The document discusses the benefits of enrolling children in art school in Singapore. It states that art education can foster creativity, improve problem solving and communication skills. It also lists several benefits an art school can provide, such as helping children develop cognitive skills, build confidence, and learn focus and accomplishment through completing projects. The document advocates that art school in Singapore can encourage children's natural creative abilities and help them develop skills needed for success in other subjects like science and math.
The document provides a template for a Jeopardy game that can be used and modified for classroom purposes. The template includes category names and point values ranging from $100 to $500. Questions and answer blanks are included under each point value to allow teachers to fill in questions and answers for students to play the Jeopardy game.
An Analytical Study of Puzzle Selection Strategies for the ESP GameAcademia Sinica
“Human Computation” represents a new paradigm of applications that take advantage of people’s desire to be entertained and produce useful metadata as a by-product. By creating games with a purpose, human computation has shown promise in solving a variety of problems that computer computation cannot currently resolve completely. Using the ESP game as an example, we propose a metric, called system gain, for evaluating the performance of human computation systems, and also use analysis to study the properties of the ESP game. We argue that human computation systems should be played with a strategy. To this end, we implement an Optimal Puzzle Selection Strategy (OPSA) based on our analysis to improve human computation. Using a comprehensive set of simulations, we demonstrate that the proposed OPSA approach can effectively improve the system gain of the ESP game, as long as the number of puzzles in the system is sufficiently large.
This document contains the questions and answers from a game of Jeopardy about various topics in art history. The categories include Art Fundamentals, 19th Century Art, 20th Century Art, Artistic Influences, and Ancient Art. The questions test knowledge about famous artists, artistic movements, elements of art, and cultural influences across different periods of art history.
The document is a transcript of a Jeopardy-style game about the online game Club Penguin. It contains questions in different point values about various aspects of Club Penguin such as costs of items, characters, gameplay features, and more. A player can select questions and is prompted with "Go back" to return to the question board.
Template design to fit all grade levels when you would like to have a the Jeopardy game brought live into your classroom. The Jeopardy Template is design to add questions and answer that you would like to test the skills of what yours students have been learning in class.
Holly Clark is applying to study advertising, public relations, and branding at university. She excelled in creative subjects in school and enjoys using her creative skills. Her current study of creative media introduced her to marketing, which she discovered a passion for after creating her own chocolate brand for a project. She is very social, creative, and motivated to own her own business someday. Outside of school, she participated in youth theatre and a theatre festival, gaining skills in teamwork, problem solving, and event promotion.
The document discusses the benefits of enrolling children in art school in Singapore. It states that art education can foster creativity, improve problem solving and communication skills. It also lists several benefits an art school can provide, such as helping children develop cognitive skills, build confidence, and learn focus and accomplishment through completing projects. The document advocates that art school in Singapore can encourage children's natural creative abilities and help them develop skills needed for success in other subjects like science and math.
The document provides a template for a Jeopardy game that can be used and modified for classroom purposes. The template includes category names and point values ranging from $100 to $500. Questions and answer blanks are included under each point value to allow teachers to fill in questions and answers for students to play the Jeopardy game.
An Analytical Study of Puzzle Selection Strategies for the ESP GameAcademia Sinica
“Human Computation” represents a new paradigm of applications that take advantage of people’s desire to be entertained and produce useful metadata as a by-product. By creating games with a purpose, human computation has shown promise in solving a variety of problems that computer computation cannot currently resolve completely. Using the ESP game as an example, we propose a metric, called system gain, for evaluating the performance of human computation systems, and also use analysis to study the properties of the ESP game. We argue that human computation systems should be played with a strategy. To this end, we implement an Optimal Puzzle Selection Strategy (OPSA) based on our analysis to improve human computation. Using a comprehensive set of simulations, we demonstrate that the proposed OPSA approach can effectively improve the system gain of the ESP game, as long as the number of puzzles in the system is sufficiently large.
This document contains the questions and answers from a game of Jeopardy about various topics in art history. The categories include Art Fundamentals, 19th Century Art, 20th Century Art, Artistic Influences, and Ancient Art. The questions test knowledge about famous artists, artistic movements, elements of art, and cultural influences across different periods of art history.
The document is a transcript of a Jeopardy-style game about the online game Club Penguin. It contains questions in different point values about various aspects of Club Penguin such as costs of items, characters, gameplay features, and more. A player can select questions and is prompted with "Go back" to return to the question board.
Template design to fit all grade levels when you would like to have a the Jeopardy game brought live into your classroom. The Jeopardy Template is design to add questions and answer that you would like to test the skills of what yours students have been learning in class.
Holly Clark is applying to study advertising, public relations, and branding at university. She excelled in creative subjects in school and enjoys using her creative skills. Her current study of creative media introduced her to marketing, which she discovered a passion for after creating her own chocolate brand for a project. She is very social, creative, and motivated to own her own business someday. Outside of school, she participated in youth theatre and a theatre festival, gaining skills in teamwork, problem solving, and event promotion.
This document provides an overview of resources for teaching graphing to middle school students. It discusses the importance of graphing and using technology and visuals to help students understand the concept. Various websites, blogs, videos, apps and interactive activities are presented that teachers can use to incorporate graphing in their classroom, including real-world examples to demonstrate key concepts. Both teachers and students can access these online resources to support learning about graphing.
This document discusses entrepreneurial learning frameworks in Portugal, Greece, Estonia, and Slovenia. For Portugal, it notes a lack of strategy but some collaborative networks and European pilot programs. Greece includes entrepreneurship in education strategies and pilot programs. Estonia has national guidelines and programs integrated across subjects. Slovenia has annual student business fairs and virtual business projects. It concludes with tables outlining competencies and computer game requirements to develop entrepreneurial skills in 6-10 and 11-12 year olds.
This presentation discusses how technology can help facilitate third grade students' learning of multiplication. It provides examples of blogs, websites, videos and other digital resources that can engage students and relate to different learning styles. These include interactive math games, instructional videos, and worksheets. Integrating these technologies gives students additional learning aids and helps them develop 21st century skills while gaining a better understanding of multiplication.
This document outlines Gee Oliver's proposal for a project called "Talking Social Media" which includes:
1. Developing three educational presentations on social media tailored to different age groups, along with accompanying booklets and videos of the presentations.
2. The goal is to build experience presenting and create materials for Oliver's MA application in Esports, while developing skills in areas like design, social media, and communication.
3. Key aspects include presenting roughly 10-20 minute slideshows to schools, recording the presentations to host on a project website, and running a social media campaign to promote the materials.
Encouraging Children into Testing at EuroSTAR2020Kari Kakkonen
The slide deck that I presented on Nov 18, at EuroSTAR 2020 online conference. The presentation discusses 1. how children learn 2. the book project of Dragons Out 3. how fantasy can be used to explain software testing concepts to children and adults. Book preorders https://www.dragonsout.com/p/preorder-dragons-out-book.html
Introducing and teaching steam educational games to secondary school studentsKyaw Sithu Aung
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This document contains a student's progression proforma, including their GCSE grades, courses being considered for university, and a personal statement. The student studied various GCSE subjects with grades ranging from 3-6. They are considering courses in creative media technology, with a preference for game design, animation, or editing careers. In their personal statement, the student discusses enjoying adventure game design and animation projects the most, and aims to specialize in those areas along with marketing in their second year of study.
This presentation is about our company development and what we are going to create. We also describe how can someone invest to our company ForClassmates Finance s.r.o.
This document provides an agenda for Session 1 of the emPowered Stories Professional Development program taking place in January 2014. The session will include an overview of the Clay Center and the program, sharing stories using digital tools, reviewing the program syllabus, discussing technology use, and signing up for an online platform. Participants will take a pre-test on natural gas and learn about key energy industry terms and maps. The goals of the program are to help teachers create and implement digital stories about energy in their classrooms.
This document discusses why math is often disliked and proposes alternative approaches to math education. It suggests that traditional methods focus too much on rote memorization without developing mathematical intuition. Visual and interactive learning styles that start with geometry and make math relevant may help motivate students more. The document argues that while algebraic precision has its place, developing number sense is more important initially. It advocates exposing children to ways math is present in everyday life before requiring mastery of rules and symbols.
This document is a prospectus for a Code Club from Zeediel Educational Consult that aims to teach coding skills like Scratch, HTML/CSS, Python, and robotics to primary and secondary school students in Nigeria. It discusses the benefits of learning coding at a young age, including developing problem-solving and computational thinking skills. The Code Club's curriculum and training outline are presented, which involve hands-on projects and building interactive games and stories using different programming languages. Requirements for running the Code Club like computer equipment and facilities are also mentioned.
This document provides resources for teaching shapes to kindergarten students using technology. It includes an instructional video song about shapes, shape activities on a blog and app, online games to identify shapes, worksheets to draw and find shapes, and a podcast about math. The rationale is that technology allows visual learning, engages students, and provides multiple ways of explaining shapes to help all students master the concept.
The Motion Math app:
- Is an interactive app that tests elementary students on math skills in a fun way without test pressure
- Can be used for students in grades 1-3 and allows adjusting the level of difficulty
- Provides practice on a range of math topics from addition/subtraction to decimals and negative numbers
- Is useful for both students and teachers, allowing students to practice skills and teachers to evaluate their lessons
- Addresses mathematics standards for elementary students by testing on different math topics in an engaging format
This document provides resources for teaching fractions to 3rd grade students using technology. It includes rationales for integrating technology, such as enhancing lessons and student understanding through visuals. The document then summarizes various online resources like blogs, videos, games and worksheets that can be used for fraction instruction and practice. These resources allow students to learn fractions interactively in order to build their skills in a fun and engaging way.
Leah Lopez has created Leah's Cartooning Parties, Inc. to provide affordable and interactive cartooning workshops for children, teens, and seniors. The document outlines Leah's sales plan which includes discovering customer needs through questioning, demonstrating workshop quality through videos, and negotiating customer concerns like price, time, and source of workshops. The plan aims to fulfill a need for affordable artistic entertainment while growing the business through online workshops that can reach more people nationally and internationally.
Hi,
This is my Prototype assignment. Slides 2-4 are relevant. The remaining slides are the previous assignment should you need the background information.
KGA
Using the Business Model Canvas and Gamestorming for Hybrid and Online Course...Christopher Rice
The document summarizes a workshop on using business model canvases and gamestorming techniques for designing hybrid and online courses and programs. It outlines opening exercises like "The Road to Bangkok" to put participants in a positive mindset. Small groups then sort challenge and solution cards and complete missions like designing a course without a specific technology. They map stakeholders and evaluate designs. The goal is to brainstorm new ideas and get faculty thinking creatively about applying technologies and activities to address problems in their course proposals.
Matthew Hall is a passionate scriptwriter seeking opportunities to develop creative ideas and tell engaging stories. He has experience writing scripts for short films, multi-camera productions, and business interviews. Matthew is skilled in scriptwriting software like Final Draft and Celtx. He has a Bachelor's degree in Creative Media Production and Film Studies. His hobbies include creative media like film, TV, and video games.
The document discusses advanced teaching methods that can improve student learning and engagement. It begins by introducing the transition from traditional to more innovative computer-based presentations. It then outlines 16 innovative teaching methods like using educational videos, interactive learning activities, role playing, puzzles and games, and introducing lessons like stories. The goal of these methods is to motivate student participation and help them retain information more effectively. Advanced technology, spaced learning, real-world examples, and an open mindset can also enhance teaching. Overall, the document promotes collaborative and creative teaching approaches.
Su dung truyentranh, phimhoat hinh phat trien sangtao sangnghiep cho HS lớp 5-12Lieu Tran
HS thích đọc truyện tranh và xem phim hoạt hình, vì vậy chúng ta có thể sử dụng truyện tranh và phim hoạt hình để phát triển các năng lực sáng tạo và sáng nghiệp cho các em.
This is Prof. Tan Eng Chye's, (Vice President, Provost NUS) presentation at the Workshop "What is a Good University?" organized by VNU in Hanoi under sponsored of the British Embassy in Hanoi. The NUS shows its clear and powerful road to the future that meets a high level development of human resources and the goals of contributing to the Singapore socio economic development, providing quality services to the communities as well as global integration and development. The NUS has prepared a bright future for its students with entrepreneurial minds.
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This document outlines Gee Oliver's proposal for a project called "Talking Social Media" which includes:
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2. The goal is to build experience presenting and create materials for Oliver's MA application in Esports, while developing skills in areas like design, social media, and communication.
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This presentation is about our company development and what we are going to create. We also describe how can someone invest to our company ForClassmates Finance s.r.o.
This document provides an agenda for Session 1 of the emPowered Stories Professional Development program taking place in January 2014. The session will include an overview of the Clay Center and the program, sharing stories using digital tools, reviewing the program syllabus, discussing technology use, and signing up for an online platform. Participants will take a pre-test on natural gas and learn about key energy industry terms and maps. The goals of the program are to help teachers create and implement digital stories about energy in their classrooms.
This document discusses why math is often disliked and proposes alternative approaches to math education. It suggests that traditional methods focus too much on rote memorization without developing mathematical intuition. Visual and interactive learning styles that start with geometry and make math relevant may help motivate students more. The document argues that while algebraic precision has its place, developing number sense is more important initially. It advocates exposing children to ways math is present in everyday life before requiring mastery of rules and symbols.
This document is a prospectus for a Code Club from Zeediel Educational Consult that aims to teach coding skills like Scratch, HTML/CSS, Python, and robotics to primary and secondary school students in Nigeria. It discusses the benefits of learning coding at a young age, including developing problem-solving and computational thinking skills. The Code Club's curriculum and training outline are presented, which involve hands-on projects and building interactive games and stories using different programming languages. Requirements for running the Code Club like computer equipment and facilities are also mentioned.
This document provides resources for teaching shapes to kindergarten students using technology. It includes an instructional video song about shapes, shape activities on a blog and app, online games to identify shapes, worksheets to draw and find shapes, and a podcast about math. The rationale is that technology allows visual learning, engages students, and provides multiple ways of explaining shapes to help all students master the concept.
The Motion Math app:
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- Can be used for students in grades 1-3 and allows adjusting the level of difficulty
- Provides practice on a range of math topics from addition/subtraction to decimals and negative numbers
- Is useful for both students and teachers, allowing students to practice skills and teachers to evaluate their lessons
- Addresses mathematics standards for elementary students by testing on different math topics in an engaging format
This document provides resources for teaching fractions to 3rd grade students using technology. It includes rationales for integrating technology, such as enhancing lessons and student understanding through visuals. The document then summarizes various online resources like blogs, videos, games and worksheets that can be used for fraction instruction and practice. These resources allow students to learn fractions interactively in order to build their skills in a fun and engaging way.
Leah Lopez has created Leah's Cartooning Parties, Inc. to provide affordable and interactive cartooning workshops for children, teens, and seniors. The document outlines Leah's sales plan which includes discovering customer needs through questioning, demonstrating workshop quality through videos, and negotiating customer concerns like price, time, and source of workshops. The plan aims to fulfill a need for affordable artistic entertainment while growing the business through online workshops that can reach more people nationally and internationally.
Hi,
This is my Prototype assignment. Slides 2-4 are relevant. The remaining slides are the previous assignment should you need the background information.
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The document summarizes a workshop on using business model canvases and gamestorming techniques for designing hybrid and online courses and programs. It outlines opening exercises like "The Road to Bangkok" to put participants in a positive mindset. Small groups then sort challenge and solution cards and complete missions like designing a course without a specific technology. They map stakeholders and evaluate designs. The goal is to brainstorm new ideas and get faculty thinking creatively about applying technologies and activities to address problems in their course proposals.
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Su dung truyentranh, phimhoat hinh phat trien sangtao sangnghiep cho HS lớp 5-12Lieu Tran
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Denis is a dynamic and results-driven Chief Information Officer (CIO) with a distinguished career spanning information systems analysis and technical project management. With a proven track record of spearheading the design and delivery of cutting-edge Information Management solutions, he has consistently elevated business operations, streamlined reporting functions, and maximized process efficiency.
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His expertise extends across a diverse spectrum of reporting, database, and web development applications, underpinned by an exceptional grasp of data storage and virtualization technologies. His proficiency in application testing, database administration, and data cleansing ensures seamless execution of complex projects.
What sets Denis apart is his comprehensive understanding of Business and Systems Analysis technologies, honed through involvement in all phases of the Software Development Lifecycle (SDLC). From meticulous requirements gathering to precise analysis, innovative design, rigorous development, thorough testing, and successful implementation, he has consistently delivered exceptional results.
Throughout his career, he has taken on multifaceted roles, from leading technical project management teams to owning solutions that drive operational excellence. His conscientious and proactive approach is unwavering, whether he is working independently or collaboratively within a team. His ability to connect with colleagues on a personal level underscores his commitment to fostering a harmonious and productive workplace environment.
Date: May 29, 2024
Tags: Information Security, ISO/IEC 27001, ISO/IEC 42001, Artificial Intelligence, GDPR
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हिंदी वर्णमाला पीपीटी, hindi alphabet PPT presentation, hindi varnamala PPT, Hindi Varnamala pdf, हिंदी स्वर, हिंदी व्यंजन, sikhiye hindi varnmala, dr. mulla adam ali, hindi language and literature, hindi alphabet with drawing, hindi alphabet pdf, hindi varnamala for childrens, hindi language, hindi varnamala practice for kids, https://www.drmullaadamali.com
Liberal Approach to the Study of Indian Politics.pdf
Comics and Animations for developing Entrepreneurship for students grade 5-12
1. USING COMICS AND ANIMATIONS TO
DEVELOP ENTREPRENEURSHIP FOR
STUDENTS GRADE 5-12
2. IN FIVE MINUTE OF AN ANIMATION
YOU CAN KNOW
• All techniques of producing a product
• All business activities to bring this product to
the market
Let see this animation for teaching
entrepreneurial skills as an example
https://www.youtube.com/watch?v=QCej5Xi84Lc
3. YOU CAN USE THIS ANIMATION TO EQUIP
STUDENTS DIFFERENT AGES WITH
ENTREPRENEURIAL KNOWLEDGE & SKILLS
• Using an animation together with assignments,
games and hands on activities, you can develop
entrepreneurial knowledge and skills for students
4. SOME ASSIGNMENTS
+ How the Prince came up with an idea of developing bamboo craft in his
country?
+ what to do to develop a business? (teacher can stop at two episodes of
exchanging business experiences of Director with the Prince)
+ Teach about 4 P: place: where is the shop located and why it is located
there? How bamboo products are produced and how they look like? How
the price of bamboo products is calculated? What strategies are used to
promote the products?
+ Use role play to learn about the role of a seller, director, customers, how
they communicate to each other, how to receipt customers, etc.
+ Ask students to develop their own business idea and business activities to
implement the idea.
+ Take students to the tour to a local company
…For different ages you can have assignments appropriate to their age
from obtaining simple knowledge and skills to obtaining all necessary
entrepreneurial skills to start up a business (We have assignment books
for different ages from grade 5 to 12)
5. YOU CAN USE THIS ANIMATION TO
DEVELOP CREATIVITY
• Ask students to draw bamboo products
by their imagination different from bamboo
products in animation
• Ask students to write a story
“ I am an entrepreneur of the bamboo craft”
6. YOU CAN USE THIS ANIMATION TO
DEVELOP OTHER SKILLS
• Art skills: how to make your products look artistic?
Using kitting techniques to make a bamboo product
to show your parents
• Calculating: estimate price of your new product ; how
many products you can buy if you have 300 USD?
• Learning English through subtitles and fill in in the
assignment book
7. OTHER BENEFITS OF ANIMATIONS
• Teachers can use an animation in few minutes to
attract students to learn and explore the lesson content
• Use animation in extracurricular time to develop
entrepreneurial and other skills
• It connects lessons to extracurricular activities to
develop, to expand knowledge and skills for students
8. BUT ANIMATIONS HAVE limitations
• It can be used where having electricity,
computer, but in some remote areas in Vietnam
and other developing countries, people still live
in dark and isolated spaces
• It cannot show samples of a business plan or
tasks to develop a skill.
• Cost money: expensive to be produced
9. COMICS CAN BE USED TO DEVELOP
ENTREPRENEURSHIP WITH MANY
ADVANTAGES
• As animations, comics can be used in
combination with games, assignments and hands
on activities to develop creativity, entrepreneurial
skills & other skills
• Without electricity and computer students can use
comics to do assignments to develop skills
• Cheaper than making animations
• Comics are loved to read if they are developed
creatively & imaginatively
• Only one limitation: no sound, no movement, but
maybe solved by 3D and ICT techniques?
10. Comics go with assignment books for students
and guidebooks for teachers & parent to
develop entrepreneurial skills
We develop
• two comics of bamboo craft for students: one for students
grade 5 to 8; another for students age 9 to 12
• Four assignment books: one for students grade 5-6 to
equip elementary knowledge about business, develop
student creativity and other skills. We want to start at this
age because in Vietnam, in the remote and poor rural areas,
parents did not finish primary schools and they don’t have
time to attend training courses. We want through them to
transfer knowledge to their parents. At this age students
have enough knowledge about sciences to learn a business.
Business is an art+ science + humanities + education +
finance + leadership and management
11. Use comics to develop entrepreneurial skills
(cont)
• one for students grade 7-8 to develop basic business and
other skills;
• one assignment special for students grade 9: many students
in Vietnam & in other developing countries leave the school
after lower secondary education and start to work to earn
money; at this age we want to equip students with enough
knowledge and skills to start up a business;
• one for students grade 10-12 to develop a higher level of
entrepreneurial skills and knowledge, focus on creative
generating business ideas, global business knowledge…
• One for training young adult s to start up a business
• Guide books how to use comics, assignment books to
develop entrepreneurial skills for students at different ages
12. WE ARE LOOKING FOR YOUR
SUPPORTS
1) Looking for comic artists: We have drafted contents
of comics and assignment books and we need comic
artists to draw images for the comics
2) We need a funding for publishing comics, assignment
books to deliver free to ethnic minority students
3) We need fund to pilot and train teachers on how to
use comics, animations and assignment books to
develop entrepreneurial skills for students and young
adults
4) We need Seed money for start up business of ethnic
and poor rural adults
5) We need Fund to develop more other comics for
entrepreneurial skills in agricultural and technology and
art fields.
13. Your supports make entrepreneurial
development become easy access for
all students, especially for ethnic
minority students in the poor
countries like Vietnam
• Please contact me for more detail at :
lieutran5@yahoo.com or iferd.vietnam@gmail.com
• Website: iferd.edu.vn;
• blog: iferdvn.blogspot.com
Thank you for your interest and helps!