mentor, South Eastern Regional College (SERC)
Gillian Auld, deputy head of learning academy, South Eastern Regional College (SERC)
This session will be conducted as an interactive workshop during which you will be encouraged to use your own device to experience first-hand how technology enhanced learning is transforming the classroom.
As a technology enhanced learning mentor at SERC, Antoine will discuss the strategies best suited to these technologies in order to boost learner engagement and foster different styles of learning.
TeachNext is a digital learning ecosystem which makes the end-to-end process of teaching and learning easy and more engaging. At the core of TeachNext is a rich multimedia based, pedagogically appropriate content mapped to school curricula.
Apart from digital classroom hardware and content, the TeachNext ecosystem includes various features that make everything from planning a class to evaluating students very effective.
Students Speak Up: what everyone should know about students and digital learningJulie Evans
Students provide insights into digital learning through a national research project. Key findings include:
- Mobile device access is widespread, with over 70% of students in grades 6-12 having smartphones and over 50% having tablets. However, only about 30% have school-provided devices.
- Social media engagement varies, with 1/3 of high school students not regularly using social media. Gaming is popular across grades, seen as engaging and helping difficult concepts.
- Students conduct substantial writing digitally, with high school girls writing an average of 15-17 hours per week through blogs, essays, creative works and social media.
- Barriers to classroom technology use include slow internet, limited access to devices, and restrictions
This document summarizes a presentation given by Julie Evans from Project Tomorrow about the Speak Up 2010 national research project findings. The key points are:
[1] Speak Up is an annual national research project that surveys K-12 students, teachers, parents and administrators about technology use in education. The 2010 survey included over 379,000 participants.
[2] The findings show a disconnect between the technology-enabled vision of students for 21st century learning and current classroom realities. Students see social-based, un-tethered, and digitally-rich learning as essential.
[3] Emerging trends to watch include the growing role of mobile learning, online and blended learning models, and desires for
Integrating Web 2.0 Tools in the Math ClassroomChris Marchetti
This document provides an overview and agenda for a presentation on using Web 2.0 tools in mathematics classrooms. The presentation goals are to provide an overview of Web 2.0, discuss why these tools should be used in the classroom, and explore ideas for how to incorporate them into mathematics teaching. Examples of Web 2.0 tools that could be used include blogs, wikis, podcasts, and online documents.
This document summarizes findings from the 2013 Speak Up survey conducted by Project Tomorrow, a national nonprofit focused on digital learning. The survey gathered responses from over 34,000 individuals in Alabama, including students, teachers, parents and administrators. Key findings include:
- Mobile device access among Alabama students, teachers and parents has grown significantly since 2008. Many see benefits of mobile learning like extending learning outside of school.
- While online and blended learning are growing, most Alabama instruction remains primarily face-to-face. Students see advantages to personalized online learning like controlling their own pace.
- Use of social media and digital tools varies - teachers commonly text colleagues but less so with students, while a quarter of high school students
From Afton Partners, April 2013. An overview of NGLC financial and operational expectations, spending trends from 12/2011 – 09/2012 for 8 K-12 Breakthrough Models in their first year vs. national benchmarks, and software usage. This analysis was meant to provide information to
applicants for NGLC's "Wave IV: Breakthrough School Models" grant opportunity, as they finalized their financial and operating plans.
ReimaginED 2015: Trends in K12 EducationDavid Havens
We’re living in a time of tremendous technological change. In the next five years, another billion people will gain access to the internet. By 2020, 80% of the adults on Earth will have a smartphone, double what it is today.
We started the Seed Fund to seek out those places where technological change might be leveraged to improve education, and there is much to improve about our current system. One of the most troubling trends of the last decade is the decrease in educational mobility. As a country, we are doing worse than most at educating our neediest kids which now account for just over half of public school children.
For our neediest children, the problems are cumulative. A series of school failures and missed opportunities add up to an education of accumulated disadvantage, a reverse Matthew Effect of sorts. Our team is focused on how technology can be used to reduce and even eliminate these obstacles so that our school system is an escalator to opportunity for all.
We’ve invested in over 40 teams scaling ideas to improve our education system by empowering students, educators and families with the best tools technology has to offer. Through this lens, we share our second ReImaginED deck. Inspired by KPCB’s Mary Meeker’s widely shared Internet Trends deck, we set out to expose data about our K-12 education system and highlight some of the innovations in education technology. The goal of this deck is to draw out high level trends so it doesn’t include the human stories on the other side of these numbers and charts, see here for some of those.
In ReimaginED 2015 (building off the original published over a year ago), we review the latest systemic challenges, landscape shifts, and emerging innovations that are helping to solve these problems.
Let us know about other innovation trends you are seeing in the comments below or by sharing this on twitter, #ReimaginED2015.
(Cross-post from www.newschools.org/blog/reimagined2015, original post by Jennifer Carolan and David Havens)
Los accidentes graves han disminuido un 23,28% en Madrid desde enero a abril de este año en comparación con el mismo periodo del año pasado. Los accidentes de tráfico producen un costo anual equivalente al 17% del PIB de México, pero México es el único país de la OCDE que no tiene una política pública para proteger a las víctimas de accidentes viales. Los accidentes laborales representan una tercera parte de los accidentes mortales y han supuesto el 16% de los graves y el 8% del total de 2010 a 2014.
La historia cuenta cómo un niño de 3 años llamado Michael cantaba para su hermanita recién nacida mientras estaba en la UCI neonatal, ya que su estado de salud era crítico. A pesar de que los médicos no tenían esperanzas, cuando Michael cantó junto a la incubadora, la salud del bebé comenzó a mejorar hasta que pudo irse a su casa sana y salva. Los médicos lo llamaron un milagro debido a la canción y el amor del hermano.
El documento proporciona información sobre el fútbol, incluyendo su definición como un deporte jugado entre dos equipos de 11 jugadores cada uno, con el objetivo de marcar goles dentro del arco contrario. También resume brevemente la historia del fútbol desde sus orígenes en los códigos británicos medievales hasta su codificación moderna en 1863, y proporciona detalles sobre posiciones comunes como delanteros, defensas y mediocampistas, así como datos curiosos sobre récords de goles.
Este documento describe una intervención educativa sobre cómo se celebra la Navidad. El resumen incluye: 1) El objetivo de la intervención era explorar las costumbres navideñas de los estudiantes y fomentar el respeto cultural; 2) Los estudiantes decoraron esferas navideñas y compartieron cómo celebran la Navidad en sus familias; 3) La intervención buscó crear un ambiente de aprendizaje que promueva el diálogo y la participación de los estudiantes.
- El 65 aniversario de la Cámara
- La visita del Primer Ministro sueco Stefan Löfven
- El aumento de vuelos entre Estocolmo y Madrid de la mano de Iberia Express
- Oportunidades de negocio en Suecia
Checkstand program - How to decide a distribution channelCHECK STAND PROGRAM
The document discusses different distribution channel options for businesses to consider when deciding how to get products to consumers. It describes direct distribution which involves selling directly to consumers, and indirect distribution which uses middlemen like wholesalers or retailers. Both options have advantages and disadvantages in terms of costs, control, sales potential, and focusing production. The document provides examples of different direct and indirect channels like trade shows, catalogs, franchises, and multi-level marketing. Businesses must evaluate their opportunities and consider factors like costs, timeframes, and packaging when choosing distribution methods.
Mary Whyte is a nationally recognized watercolor artist from Johns Island, South Carolina. She paints figurative portraits, drawing much of her inspiration from the Gullah people of coastal Carolina. Her portraits are included in the permanent collections of several museums and her paintings have been featured in many art publications. In addition to being an artist, Whyte is also an author who has written books about her Gullah paintings and watercolor techniques. Her work can be found at the Coleman Fine Art gallery in Charleston.
This document summarizes a student's media portfolio project on creating a music magazine, including:
1) The portfolio contains a front cover, contents page, and double page article spread representing forms of a real music magazine.
2) The target audience is 14-21 year old males who enjoy indie music and dislike mainstream/popular music.
3) Distributing the magazine through an existing music magazine publisher like Kerrang could help attract the target audience and fill a gap in the indie music coverage.
Este documento describe la aplicación de mensajería WhatsApp, incluyendo su historia, especificaciones técnicas, ventajas y desventajas. WhatsApp permite enviar mensajes de texto, imágenes, videos y audio de forma gratuita entre usuarios en todo el mundo. Aunque es popular debido a su facilidad de uso y bajo costo, también ha tenido problemas de seguridad en el pasado.
Soy Médico General Cirujano soy Deportista y Atlético soy Alto mido 1,85 metros, Rubio, de Piel Blanca, ojos claros, cabellos Rubios castaño, Inteligente y de Buenos Sentimientos. Sé el Idioma Alemán, Inglés-Inglesa, Americana; también conozco y tengo caracteres de la Filosofía de la Cultura China las Artes Marciales, Yoga, Meditación, Budismo.
Soy Atlético Simpático, me esmero a seguir Adelante solucionando los Problemas de las demás Personas para salvar su Vida con Salud Pura y Verdadera y evitar las Enfermedades. SALVAR VIDAS ES MI DEBER Y AYUDAR.
La VIDA es una VIRTUD que cada Humano, Persona tiene es Valeroso y Digno lograr SALVAR la VIDA de una Persona que está en Peligro, cada Persona es una sola Unidad único no hay nadie como esa persona somos distintos.
La NATURALEZA es Bella y Linda Vivirla al Aire Libre, con Agua, la Vegetación, los Bellos Animales en el Ecosistema la Biodiversidad hay que Valorar y Gozar lo que hay en el Mundo Vivirla y Disfrutarla.
El Amor es lo Más Importante en la Vida para estar Felices y Vivirla Plenamente, Disfrutarla con Emoción y Alegría con todas las Cosas Bellas que Existen en el Mundo y en cada País de nuestras Ciudades, Naturaleza, Bosques y todo lo Bello.
ME GUSTA LO QUE SOY MI FORMA DE SER ME ENCANTA LO QUE SOY YÓ MI FÍSICO, MENTE, PENSAMIENTOS, ALMA Y CUERPO, FÍSICO. Y VIVIR LA VIDA, NATURALEZA LA BELLEZA
MÉDICO GENERAL: ÁLVARO MIGUEL CARRANZA MONTALVO
SUCRE-BOLIVIA-CHUQUISACA
FACEBOOK, YOU TUBE, TWISTER, MY SPACE, REDES SOCIALES INTERNET
Este documento proporciona un directorio de emergencias en Bogotá que incluye números telefónicos de emergencia, una lista de estaciones de bomberos, comisarías de policía y centros de defensa civil, y un directorio de instituciones de salud en la ciudad con su nombre, dirección y teléfono.
Este documento es el manual de usuario de una estufa de pellet modelo Etna. Explica las instrucciones de seguridad, instalación, uso y mantenimiento de la estufa. Señala la normativa aplicada y proporciona información sobre el panel de control, encendido, apagado y menús. También incluye secciones sobre mantenimiento diario, periódico y anual, así como información sobre la garantía del producto.
La laguna de Gallocanta se encuentra en el sistema Ibérico y constituye uno de los ecosistemas húmedos más importantes de la península Ibérica. Ocupa el fondo de una cuenca endorreica de 550 km2 y recibe las aguas de varios ríos. Alberga una gran cantidad de aves y otras especies de fauna y flora que se adaptan a las variaciones estacionales del clima entre los 25°C bajo cero en invierno y los 30°C en verano. Se puede acceder a la laguna a través de
Whatsapp como herramienta de Marketing. Parte1Susie Canteros
Hoy conoceremos que es Whatsapp, y la relación que tiene con mercadotecnia. En los próximos días compartiremos más sobre el uso de esta herramienta como impulsor en tus estrategias!
El documento describe el aprendizaje invertido, un método donde los estudiantes aprenden el material fuera del aula y aplican los conceptos en clase con la guía del profesor. Implica cambiar de un enfoque centrado en el profesor a uno centrado en el estudiante. Algunos elementos claves son ambientes flexibles donde los estudiantes eligen cuándo y dónde aprender, contenido intencional seleccionado para el aula, y un profesor capacitado para observar y proveer retroalimentación.
Para obtener beneficios de la #innovación hay que innovar con método, no por impulso. Un método que para Innovasturias se divide en 4 fases: generar conocimiento, proteger y poner en valor, vigilar el mercado y financiar la innovación.
The document summarizes a Rail Accident Investigation Branch (RAIB) report on a collision that occurred at Bridgeway user-worked crossing in the UK. The collision involved a track trolley that was placed on the railway line without proper blocking of trains. The trolley was struck by a passenger train traveling at 85 mph. The RAIB investigation found that the trolley was placed on the line due to miscommunication between workers and a lack of relevant information in planning documents. The report made recommendations focused on improving work planning documentation and competence management processes.
El documento resume los estudios médico-legales realizados sobre la Sábana Santa de Turín, que se cree envolvió el cuerpo de Jesucristo después de su crucifixión. Se discuten las evidencias forenses que indican que la imagen corresponde a un cuerpo real que sufrió flagelación, coronación de espinas y crucifixión, y se comparan los hallazgos con los relatos bíblicos de la Pasión de Cristo. Finalmente, se mencionan otras fuentes como testigos de la crucifixión y la muerte de Jesús.
Using Learning Analytics Data to Understand Project-Based LearningRebecca Reynolds
The document provides background information on the Globaloria program, which aims to develop students' contemporary learning abilities through game design. It discusses implementation of Globaloria in several US states, including West Virginia. Specifically, it examines data from a high school class that participated in Globaloria during the 2010-2011 school year, focusing on one team called the Carrot Wizards. The data sources provided allow analysis of factors at different levels (e.g. individual, team, classroom) that may have influenced student learning outcomes. Preliminary analysis of wiki log files shows patterns of wiki use over time varied across teams, with the Carrot Wizards team exhibiting more early and late activity than others.
The ‘Ecology of Implementation’ for Immersive Games in Teacher Education: Fro...Arizona State University
This document discusses the Quest2Teach program, which uses immersive games to support teacher education. Quest2Teach curricula include 3D role-playing games that immerse learners in educational theories in action. Research found the games helped learners see themselves as professionals, increased confidence and commitment to teaching, and allowed practicing skills like handling difficult interactions. However, the provided online network was redundant with students' existing networks. Future iterations could explore alternative network services to better support the program's goals.
Technology & Social Inclusion: Enhancing the First Year Experience
• Overview of current technology trends in higher education and their impact on student social inclusion
• Examples of successful technology-based initiatives aimed at improving the first-year experience for students
• Potential challenges and ethical considerations related to the use of technology for social inclusion
• Strategies for integrating technology into existing programs and resources to promote social inclusion
• Future directions for technology-based initiatives in promoting social inclusion in first year experience.
Presented at: ENHANCING STUDENT RETENTION & SUCCESS THROUGH FIRST YEAR EXPERIENCE, ORIENTATION AND SOCIAL INCLUSION: 2023. SkillingSA
Prof Michael Sankey, Director: Charles Darwin University
This document provides guidance for schools applying for a Learning Commons grant. The grant aims to support the development of physical and virtual spaces that promote active, engaged learning for all members of the school community. It encourages schools to redesign their library programs through collaborative discussions. The grant includes funding and equipment to create Learning Commons spaces with iPads, cameras, and other technology. It also funds staff development and requires schools to form teams to implement goals, assess outcomes, and share results with other schools.
Empowering Students and Educators with New Media Literacies Necessary to Part...Rebecca Reynolds
The document describes the Globaloria program, which empowers students and educators with new media literacies. Students design educational web games on topics like civics, science, and social issues to gain digital skills while learning content. Over 1,000 students from 40 West Virginia schools participated in designing games in a collaborative online environment. The program is grounded in constructionist learning theory and aims to provide skills necessary for the 21st century economy and democracy.
Analytics Goes to College: Better Schooling Through Information Technology wi...bisg
Higher education faces challenges in addressing economic and readiness problems for students from disadvantaged backgrounds. While free educational content helps, it does not solve complex readiness issues. For-profit models also struggle with serving students in remote, underserved areas. Analytics and technologies show promise in helping institutions address these "last mile" challenges through personalized, adaptive learning approaches. However, significant organizational changes and integration of disparate data sources will be required for institutions to fully leverage these tools. Open discussion is needed around ensuring insights into learning and student success remain available as public goods, not proprietary to any private vendor.
This document summarizes a case study on a mobile learning project called Project K-Nect. It discusses: conducting a needs assessment that found US students were disengaged in math and science; developing Project K-Nect to provide supplemental math instruction through mobile devices; positive research outcomes showing students in Project K-Nect outperformed peers in test scores and grades; and the impact of shifting instructional practices in the county to incorporate more mobile learning, project based learning, and connectivism.
1) The document discusses big data and learning analytics in education, including how it has been featured in the NMC Horizon Report from 2010-2013. It describes how big data can be used for educational research purposes such as modeling student knowledge, behavior, experiences, profiling student groups, and analyzing learning components and instructional principles.
2) Examples of learning analytics in practice are provided, including Purdue University's Signals project, Saddleback Community College's personalized learning system, and analytics tools used at other universities.
3) Potential applications of learning analytics discussed include using data to provide insights into student reading habits, facilitating anonymous peer feedback and grading in writing courses, and capturing data to engage students in interactive teaching situations.
The E-Rate program helps schools attain affordable internet access and ensures safe communications by being administered by the Universal Service Administrative Company. Memorial High School is committed to the Spring Branch Independent School District's technology plan to help students develop technology skills and prepare them for their future through training sessions and ongoing assessment of digital learning. The technology plan aligns with the district's goals to promote student performance, safety, strong character development, extracurricular activities, and fiscal responsibility.
Instructional Design in Higher Education. A report on the role, workflow, and...eraser Juan José Calderón
Instructional Design in Higher Education. APRIL 2016
A report on the role, workflow, and experience of instructional designers.
Introducción
Learning — to some it is the sound of chalk on blackboards,
the search through stacks of scribbled notes, and backpacks
full of heavy textbooks. For others with a less traditional
lens, learning is the summoning of professors with a click
of a mouse, assignments no longer living on paper, but in a
cloud, and the ‘classroom’ being everywhere. Education has
changed considerably in recent years and we don’t expect it
to slow down anytime soon.
Because of the advancement of technology, institutions
are able to reach more students than ever with the help of
quality and accessible online courses. ‘eLearning’, ‘distance
education’, ‘blended learning’, ‘online campuses,’ and other
related programs have grown more prominent in higher
education institutions. According to NCES data, there were
5.5 million students enrolled in distance education courses at
degree-granting postsecondary institutions in fall of 2013.
A Comparative Analysis of i-Ready, IXL, and Prodigy e-learning software programsCristinaRyter
This document provides an abstract and introduction for a comparative analysis of the i-Ready, IXL, and Prodigy learning software programs. It examines these three programs and their effectiveness based on student performance on math portions of standardized assessments. The study aims to determine which program has the greatest impact on student growth and achievement. It reviews the relevant literature around the rise of educational technology and standardized testing.
This document summarizes a study that implemented a technology program called ALASKA into three Algebra I classes at an urban high school. It included a professional development component called PREDICATE for the three algebra teachers. The goals were to increase student learning, encourage teacher creativity, and help teachers create their own digital content to share. The program included tablet computers, collaborative workspaces, a digital library of teacher-created content, and professional development workshops for the teachers. Over three days of workshops, the teachers learned to use software to create content, discussed how to best support student learning, and reflected on incorporating the new technologies and content into their classes.
1. Students will learn to identify valid and appropriate websites for research projects in a Modern World History class.
2. Working in pairs, students will find and present two valid websites for different history units over the course of the school year.
3. Criteria for valid websites include being factually accurate and appropriate for academic research. Students will learn to evaluate websites and cite sources properly.
Digital Humanities Collaboration: Perspectives from a Librarian, a Faculty Me...Dr. Monica D.T. Rysavy
This document summarizes a collaboration between a librarian, faculty member, and institutional research director at Goldey-Beacom College on an information literacy assessment program. It describes how the original course project of having students analyze digital advertisements was redesigned through partnerships with the library and institutional research. Students uploaded images, completed surveys on them, and provided peer reflections. This collaboration helped address issues students had in finding legitimate sources and interpreting ads by leveraging different departments' expertise. The benefits of cross-departmental partnerships are discussed, including access to new resources and saving time through cooperation.
This document summarizes a JTC event from May 2013 focused on inclusive education and the role of technology. It discusses creating universally designed learning environments and flexible pathways for students through innovative uses of technology. School jurisdictions agreed to implement a research project exploring assistive technology and inclusive practices. The purpose is to better understand how to support learner participation and achievement for diverse students through technology and pedagogy. A developmental evaluation approach will be used to understand contexts and iteratively inform the initiative.
1) Students will learn to evaluate websites for validity and appropriateness for academic research projects in a 10th grade Modern World History class.
2) Working in pairs, students will identify and present two valid websites for different history units to the class, outlining important information and usage of the site.
3) The project will be ongoing throughout the year, with students evaluating example websites in initial lessons before selecting and presenting on sites for their assigned units.
This document discusses new approaches to common learning using digital tools and concepts. It notes the need to research and develop systems to optimize learning tool management and socio-technical systems. Digital technologies are now integral to higher education teaching and learning. However, teachers often lack adequate training and experience using these technologies. The effective use of information and communication technologies can facilitate self-directed, lifelong learning. Three key dimensions that must be addressed when teaching in the digital era are technical content, teaching paradigms, and soft skills. Common digital learning tools include mobile learning, virtual reality, adaptive learning, and blended learning.
TechTerra Education, Stem Solutions for AllSusan S. Wells
TechTerra Education is a small company with a global mission of STEM Literacy for All. Their areas of focus include finding innovative STEM tools, providing professional development in STEM and makerspaces, and sourcing STEM tools for teaching and learning. Susan Wells is the founder and CEO, with over 30 years of experience in education. TechTerra provides professional development trainings for educators to build competence, comfort, and curriculum connections in using STEM tools.
The document proposes a plan to infuse digital literacy throughout the curriculum at Pontiac Township High School. The goals are to create an interdisciplinary curriculum, integrate digital literacy skills across disciplines, connect with other schools locally and globally, and increase digital literacy to make a positive impact. Key aspects of the plan include assessing students' digital skills, having students take lead roles in collaborative projects that address real-world issues, supporting teachers through resources and training, and documenting projects online to motivate continued involvement.
Similar to Building Blocks for College Readiness (20)
April 2017.
The MyWays project draws on research across the broad “student success” landscape to provide a composite framework applicable to all students regardless of academic aptitude or socioeconomic circumstance, including those students who must overcome the extraordinary challenges of intergenerational poverty and racial discrimination. The Success Framework lies at the center of the MyWays project.
This document summarizes three trends in student advising: 1) A holistic approach focusing on coaching students and empowering their choices. Advisers are developing distinct competencies and shifting administrative tasks to others. 2) A proactive approach using predictive analytics and early alerts to coordinate responses. Data must be presented sensitively. 3) A balanced approach to data use, both qualitative and quantitative, to set milestones and analyze progress toward clearly defined student success in human terms. Success requires collaboration across departments.
The document outlines learner-centered strategies being implemented at Roosevelt Middle School. It discusses several strategies, including personalized instruction using tools like Teach to One math platform, personalized learning paths, flexible learning environments, competency-based progression, and digital portfolios. It also covers strategies for real-world application like design labs, computer science, inquiry-based projects, and academic discussion. The strategies are aimed to support students' academic and social-emotional growth.
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive function. Exercise causes chemical changes in the brain that may help protect against mental illness and improve symptoms.
1) Middle school students in the pilot program learn math collaboratively in multi-age classes and assess their skills through daily exit slips to guide individualized instruction.
2) Students in flexible learning pilot classes have furniture options like ball chairs and wiggle pads and the classroom layout changes daily to meet student needs for group work and activities like acting out skits.
3) Fifth grade students led family workshops in English and Spanish to teach their parents about the choice and voice students have in their blended learning classroom.
ASCEND is a small autonomous school in Oakland that was founded in 2001 and uses arts-integrated and expeditionary learning. Over time, budget cuts reduced their program. In 2012, they focused on deep differentiation and won a grant for blended learning. Today, ASCEND is shifting to a model of student agency through personalized instruction. This fall, they are piloting multi-age classrooms to maximize student engagement and ownership over learning through personalized goals and choice. The pilot is a shift to student-driven learning in a collaborative environment between students and teachers.
Multi-Age Community Time and Guided Reading provides an overview of two programs at a school. Community Time involves 78 students from grades 1-3 participating in social-emotional learning activities together for 20-30 minutes each morning. This helps students build bonds across grades by performing skits together. Guided Reading uses data to group students across three grades into targeted small groups of about 10 students who receive reading instruction while moving between three classrooms. Students also build their own literacy work plans. The presentation discusses the positive impacts on students and plans to further refine the programs.
Creation Time is a time during the school week, usually three times per week for 45 minutes, for students to showcase what they have learned through self-directed projects. Students get to choose the modality of their project such as a Google Slides presentation, video, or poster. They also choose whether to work individually or with others. The process involves learning about a topic, receiving instructions for a project, working on the project while setting daily goals, practicing the presentation, presenting it to the class, providing feedback to classmates, and doing a self-evaluation.
Nichole Husa, 2016. To support a shift in the school's learning model where blended learning is used in service of personalized learning, Cornerstone is taking a “staff first” approach through personalized professional development.
This document discusses developing a driver diagram to improve new teacher retention and efficacy. It begins by outlining the improvement journey process and then provides an example driver diagram focused on increasing new teacher efficacy and retention. The driver diagram shows the aim, primary drivers, secondary drivers, and some potential changes. It emphasizes that the driver diagram represents the theory of how to change the system and should be tested and iterated based on learning.
This document discusses using systems thinking approaches to understand and improve outcomes. It provides an example of using systems analysis to address high asthma readmission rates among Medicaid youth. The example shows mapping the current process and identifying two key causes - environmental triggers and inconsistent medication use. It then discusses digging deeper to understand the root causes through tools like fishbone diagrams. The document emphasizes that defining the problem by understanding the full system is crucial before developing solutions and that improvement requires seeing how all the pieces work together as a whole.
This document provides an agenda for the Carnegie Foundation Summit on Improvement in Education. The summit will cover improvement science basics and networked improvement communities. It will include introductions from Carnegie faculty, a poll about time spent on improvement work, an overview of improvement science and how it differs from other approaches, and learning some introductory improvement tools and methodologies. The schedule also details sessions on developing a theory of improvement, aim statements, measurement, testing changes, and seeing the system as a whole.
The document profiles several large school districts that are participating in the Performance Assessment Collaborative (PAC) and the Assessment for Learning Project (ALP). It summarizes each district's key student demographics, goals around preparing students with 21st century skills, efforts to implement performance-based and formative assessments, and progress towards closing achievement gaps. The superintendents from each district express support for developing balanced assessment systems that more accurately measure students' mastery of content and skills beyond standardized tests.
Adam Carter, Chief Academic Officer of Summit Public Schools presented a webinar for Next Generation Learning Challenges in October 2013 to share some of the tools Summit was using to build an aligned system of content, individualized playlists, and assessments. The webinar archive is available at http://nextgenlearning.org/event/building-aligned-system-digital-content-individualized-student-playlists-and-deeper-learning
The Center for Innovation in Education and Next Generation Learning Challenges invite applications to the Assessment for Learning Project. The grants will support educators to fundamentally rethink the core role(s) that assessment can play to support student attainment of deeper learning. Nearly $2 million is available for 12-15 grants. Applications are due December 10, 2015. This presentation was used in webinars on November 4 and November 12, 2015 to provide an overview of the grant opportunity to prospective applicants and respond to their questions.
The MyWays Framework is a dashboard that concisely distills the major frameworks available today for deeper, richer definitions of student success. The 20 competencies are grouped in the four arenas of Content Knowledge, Creative Know-How, Habits of Success, and Wayfinding Abilities. (My ways exercise 3 slides 20151030v4 8)
The MyWays Framework is a dashboard that concisely distills the major frameworks available today for deeper, richer definitions of student success. The 20 competencies are grouped in the four arenas of Content Knowledge, Creative Know-How, Habits of Success, and Wayfinding Abilities. (My ways exercise 2 slides 20151001v3 1)
This document introduces exercises for school designers to fine-tune their definition of student success using the MyWays framework of 20 student competencies. Exercise 1a has participants map their school's definition against MyWays competencies. Exercise 1b has participants create a graphical learning plan for a student by plotting their current competencies and goals. The document provides examples using fictional student "Tia" and introduces Excel tools to facilitate the exercises. The goal is for schools to better define, articulate, and support student success.
Prepared for the Emerging Harbormaster Network, May 2015, this presentation highlights the needs and strengths of the state's ecosystem for next gen learning and a vision and strategy to support personalized learning schools statewide.
Chapter wise All Notes of First year Basic Civil Engineering.pptxDenish Jangid
Chapter wise All Notes of First year Basic Civil Engineering
Syllabus
Chapter-1
Introduction to objective, scope and outcome the subject
Chapter 2
Introduction: Scope and Specialization of Civil Engineering, Role of civil Engineer in Society, Impact of infrastructural development on economy of country.
Chapter 3
Surveying: Object Principles & Types of Surveying; Site Plans, Plans & Maps; Scales & Unit of different Measurements.
Linear Measurements: Instruments used. Linear Measurement by Tape, Ranging out Survey Lines and overcoming Obstructions; Measurements on sloping ground; Tape corrections, conventional symbols. Angular Measurements: Instruments used; Introduction to Compass Surveying, Bearings and Longitude & Latitude of a Line, Introduction to total station.
Levelling: Instrument used Object of levelling, Methods of levelling in brief, and Contour maps.
Chapter 4
Buildings: Selection of site for Buildings, Layout of Building Plan, Types of buildings, Plinth area, carpet area, floor space index, Introduction to building byelaws, concept of sun light & ventilation. Components of Buildings & their functions, Basic concept of R.C.C., Introduction to types of foundation
Chapter 5
Transportation: Introduction to Transportation Engineering; Traffic and Road Safety: Types and Characteristics of Various Modes of Transportation; Various Road Traffic Signs, Causes of Accidents and Road Safety Measures.
Chapter 6
Environmental Engineering: Environmental Pollution, Environmental Acts and Regulations, Functional Concepts of Ecology, Basics of Species, Biodiversity, Ecosystem, Hydrological Cycle; Chemical Cycles: Carbon, Nitrogen & Phosphorus; Energy Flow in Ecosystems.
Water Pollution: Water Quality standards, Introduction to Treatment & Disposal of Waste Water. Reuse and Saving of Water, Rain Water Harvesting. Solid Waste Management: Classification of Solid Waste, Collection, Transportation and Disposal of Solid. Recycling of Solid Waste: Energy Recovery, Sanitary Landfill, On-Site Sanitation. Air & Noise Pollution: Primary and Secondary air pollutants, Harmful effects of Air Pollution, Control of Air Pollution. . Noise Pollution Harmful Effects of noise pollution, control of noise pollution, Global warming & Climate Change, Ozone depletion, Greenhouse effect
Text Books:
1. Palancharmy, Basic Civil Engineering, McGraw Hill publishers.
2. Satheesh Gopi, Basic Civil Engineering, Pearson Publishers.
3. Ketki Rangwala Dalal, Essentials of Civil Engineering, Charotar Publishing House.
4. BCP, Surveying volume 1
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.
Gender and Mental Health - Counselling and Family Therapy Applications and In...PsychoTech Services
A proprietary approach developed by bringing together the best of learning theories from Psychology, design principles from the world of visualization, and pedagogical methods from over a decade of training experience, that enables you to: Learn better, faster!
Level 3 NCEA - NZ: A Nation In the Making 1872 - 1900 SML.pptHenry Hollis
The History of NZ 1870-1900.
Making of a Nation.
From the NZ Wars to Liberals,
Richard Seddon, George Grey,
Social Laboratory, New Zealand,
Confiscations, Kotahitanga, Kingitanga, Parliament, Suffrage, Repudiation, Economic Change, Agriculture, Gold Mining, Timber, Flax, Sheep, Dairying,
Elevate Your Nonprofit's Online Presence_ A Guide to Effective SEO Strategies...TechSoup
Whether you're new to SEO or looking to refine your existing strategies, this webinar will provide you with actionable insights and practical tips to elevate your nonprofit's online presence.
How Barcodes Can Be Leveraged Within Odoo 17Celine George
In this presentation, we will explore how barcodes can be leveraged within Odoo 17 to streamline our manufacturing processes. We will cover the configuration steps, how to utilize barcodes in different manufacturing scenarios, and the overall benefits of implementing this technology.
A Visual Guide to 1 Samuel | A Tale of Two HeartsSteve Thomason
These slides walk through the story of 1 Samuel. Samuel is the last judge of Israel. The people reject God and want a king. Saul is anointed as the first king, but he is not a good king. David, the shepherd boy is anointed and Saul is envious of him. David shows honor while Saul continues to self destruct.
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.
Leveraging Generative AI to Drive Nonprofit InnovationTechSoup
In this webinar, participants learned how to utilize Generative AI to streamline operations and elevate member engagement. Amazon Web Service experts provided a customer specific use cases and dived into low/no-code tools that are quick and easy to deploy through Amazon Web Service (AWS.)
Leveraging Generative AI to Drive Nonprofit Innovation
Building Blocks for College Readiness
1. Building Blocks for College Readiness
An Overview of NGLC Wave II Grantees
In January 2011, Next Generation Learning Challenges put
out a call for interactive, digital content and tools aligned
to the forthcoming Common Core Standards. Wave II,
“Building Blocks for College Readiness,” challenged
innovators and developers to create and refine learning
modules for 7th – 9th grade core content that could be
mixed and matched as part of a larger curriculum. More
than 230 people applied, describing games, simulations,
online curriculum, and assessment tools for teachers and
students. Of them, NGLC selected 19 final winners in June
2011.
The winning grant projects include online simulations that immerse students in authentic, real-world
experiences (helping them draft political arguments, run sports networks, or work on a virtual power
grid) and games that weave math and literacy into engaging scenarios such as a health mystery on an
island, an alien invasion, or an epic quest. They include platforms to help teachers create and share
Common Core-aligned content and assessment tools for providing feedback and support to both
teachers and students.
For more than a year, these grantees have worked to refine, test, and further scale their innovations. In
December 2012, we gathered them together to learn more about their work, their challenges, and their
plans for the future. The following images are from posters they each developed to showcase their
innovations at the convening.
By the Numbers:
• 47,439 Students served by Wave II innovations during
the grant period
• 11 Projects that target math, primarily
• 3 Projects that target STEM (physics and
engineering), primarily
• 3 Projects that target literacy, primarily
• 1 Project that targets civics
• 10 ―Proof of concept‖ projects
• 9 ―Early stage adoption‖ projects To read individual grantee profiles,
scan the QR code above.
2. CAST, Inc.
Universal Design for Learning Modules
CAST, in collaboration with science curriculum
developer Education Development Center
(EDC), has created a series of next generation
learning modules (or curriculum units) that
address the urgent call for high-quality science
content tied to the Common Core Standards at
the high school level. Termed Foundation
Science-UDL Physics, these learning modules
are based on EDC’s Foundation Science
curriculum and comprise 8 to 12 weeks of
instruction.
We’re looking for partners to
help us:
• Create a sustainability plan
• Expand analytic system
• Go mobile
• Advertise and market
Key Accomplishments:
―This is mad work, but its easier…‖
–9 th grade student after using UDL modules
• Completion and launch of 12 week UDL Physics curriculum for free and public use;
• Research and evaluation indicates significant promise of modules to broaden
participation and physics outcomes among diverse students
Contact: Gabrielle Schlichtmann, gschlichtmann@cast.org
3. Classroom, Inc.
The Sports Network
The Sports Network-2 is a 20-hour online literacy game that
puts students in the role of managing director of a sports
media company and presents them with a rich array of
reading and workplace experiences. Within a virtual
simulation, students move through five online game quests
and collaborate offline in jam sessions. As they encounter
authentic workplace challenges, they must analyze
informational text in order to reach their ultimate goal of
drawing a large teen audience to The Sports Network-2.
Based on their results, they are seamlessly directed to a
support or challenge activity, increasing their mastery of the
material. Partnering with Filament Games and the Learning
Games Network, Classroom, Inc. has delivered an online
literacy game in which students’ reading skills are
continuously being assessed based on four 8th grade
Common Core State Standards for reading informational
text.
Key Accomplishments:
• Classroom, Inc. (CI) successfully developed and pilot tested Reading in the Real World: The Sports
Network-2 (TSN-2)—one of the only learning games focused on CCSS in Reading Informational
Text--with over 400 NYC and Chicago students in just seven months from inception to completion.
• Teachers reported that TSN-2 was a valuable and engaging learning experience for their
students, and we learned students can read the rigorous kind of text the CCSS calls for within the
environment of in an engaging learning game. “My students . . . absolutely love using [TSN-2]. I
have students who are very low level readers, but are excelling at this program.”
• TSN-2 embedded assessment results are strongly correlated to MAP testing results, validating
TSN-2 as a tool that truly addresses and assesses CCSS in Reading Informational Text.
We’re looking for partners to help us:
• Secure investments and funding to develop and disseminate three new Reading in the Real World
next generation literacy programs for middle school students.
• Raise awareness and distribute The Sports Network-2 to urban schools nationwide.
• Plan and execute broad dissemination of our new Reading in the Real World next generation
literacy programs into urban middle schoolsand transition to high school programs.
Contact: Jane Canner, jcanner@classroominc.org
4. DaVinci Minds
WhyPower Integrated Math, Science, Career Education for Middle School
WhyPower improves learning outcomes and
promotes 21st century skills through an integrated
middle school math, science and careers
curriculum. The platform for delivery is Whyville,
the learning-based virtual world for teens and
tweens. In WhyPower, students interact with a
virtual power grid, learn math and science, and
earn virtual energy career badges. WhyPower
lesson plans are cross-matched to Texas
standards in math, science, and career education
and to Common Core math standards, and include
a tool to connect academic learning to local career
pathways and jobs.
Key Accomplishments:
• By the Numbers: 880 students, 650 evaluations, 17 schools in three ISDs
• Three new lesson plans and teacher training videos
• New Power Planner activity focuses on fractions, ratios and proportions
• Embedded assessment student and class profiles
• Statistically significant improvement in career awareness among middle schoolers
and in math interest among previously disinterested students
• Two publications in progress
We’re looking for partners to help us:
• Promote and sell the WhyPower program around the U.S.
• Create bundles of like-minded, complementary products
Contact: info@davinci-minds.com
5. Education Development Center
Wordplay Games
Wordplay Games is a suite of narratively and
conceptually linked online games that uses
high-frequency social studies and science
words to help students develop vocabulary
skills. Code Invaders is a single-player game
in which players familiarize themselves with
multiple-meaning words they will use as they
fulfill their mission. Cipher Force, a team
game, pushes students to think more explicitly
about the different meaning of words. The
social aspect of Cipher Force also encourages
players to articulate and reflect on their ideas
about the words and their various meanings.
Key Accomplishments:
• Students say that this tool is fun to play and gets you thinking about words and
what they mean.
• Teachers like this tool because it gives their students an opportunity to
rehearse a specific dimension of reading comprehension that isn’t otherwise
addressed in middle-school classrooms outside of remedial reading instruction.
• We think it’s valuable because teachers think it meets an important need,
students enjoy playing it, and evidence from game play tells us students are
engaging in the kinds of thinking we want to support.
We’re looking for partners to help us:
• Spread the word about Wordplay Games.
Contact: Jay Bachhuber, jbachhuber@edc.org
6. Gooru
www.goorulearning.org
Gooru is a free search engine for learning
developed by a non-profit organization
whose mission is to honor the human right
to education. Students and teachers use
Gooru to search for collections of
multimedia resources, digital textbooks,
videos, games and quizzes created by
educators in the Gooru
community. Collections are aligned to
standards and currently cover every 5 th-12th
grade math, science and social science
topic, with more subjects coming soon.
Key Accomplishments:
• Gooru has made its way across the United States and the rest of the world with
over 120,000 teachers and students using Gooru to create collections, study
with enriched quizzes, and teach and learn.
• Gooru has millions of educational resources and thousands of collections and
quizzes that are aligned to Common Core Standards for Math and California
Science Curriculum Standards.
We’re looking for partners to help us:
• Leverage Gooru Technology in their own applications
and products
• Develop their curricula, share their expertise and
materials through Gooru
Contact: info@goorulearning.org
7. iCivics, Inc.
Drafting Board
iCivics is an online civic education platform
founded and led by Justice Sandra Day
O'Connor. We developed Drafting Board to
advance content-based literacy, critical
thinking, and give students the tools they need
to argue effectively about issues that matter to
them. Drafting Board modules explore civics
content more deeply, teach skills required by
the Common Core Standards, engage
students in deeper learning, and ultimately
prepare them for college, career, and
citizenship.
Key Accomplishments:
• An independent evaluation of more than 4,5000 students was
conducted by Tufts University and found Drafting Board increased
engagement and improved argument writing.
• iCivics resources, including Drafting Board, are free and accessible.
Educator accounts provide teachers with customized tracking, student
assignment capabilities, and intra-class discussion functionality.
We’re looking for partners to help us:
• Distribute and raise awareness
about iCivics’ free and engaging resources.
Contact: Jeff Curley, jeff.curley@icivics.org
8. Imagine Education
Ko’s Journey
The ancient approach of teaching through story-
telling takes on new meaning in Ko’s Journey, a
web-based game that sends students on a rite-of-
passage journey filled with purposeful, meaningful
math that’s aligned with the Common Core State
Standards. Fast becoming ―America’s Favorite
Math Game,‖ Ko’s Journey is currently the only
math game where problems are fully integrated
into the context of a story. Online play is
complemented by live-action videos explaining
how the math mastered in the game relates to real-
life situations and standardized tests. Student
progress and assessment are automated and
accessed through a secure administrator
dashboard.
Key Accomplishments:
• We rebuilt Ko’ Journey into a truly viable commercial product.
• We partnered with Florida Virtual School to integrate Ko’s Journey into one of their on-
line math courses.
• We launched a pilot program with 10 low-proficiency schools across the nation that
included a research study with over 1000 students.
• We built a feature-length documentary about our pilot program interweaved with an
exploration into the pedagogical depths of why America’s students are failing at math.
We’re looking for partners to help us:
• Find and secure additional funding.
• Make district-level connections.
• Generate press and media.
Contact: Scott Laidlaw, scott@imagineeducation.org
9. Watch, teach, assign.
2,000 Common Core
lessons.
LearnZillion is an online, collaborative, Common Core curriculum platform with
lessons, resources, assessments, and activities created by some of the country’s
best teachers. Our platform includes:
• Nearly 2,000 Common Core lessons for both math and English/language arts
• Videos that highlight pedagogical content knowledge—the expertise to
demonstrate new concepts in ways that make sense to students
• Downloadable resources and online assessment items to compliment lessons
and measure student learning
Key Accomplishments:
• 2,000 Common Core lessons with activities, assessments and resources
• 35,000+ teacher users across the U.S. and growing strong
• Used nationwide for professional development and personalized learning
• Endorsed by state DOEs including New York, Georgia, and California
We’re looking for partners to help us:
• Raise awareness. We want teachers to know that this resource
is available to them. It’s easy to use, it saves them time, and it
puts great instruction at their fingertips so that they can better
meet the needs of their students.
Contact: Eric Westendorf, ericwestendorf@learnzillion.com
10. Louisiana Department of Education
Louisiana Virtual School
The Louisiana Department of Education's
Louisiana Virtual School (LVS) program
incorporates a multitude of twenty-first century
digital tools which engage students in a
technology-rich environment and access to Space for
CCSS learning modules. LVS uses several Photo
tools that are open educational resources or
available through an educational license
purchase, such as GeoGebra, LiveScribe
SmartPens, Wimba and Atomic Learning
Tutorials to enhance courses originally
developed for LVS.
Key Accomplishments:
• Developed CCSS aligned learning modules for Descriptive Statistics
• Developed interactive learning activities that would engage students
and address diverse learning styles
• Analyzed EOC Test Scores as a component of program evaluation
• Planned new directions with launching of iPad Pilot
• Planning repository access of modules
• Exploring statewide rollout to stakeholders
We’re looking for partners to help us:
• Incorporate digital game-based activities with
assessments to enhance student understanding
and motivation.
Contact: Margo Murphy, margo.murphy@la.gov
11. MIT
The Labyrinth Challenge
Labyrinth Challenge is a nationwide
competition to encourage and evaluate the
use of a puzzle adventure game which
teaches middle school mathematics. Playing
on teams, students will not only learn the big
ideas of pre-algebra, but they’ll also
demonstrate twenty-first century skills such as
collaboration, problem solving, and media
literacy. The contest will be open to students
regardless of ability level, and all schools that
compete will receive recognition.
Key Accomplishments:
• Reached over 25,000 students and 1,800 teachers nationwide
• Game design encouraged self directed learning, experimentation, and
iterative investigation
• Puzzles were aligned to Common Core pre-algebra standards and taught
practical analytical, computational and problem-solving skills.
• Quality art, narrative, and gameplay fostered engagement
and persistence
We’re looking for partners to help us:
• Share innovative methods for game- and project-based
• learning
• Address the challenges of implementing for evaluating massively
multiuser projects for minors
• Discuss methods of fostering the process of scientific analysis and
discovery, rather than just STEM content
Contact: Caitlin Feeley, cfeeley@mit.edu
12. NC State University
CRYSTAL ISLAND: Lost Investigation
Crystal Island: Lost Investigation is a game-
based learning environment for middle grade
literacy and microbiology. The game features
a science mystery about an epidemic that has
struck a team of researchers stationed on a
remote tropical island. The student’s objective
is to identify the spreading illness, recover
scattered pieces of another scientist’s notes,
and recommend a treatment plan. To solve
the mystery, students synthesize information
from conversations with virtual characters,
books and articles comprised of complex
informational text, and test results from virtual
laboratory equipment.
Key Accomplishments:
• Crystal Island is aligned with curricular standards in reading and science, and it
has garnered enthusiastic responses from school partners for reaching students
“where they are” by using state-of-the-art game technologies.
• Crystal Island was successfully deployed in two rural school districts with over
1200 students in a multi-week curricular unit.
• Classroom studies revealed statistically significant improvements in students’
reading and science test scores.
We’re looking for partners to help us:
• Expand school-based deployments nationally while
addressing emerging curricular standards in reading and
science.
Contact: James Lester, lester@ncsu.edu
13. SMALLab Learning, LLC
SMALLab Learning creates embodied learning
environments that integrate innovative virtual
technologies and contemporary research from the
learning sciences. Using skeletal tracking sensors
– like Kinect for Xbox – we design content that is
kinesthetic and gets students out of their seats.
We have created a curriculum on Simple Machines
using gesturally congruent movements to teach
about the conservation of energy and mechanical
advantage in a highly collaborative manner. In
addition, new, in-process assessment measures
were created.
Key Accomplishments:
• Creation of multi-day curriculum on Simple
Machines.
• Dissemination of 7 original KINECT games
on Gears and Levers (available for free at
smallablearning.com).
• Creation of ASSET survey and in-game process
metrics.
• Recruitment of hundreds of 7 th and 8th graders
for an ongoing efficacy study.
We’re looking for partners to help us:
• Distribute content to middle and high schools;
especially high tech schools.
• Partners interested in developing innovative
embodied content for science and language arts.
Contact: David Birchfield, David@smallablearning.com
Mina Johnson, Mina@smallablearning.com
14. Thirteen/WNET
Get the Math is a free resource that mixes video and web
interactivity to help middle and high school students develop
algebraic thinking skills for solving real-world problems.
Drawing on conventions of popular reality shows, video
segments begin with profiles of charismatic young
professionals working in fashion, videogame development,
music production, the restaurant industry, basketball, and
special effects. They pose challenges connected to their jobs
to two teams of teens. Viewers can tackle the challenges
themselves using interactive tools and hints before watching
a video that shows the teams’ solutions. Students then can
deepen their understanding of the algebra concepts explored
through additional interactive challenges.Teachers can visit
the website for lessons plans aligned to the Common Core
Content and Practices, student handouts, solutions with
multiple strategies, and a training video showing how to use
Get the Math in the classroom.
Key Accomplishments :
• An independent evaluation found that GTM prompted more sophisticated algebraic reasoning
in students, while boosting STEM interest and learning. After using GTM, two-thirds of the
students said they could name ways algebra is used in the world beyond the classroom.
• WNET expanded adoption in the 2011-2012 school year, reaching thousands of students
through training and implementation efforts.
• More than 69,000 unique visitors have visited the GTM website, generating more than
390,000 pageviewsto date.
• The program has aired on public television stations in nearly 50 percent of all US markets.
• A partnership with the National Council of Teachers of Mathematics has enabled us to reach
their national and regional educator networks through e-blasts, publications, and a webinar.
• GTM continues to garner awards, including the NETA Award for Instructional Media, New York
Emmy, Webby Award, Parents’ Choice Award, and a nomination for the 2012 Japan Prize.
We’re looking for partners to help us:
• Spread word about Get the Math to more teachers and administrators
across the country, and train them in using the materials.
• Develop additional modules covering more of the Algebra I curriculum.
Contact: Jill Peters, peters@thirteen.org
15. Texas Tech University
APS4Math
The main objective of this ―proof of concept‖
project is to increase students' mathematics
problem solving (modeling) skills by incorporating
modularized adaptive practice based on learner
characteristics (e.g., learning performance). An zzxczxc
Space for
adaptive web based tutorial was tailored and
incorporated into high school and middle school Photo
mathematics classrooms. A key characteristic of
the tutorial is the integration of assessment and
teaching components. While students solve With APS4Math students:
• study algebra problems at
problems, their knowledge and skills are
their own pace,
continuously monitored, and assessment items
• receive timely hints, feedback
and scaffolds are adapted to student knowledge and support,
and skill levels. • have access step-by-step
support and
• can self-monitor their progress
Key Accomplishments:
• Initial evaluations of the tutorial support the effectiveness of the tools showing
significant improvement in student problem solving skills.
• Learning gains were substantially higher for students with low prior knowledge.
• Field observations indicated that when students use the tutorial, they are
actively engaged in learning process.
• Participating teachers liked the tutorial and requested to use the tutorial in
subsequent semesters and for additional courses.
We’re looking for partners to help us:
• Write more practice questions that are aligned with state
Mathematicsstandards.
• Assist with the writing of various question components.
Contact: Fethi Inan, inanfethi@gmail.com
17. University of South Florida St. Petersburg
SunBay Digital Mathematics
SunBay Digital Mathematics uses dynamic
representations (graphs, tables, equations, and
pictorial simulations in motion) to engage middle
grades learners in complex mathematics
concepts. Within a curricular activity system,
teacher practice is impacted by the intensive
professional development needed to engage
students in learning challenging mathematics
using research-based replacement learning
modules. SunBay Digital Mathematics
emphasizes foundational ideas critical to
students’ deep conceptual understanding of
mathematics, helping students at all skill levels
bring these concepts to life.
Key Accomplishments:
• Student learning gains
• Two-tiered professional development
• Changes in teachers’ technological pedagogical content knowledge
• Institutional changes
We’re looking for partners to help us:
• Discuss the dilemma of a quick fix rather than
the sustainable change that comes as the result of
providing an intervention comprising of
a comprehensive curricular activity system.
Contact: Vivian Fueyo, vfueyo@mail.usf.edu
18. University of Wisconsin-Madison
CoMPASS - Physics
CoMPASS-Physics uses a technology-rich, interactive
learning environment that enhances digital and science
literacy and promotes a deep understanding of science
content. Available tools include: a digital textbook;
design challenges; and embedded assessments in
scientists’ journals - where students record data, write
predictions and questions, and generate explanations
using evidence-based justifications.
Key Accomplishments:
• Participating students in grades 6-8 in all three school districts made significant gains on tests of
content knowledge and science practices
• Students especially with low and medium levels of prior knowledge of content and science
practices made significant gains from pre- to posttest with large effect sizes
• Waunakee Community School and Monona Grove School Districts cite CoMPASS as an important
influence on students’ overall gains in science achievement on standardized assessments
• Many participating students expressed confidence and interest in becoming engineers:
• “The science program will help me a lot. … This helped me to choose my career for in the future.
Engineering is really fun and I think being an engineer is right for me.”
• “…knowing this would change my life because I would have a better chance of getting a job or
maybe even going to college. Or I might decide to become an engineer and I would get the job…”
• Teachers expressed keen interest in continuing the project. Teacher feedback on external
evaluations highlight strengths of project:
• “Science used to be a memorization of vocabulary and facts. It is now finding the relationships
between ideas and using the important vocabulary on a day to day basis. Students also collaborate,
discuss ideas, analyze data, and learn real science skills.”
• “The students are learning the content in a real, deep, motivating, engaging way.”
• “The students liked the idea of thinking like scientist(s) and engineers. They enjoyed the computer
simulations and were eager to explore on their own.”
We’re looking for partners to help us fund the:
• Development and testing of a CoMPASSeTextbook for tablets
• Development and pilot testing of life science materials
• Continuation and expansion of CoMPASS-Physics in Milwaukee Public Schools
Contact: SadhanaPuntambekar,
puntambekar@education.wisc.edu
20. Worcester Polytechnic Institute
A Formative Assessment Tool for Teachers.
Detailed data
Teachers select Students get allows teachers
or create feedback as to adjust
questions and they workwhile instruction and
assign them in a teachers students to
problem set. monitor their change the way
progress. they are
learning.
It all starts with the teacher. "The conversations we
have as a class analyzing
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Users Share
is more than a dream
come true."
Key Accomplishments:
• Developed online professional development
• Doubled the number of users
• Developed a plan to take ASSISTments to 1 million students
• Created an API to allow integration with others (so SIS’s can pay us to
allow them to pull ASSISTments data into their grade-books).
• Created relationships with business partners (e.g., School Information
Systems, publishers, and non-profit organizations like NAESP and CFY).
• Bid on Race to the Top, Ohio and MA IIS to provide ASSISTments to 3
million students.
• Applied for and won a $3.5 million grant to test the effectiveness of
ASSISTments.
• Won ONR funding with another NGLC grantee to work together.
We’re looking for partners to:
• Bid with us on state-level and district-level vendor contracts. Contact:
• Use our API for assessments on their platforms. Cristina Heffernan
• Incorporate ASSISTment data into their School Information Systems. ch@wpi.edu