The document describes a SMART lesson plan called "Classroom Feud" where students are divided into teams to compete answering economics questions. If a team answers correctly, they roll a die and earn that many points, but lose points if incorrect. The game was chosen because it makes learning economics concepts fun and competitive while being adaptable for different ages, studies, and as extra credit. The lesson accommodates different needs through reading questions aloud or on screen for impaired students, and its team format allows overcoming issues as a group.
Gamification for Classroom Management FIT 2015Keith Sy
This document outlines a framework for gamifying classroom management using an EXP bar system. It involves students selecting game characters for their class/section. As students complete self-evaluations weekly using Google Forms, they earn tokens that fill the EXP bar, allowing their character to level up. The goal is for each class's character to reach the ultimate level. The teacher tracks progress using Google Sheets and presents a leaderboard in Google Slides to motivate students. This gamified system aims to promote both intrinsic and extrinsic motivation.
El documento resume los artículos 89, 90 y 91 del Código Penal Argentino sobre delitos de lesiones. El artículo 89 establece una pena de 1 mes a 1 año de prisión por causar un daño en el cuerpo o la salud de otra persona. El artículo 90 establece penas más severas, de 1 a 6 años, si la lesión causa un daño permanente a la salud o capacidad funcional. El artículo 91 establece las penas más graves, de 3 a 10 años, si la lesión causa una enfermedad incurable o
The document is a business feasibility study guide for applicants to the New Enterprise Incentive Scheme (NEIS) program funded by the Australian government. The guide contains sections for applicants to provide details about their proposed business idea, market research, finances, capital requirements, expenses, and eligibility. Completing the guide helps assess an applicant's readiness to participate in the NEIS program and start their own business.
Este documento resume la historia del teatro desde sus orígenes en la antigua Grecia hasta la Edad Media. Explica que el teatro comenzó con las tragedias y comedias griegas y luego se desarrolló en la liturgia cristiana durante la Edad Media. Detalla los tres géneros teatrales principales (comedia, drama y tragedia), sus características y obras representativas. También cubre temas como los actores, la escenografía y los lugares de representación a través de los tiempos.
This document appears to be a resume for Christopher N. Cleveland, who is a doctoral candidate at the University of Florida. It lists his education history, including a B.S. in Chemistry and B.A. in Mathematics from University of St. Thomas, an M.S. in Chemical Engineering from Carnegie Mellon University, and current enrollment in a Ph.D. program in Chemical Engineering at the University of Florida. It provides a detailed list of courses taken at each institution.
The document describes a SMART lesson plan called "Classroom Feud" where students are divided into teams to compete answering economics questions. If a team answers correctly, they roll a die and earn that many points, but lose points if incorrect. The game was chosen because it makes learning economics concepts fun and competitive while being adaptable for different ages, studies, and as extra credit. The lesson accommodates different needs through reading questions aloud or on screen for impaired students, and its team format allows overcoming issues as a group.
Gamification for Classroom Management FIT 2015Keith Sy
This document outlines a framework for gamifying classroom management using an EXP bar system. It involves students selecting game characters for their class/section. As students complete self-evaluations weekly using Google Forms, they earn tokens that fill the EXP bar, allowing their character to level up. The goal is for each class's character to reach the ultimate level. The teacher tracks progress using Google Sheets and presents a leaderboard in Google Slides to motivate students. This gamified system aims to promote both intrinsic and extrinsic motivation.
El documento resume los artículos 89, 90 y 91 del Código Penal Argentino sobre delitos de lesiones. El artículo 89 establece una pena de 1 mes a 1 año de prisión por causar un daño en el cuerpo o la salud de otra persona. El artículo 90 establece penas más severas, de 1 a 6 años, si la lesión causa un daño permanente a la salud o capacidad funcional. El artículo 91 establece las penas más graves, de 3 a 10 años, si la lesión causa una enfermedad incurable o
The document is a business feasibility study guide for applicants to the New Enterprise Incentive Scheme (NEIS) program funded by the Australian government. The guide contains sections for applicants to provide details about their proposed business idea, market research, finances, capital requirements, expenses, and eligibility. Completing the guide helps assess an applicant's readiness to participate in the NEIS program and start their own business.
Este documento resume la historia del teatro desde sus orígenes en la antigua Grecia hasta la Edad Media. Explica que el teatro comenzó con las tragedias y comedias griegas y luego se desarrolló en la liturgia cristiana durante la Edad Media. Detalla los tres géneros teatrales principales (comedia, drama y tragedia), sus características y obras representativas. También cubre temas como los actores, la escenografía y los lugares de representación a través de los tiempos.
This document appears to be a resume for Christopher N. Cleveland, who is a doctoral candidate at the University of Florida. It lists his education history, including a B.S. in Chemistry and B.A. in Mathematics from University of St. Thomas, an M.S. in Chemical Engineering from Carnegie Mellon University, and current enrollment in a Ph.D. program in Chemical Engineering at the University of Florida. It provides a detailed list of courses taken at each institution.
Feasibility and Acceptability of Ecological Momentary Assessments among Subst...YTH
Ecological Momentary Assessment (EMA) is a validated data collection method that measures behaviors in real time. Despite the advantages of EMA, this method remains underutilized in substance use research. We conducted an EMA study with phone text messages among 30 substance-using men who have sex with men (SUMSM) enrolled in a 2-month pharmacologic trial. SUMSM received 3-5 text message questions daily that assessed alcohol and methamphetamine use. We calculated text message completion rates and surveyed participants' perceptions of text messages to determine the feasibility and acceptability of EMA among substance-using MSM. Our study had high completion and satisfaction rates and very few participants reported having difficulty participating in the study. EMA is a feasible and acceptable data collection method among SUMSM. Additionally, some participants reported the EMA may help them reduce their substance use. Taken together, our findings support the suitability of EMA for future substance use research studies.
Presentation by Marius Bugge Monsen held during Bossa Conference 2010 in Manaus.
Read more at http://labs.trolltech.com
http://qt.nokia.com
http://www.bossaconference.indt.org/
This document describes features of a web-based CRM software called SUDHARANA. It discusses modules for customer relationship management including customer master, product master, user management, lead management, quotation management, sales order management, invoice management, payment management, and reporting. The key features highlighted are simplicity, user-friendliness, ability to generate documents like quotations and invoices, send emails, analyze data, and manage the sales lifecycle from lead to payment.
0762-L - PROSAD - Programa saúde do adolescente - Bases programáticasbibliotecasaude
A importância da saúde reprodutiva de adolescentes passou a ser cada vez mais reconhecida, particularmente em países em desenvolvimento, onde vivem quatro em cada cinco jovens de todo o mundo e onde mais da metade da população tem menos de 25
anos.
Good touch bad touch(safe and unsafe touch)Mitashi Pawar
This presentation will help you educate students about the various kinds of touch they get from people around them and how to differentiate between them.
Gamification is the use of game-like features in non-gaming contexts. Points, badges, and leaderboards are used to motivate participation and recognize skills and achievements. Feedback is important for learning as it allows students to assess their understanding and progress. Gamification techniques can be effective motivators if the rewards appeal to users and encourage behaviors that support learning.
This document discusses gamification and game-based learning. It begins by defining gamification as applying game design elements to non-game applications to make them more fun and engaging. Some benefits of gamifying the classroom mentioned include increased motivation, opportunities for assessment and learning, and incorporating fun. Game mechanics that can be used include badges, leaderboards, levels, and challenges/quests. The document also discusses how gamification can be used to support different types of motivation and tasks. Overall, the document advocates for using game design elements and game creation to make learning more engaging and to help students develop important skills.
Implementing a Multiplayer Classroom: Results from Designing a Class as a GameAndy Petroski
Andy Petroski presented on implementing a multiplayer classroom where a class is designed as a game. The goals are to make learning more student-centered, immersive, and collaborative while providing ongoing feedback. Students reported enjoying the format and peer interaction, though some found it overwhelming. Results showed increased engagement, individualization, and a higher percentage of students earning A's and B's compared to traditional classrooms.
Games can be used in the classroom to gain students' attention and motivate learning by challenging and engaging them. Games capture students' attention and match learning outcomes. They can be used in a variety of settings from whole class to individual activities. Teachers should choose age-appropriate games and allow students to use games to demonstrate mastery, while offering a variety to avoid issues like competition or losing interest in learning. Games offer an alternative to frustration by choosing fun activities that boost engagement.
Games can be used in the classroom to gain students' attention and motivate learning by challenging and engaging them. Games capture students' attention and match learning outcomes. They can be used in a variety of settings from whole class to individual activities. Teachers should choose age-appropriate games and allow students to use games to demonstrate mastery, while offering a variety to avoid issues like competition or losing interest in learning. Games offer an alternative to frustration by choosing fun activities that boost engagement.
While active learning fits well in the “short game” design, something else is needed to make the course “long game” worth playing for students. We have implemented the “long game” design in our Introduction to Computing course at Grand Valley State University, which earned exemplary course status in the 2017 Blackboard ECP program. The key to the “long game” is the adoption of an experience points (XP) ledger. This instrument allows students to earn XP during lectures, homework assignments, hands-on practice sessions and track the total across the length of the course. School grades used to serve as the “long game” strategy. However, today they are more likely to demotivate students than encourage them to conduct deeper exploration or to appreciate the subject matter. Grades have become a high stakes extrinsic reward. Just as money – in the research of Daniel Pink – is a poor motivator of knowledge workers, grades are a poor motivator of intellectual performance for students. Citation: Machajewski, S. (2017). The short and long game theory for academic courses. Blackboard Inc. Retrieved from http://blog.blackboard.com/the-short-and-long-game-theory-for-academic-courses/
The document discusses an arcade-style math game called Arcademic Skill Builders that uses principles of behavioral learning theory. It describes how the game incorporates operant conditioning by providing positive reinforcement through game progression for correct answers. The game also uses shaping by gradually increasing math fact difficulty over time. While the game includes positive reinforcement and shaping, it does not employ prompting, cueing, or fading techniques, which could further support the learning process.
This document discusses practical applications of gamification in education. It defines gamification as using game elements like points, badges, and leaderboards to motivate learning, rather than using full games. It provides examples of how to gamify tasks by allowing experimentation, rapid feedback, adaptive difficulty, and recognition. Tips include breaking complex tasks into simpler sub-tasks, allowing different paths to success, and addressing emotional, social and cognitive needs. However, it warns that external rewards can decrease intrinsic motivation and that students may try to exploit game systems. Overall research suggests gamification can improve skill application but may lessen theoretical knowledge.
This document discusses gamifying education courses. It begins by asking the reader to join a Kahoot game with a provided pin. It then defines gamification as applying game mechanics to non-game activities. Common elements of games like rules, turns, obstacles and win states are discussed. Potential ways to gamify education are presented, such as through badges, leaderboards, and narrative elements. Motivations for gamification in education are explored, including increased engagement and facilitating intrinsic motivation. The document concludes by outlining the Sheldon model for gamifying courses and providing specific gamification tools and ideas.
This document discusses integrating game mechanics into teaching to make courses more fun and engaging for students. It begins with an introduction to the presenter and their background in game design and education. The presentation then discusses what fun is, how gamification works, and applying game elements like status, leaderboards, incentives, and goals to motivate students. Examples are given of a video game programming course that was gamified, which led to increased attendance, assignment submission, and student engagement. The presentation concludes by addressing problems with gamification and taking questions.
Gamification 101- What is It and How to Get StartedLambda Solutions
Gamification has emerged as a significant trend in the field of learning and development in the past few years. By gamifying eLearning, you can harness the power of what people inherently love to do—have fun. Naturally, when your learners are having fun, you can eradicate any potential indicators of low engagement. But what is gamification and how can it be used effectively to motivate and engage learners?
This presentation discusses the following topics:
What is Instructional Games
The use of instructional game
Benefits and Relative Advantages of Instructional Games
Components of instructional game
Examples of instructional game
Using Games in a Class
Resources
Gamification involves applying game mechanics and elements to non-game contexts to increase engagement and motivation. In education, gamification can be used in the classroom to motivate students and inspire continued learning through capturing their interest. Game elements promote situated learning in groups and allow students to explore higher-order thinking skills like creating, evaluating, and applying knowledge. Specific gamification strategies in the classroom include giving points for academic and non-academic goals, using levels and progression, grading backwards, and letting students set personal goals and track their own progress.
Feasibility and Acceptability of Ecological Momentary Assessments among Subst...YTH
Ecological Momentary Assessment (EMA) is a validated data collection method that measures behaviors in real time. Despite the advantages of EMA, this method remains underutilized in substance use research. We conducted an EMA study with phone text messages among 30 substance-using men who have sex with men (SUMSM) enrolled in a 2-month pharmacologic trial. SUMSM received 3-5 text message questions daily that assessed alcohol and methamphetamine use. We calculated text message completion rates and surveyed participants' perceptions of text messages to determine the feasibility and acceptability of EMA among substance-using MSM. Our study had high completion and satisfaction rates and very few participants reported having difficulty participating in the study. EMA is a feasible and acceptable data collection method among SUMSM. Additionally, some participants reported the EMA may help them reduce their substance use. Taken together, our findings support the suitability of EMA for future substance use research studies.
Presentation by Marius Bugge Monsen held during Bossa Conference 2010 in Manaus.
Read more at http://labs.trolltech.com
http://qt.nokia.com
http://www.bossaconference.indt.org/
This document describes features of a web-based CRM software called SUDHARANA. It discusses modules for customer relationship management including customer master, product master, user management, lead management, quotation management, sales order management, invoice management, payment management, and reporting. The key features highlighted are simplicity, user-friendliness, ability to generate documents like quotations and invoices, send emails, analyze data, and manage the sales lifecycle from lead to payment.
0762-L - PROSAD - Programa saúde do adolescente - Bases programáticasbibliotecasaude
A importância da saúde reprodutiva de adolescentes passou a ser cada vez mais reconhecida, particularmente em países em desenvolvimento, onde vivem quatro em cada cinco jovens de todo o mundo e onde mais da metade da população tem menos de 25
anos.
Good touch bad touch(safe and unsafe touch)Mitashi Pawar
This presentation will help you educate students about the various kinds of touch they get from people around them and how to differentiate between them.
Gamification is the use of game-like features in non-gaming contexts. Points, badges, and leaderboards are used to motivate participation and recognize skills and achievements. Feedback is important for learning as it allows students to assess their understanding and progress. Gamification techniques can be effective motivators if the rewards appeal to users and encourage behaviors that support learning.
This document discusses gamification and game-based learning. It begins by defining gamification as applying game design elements to non-game applications to make them more fun and engaging. Some benefits of gamifying the classroom mentioned include increased motivation, opportunities for assessment and learning, and incorporating fun. Game mechanics that can be used include badges, leaderboards, levels, and challenges/quests. The document also discusses how gamification can be used to support different types of motivation and tasks. Overall, the document advocates for using game design elements and game creation to make learning more engaging and to help students develop important skills.
Implementing a Multiplayer Classroom: Results from Designing a Class as a GameAndy Petroski
Andy Petroski presented on implementing a multiplayer classroom where a class is designed as a game. The goals are to make learning more student-centered, immersive, and collaborative while providing ongoing feedback. Students reported enjoying the format and peer interaction, though some found it overwhelming. Results showed increased engagement, individualization, and a higher percentage of students earning A's and B's compared to traditional classrooms.
Games can be used in the classroom to gain students' attention and motivate learning by challenging and engaging them. Games capture students' attention and match learning outcomes. They can be used in a variety of settings from whole class to individual activities. Teachers should choose age-appropriate games and allow students to use games to demonstrate mastery, while offering a variety to avoid issues like competition or losing interest in learning. Games offer an alternative to frustration by choosing fun activities that boost engagement.
Games can be used in the classroom to gain students' attention and motivate learning by challenging and engaging them. Games capture students' attention and match learning outcomes. They can be used in a variety of settings from whole class to individual activities. Teachers should choose age-appropriate games and allow students to use games to demonstrate mastery, while offering a variety to avoid issues like competition or losing interest in learning. Games offer an alternative to frustration by choosing fun activities that boost engagement.
While active learning fits well in the “short game” design, something else is needed to make the course “long game” worth playing for students. We have implemented the “long game” design in our Introduction to Computing course at Grand Valley State University, which earned exemplary course status in the 2017 Blackboard ECP program. The key to the “long game” is the adoption of an experience points (XP) ledger. This instrument allows students to earn XP during lectures, homework assignments, hands-on practice sessions and track the total across the length of the course. School grades used to serve as the “long game” strategy. However, today they are more likely to demotivate students than encourage them to conduct deeper exploration or to appreciate the subject matter. Grades have become a high stakes extrinsic reward. Just as money – in the research of Daniel Pink – is a poor motivator of knowledge workers, grades are a poor motivator of intellectual performance for students. Citation: Machajewski, S. (2017). The short and long game theory for academic courses. Blackboard Inc. Retrieved from http://blog.blackboard.com/the-short-and-long-game-theory-for-academic-courses/
The document discusses an arcade-style math game called Arcademic Skill Builders that uses principles of behavioral learning theory. It describes how the game incorporates operant conditioning by providing positive reinforcement through game progression for correct answers. The game also uses shaping by gradually increasing math fact difficulty over time. While the game includes positive reinforcement and shaping, it does not employ prompting, cueing, or fading techniques, which could further support the learning process.
This document discusses practical applications of gamification in education. It defines gamification as using game elements like points, badges, and leaderboards to motivate learning, rather than using full games. It provides examples of how to gamify tasks by allowing experimentation, rapid feedback, adaptive difficulty, and recognition. Tips include breaking complex tasks into simpler sub-tasks, allowing different paths to success, and addressing emotional, social and cognitive needs. However, it warns that external rewards can decrease intrinsic motivation and that students may try to exploit game systems. Overall research suggests gamification can improve skill application but may lessen theoretical knowledge.
This document discusses gamifying education courses. It begins by asking the reader to join a Kahoot game with a provided pin. It then defines gamification as applying game mechanics to non-game activities. Common elements of games like rules, turns, obstacles and win states are discussed. Potential ways to gamify education are presented, such as through badges, leaderboards, and narrative elements. Motivations for gamification in education are explored, including increased engagement and facilitating intrinsic motivation. The document concludes by outlining the Sheldon model for gamifying courses and providing specific gamification tools and ideas.
This document discusses integrating game mechanics into teaching to make courses more fun and engaging for students. It begins with an introduction to the presenter and their background in game design and education. The presentation then discusses what fun is, how gamification works, and applying game elements like status, leaderboards, incentives, and goals to motivate students. Examples are given of a video game programming course that was gamified, which led to increased attendance, assignment submission, and student engagement. The presentation concludes by addressing problems with gamification and taking questions.
Gamification 101- What is It and How to Get StartedLambda Solutions
Gamification has emerged as a significant trend in the field of learning and development in the past few years. By gamifying eLearning, you can harness the power of what people inherently love to do—have fun. Naturally, when your learners are having fun, you can eradicate any potential indicators of low engagement. But what is gamification and how can it be used effectively to motivate and engage learners?
This presentation discusses the following topics:
What is Instructional Games
The use of instructional game
Benefits and Relative Advantages of Instructional Games
Components of instructional game
Examples of instructional game
Using Games in a Class
Resources
Gamification involves applying game mechanics and elements to non-game contexts to increase engagement and motivation. In education, gamification can be used in the classroom to motivate students and inspire continued learning through capturing their interest. Game elements promote situated learning in groups and allow students to explore higher-order thinking skills like creating, evaluating, and applying knowledge. Specific gamification strategies in the classroom include giving points for academic and non-academic goals, using levels and progression, grading backwards, and letting students set personal goals and track their own progress.
How to Fix the 10 Biggest Mistakes in GamificationAggregage
This document discusses gamification in training and provides tips for effectively implementing gamification. It begins with an overview of ELB Learning and their gamification products and services. It then lists 10 common mistakes made with gamification and provides recommendations to address each mistake, such as focusing on learning objectives not just fun, using the right type of game, providing feedback, and analyzing results. The document encourages using a blended approach and social elements for better learning outcomes. It presents The Training Arcade and CenarioVR as gamification platforms that address these best practices.
Here are a few ideas for using current events to increase student engagement in an online cultural diversity course:
- Have a weekly discussion forum where students can post links to recent news stories related to issues of diversity, race, ethnicity, gender, etc. and discuss them. This keeps topics feeling current and relevant.
- Incorporate current events into discussion questions for readings/videos. For example, ask how a recent policy change or event relates to concepts from that week's material.
- Assign short response papers where students analyze a current event through the lens of a sociological framework or theory from the course.
- Invite guest speakers via video conference to discuss their research on a current topic related to diversity. Have a Q
The document discusses fundamentals of game design, specifically focusing on serious games. It compares edutainment games to serious games. Edutainment games typically focus on lower-order thinking skills through drill activities disguised as games, while serious games aim to facilitate higher-order thinking through applying game characteristics like competition, rules, choices, and challenges to create gameplay that goes beyond drill activities. The document provides examples of how different game characteristics can be incorporated into serious games to enhance learning.
This document discusses gamifying the classroom by using game mechanics and elements to engage students. It provides examples of progression mechanics like levels and points that can be used to display student progress. Investment mechanics like achievements and collaboration can also be used to motivate students. Feedback mechanics provide information to students and allow for infinite practice through discovery and bonuses. The document describes one professor's gamified classroom which uses experience points, achievements and bonuses, and provides feedback from students, both positive and negative. It concludes by discussing lessons learned and plans to further improve the gamified classroom.
Alternative Approaches to Educational ExperiencezSpace
Alternative Approaches to Educational Experience
Introduction and History
Motivation: The Problem
Development of Gaming Environments for STEM education
Educational Game Development
Current Status of Game Systems for Education
Forthcoming Design and Development
Research on Effectiveness of Game Environments
Recap and Next Steps
Este documento describe cuatro ensayos de Émile Durkheim sobre conceptos pedagógicos fundamentales. Durkheim fue un sociólogo francés pionero y profesor de pedagogía en la Sorbona cuyas innovaciones en el campo de la educación han persistido hasta nuestros días. Los ensayos analizan temas como la naturaleza y el papel de la educación, la definición de pedagogía, y la evolución de la enseñanza secundaria en Francia desde una perspectiva sociológica.
El documento discute la importancia de la educación después de Auschwitz para prevenir su repetición. Argumenta que la educación debe enfocarse en desarrollar la autonomía y la autorreflexión crítica en los individuos para contrarrestar las tendencias autoritarias y prevenir la deshumanización y genocidio.
DURKHEIM, ÉMILE - Historia de la Educación y de las Doctrinas Pedagógicas {No...William Orozco Gómez
Este documento presenta una introducción a la historia de la educación secundaria en Francia. Argumenta que es necesario iniciar a los futuros maestros en los grandes problemas y cuestiones pedagógicas para que puedan aplicar los programas de una manera efectiva y evitar la rutina. A pesar de las resistencias, la pedagogía es indispensable para la enseñanza secundaria debido a su mayor complejidad en comparación con la enseñanza primaria.
El documento presenta la llegada de K, un agrimensor, a un pueblo remoto cubierto de nieve. Al buscar alojamiento en la posada local, es interrogado por el hijo del alcaide del castillo sobre su autorización para pernoctar allí. Tras comprobar su identidad por teléfono con el castillo, se confirma que K es el agrimensor esperado. Aunque inicialmente desconfiado, el posadero le ofrece alojamiento y comida a cargo del castillo.
El documento presenta una crítica de las definiciones tradicionales de educación y propone una definición basada en la observación histórica. Durkheim argumenta que no hay una educación ideal y única, sino que los sistemas educativos varían según la sociedad y época. Define la educación como la acción ejercida por las generaciones adultas sobre las más jóvenes, que toma formas múltiples según las clases y medios de cada sociedad.
In this chapter you can identify some elements from Player Type Theory (Bartle, 1996), Game-Inspired Course Design (Radoff, 2012), and SAPS Model (Zichermann, 2010). All of these are important for teacher designing gamification environment.
This document discusses using gamification in teaching and learning. It suggests that teachers can engage students and enhance the curriculum by designing game-based courses that incorporate elements of gaming. Games can help students develop skills like learning from mistakes, decision making under pressure, working with others, and developing literacy. They can spark curiosity and get students to explore content outside their comfort zone. The document advocates for teachers to create environments where students can discover content through experiences that involve overcoming challenges and developing creativity.
Carolina Ramirez is a 28-year-old woman who lives in Medellin, Colombia. She lives with her mother, brother, and dog Tony in the Boston neighborhood. Carolina studied social communication at Pontifical Bolivarian University and now works as a social communicator and social responsibility manager for Fenalco. In her free time, she enjoys shopping, traveling to beaches, dancing Arabic dance, watching television news and football, and cooking, though she dislikes doing the dishes. She plans to marry her boyfriend Edwar next year.
Exploiting Artificial Intelligence for Empowering Researchers and Faculty, In...Dr. Vinod Kumar Kanvaria
Exploiting Artificial Intelligence for Empowering Researchers and Faculty,
International FDP on Fundamentals of Research in Social Sciences
at Integral University, Lucknow, 06.06.2024
By Dr. Vinod Kumar Kanvaria
How to Fix the Import Error in the Odoo 17Celine George
An import error occurs when a program fails to import a module or library, disrupting its execution. In languages like Python, this issue arises when the specified module cannot be found or accessed, hindering the program's functionality. Resolving import errors is crucial for maintaining smooth software operation and uninterrupted development processes.
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
The simplified electron and muon model, Oscillating Spacetime: The Foundation...RitikBhardwaj56
Discover the Simplified Electron and Muon Model: A New Wave-Based Approach to Understanding Particles delves into a groundbreaking theory that presents electrons and muons as rotating soliton waves within oscillating spacetime. Geared towards students, researchers, and science buffs, this book breaks down complex ideas into simple explanations. It covers topics such as electron waves, temporal dynamics, and the implications of this model on particle physics. With clear illustrations and easy-to-follow explanations, readers will gain a new outlook on the universe's fundamental nature.
How to Setup Warehouse & Location in Odoo 17 InventoryCeline George
In this slide, we'll explore how to set up warehouses and locations in Odoo 17 Inventory. This will help us manage our stock effectively, track inventory levels, and streamline warehouse operations.
LAND USE LAND COVER AND NDVI OF MIRZAPUR DISTRICT, UPRAHUL
This Dissertation explores the particular circumstances of Mirzapur, a region located in the
core of India. Mirzapur, with its varied terrains and abundant biodiversity, offers an optimal
environment for investigating the changes in vegetation cover dynamics. Our study utilizes
advanced technologies such as GIS (Geographic Information Systems) and Remote sensing to
analyze the transformations that have taken place over the course of a decade.
The complex relationship between human activities and the environment has been the focus
of extensive research and worry. As the global community grapples with swift urbanization,
population expansion, and economic progress, the effects on natural ecosystems are becoming
more evident. A crucial element of this impact is the alteration of vegetation cover, which plays a
significant role in maintaining the ecological equilibrium of our planet.Land serves as the foundation for all human activities and provides the necessary materials for
these activities. As the most crucial natural resource, its utilization by humans results in different
'Land uses,' which are determined by both human activities and the physical characteristics of the
land.
The utilization of land is impacted by human needs and environmental factors. In countries
like India, rapid population growth and the emphasis on extensive resource exploitation can lead
to significant land degradation, adversely affecting the region's land cover.
Therefore, human intervention has significantly influenced land use patterns over many
centuries, evolving its structure over time and space. In the present era, these changes have
accelerated due to factors such as agriculture and urbanization. Information regarding land use and
cover is essential for various planning and management tasks related to the Earth's surface,
providing crucial environmental data for scientific, resource management, policy purposes, and
diverse human activities.
Accurate understanding of land use and cover is imperative for the development planning
of any area. Consequently, a wide range of professionals, including earth system scientists, land
and water managers, and urban planners, are interested in obtaining data on land use and cover
changes, conversion trends, and other related patterns. The spatial dimensions of land use and
cover support policymakers and scientists in making well-informed decisions, as alterations in
these patterns indicate shifts in economic and social conditions. Monitoring such changes with the
help of Advanced technologies like Remote Sensing and Geographic Information Systems is
crucial for coordinated efforts across different administrative levels. Advanced technologies like
Remote Sensing and Geographic Information Systems
9
Changes in vegetation cover refer to variations in the distribution, composition, and overall
structure of plant communities across different temporal and spatial scales. These changes can
occur natural.
A review of the growth of the Israel Genealogy Research Association Database Collection for the last 12 months. Our collection is now passed the 3 million mark and still growing. See which archives have contributed the most. See the different types of records we have, and which years have had records added. You can also see what we have for the future.
This presentation includes basic of PCOS their pathology and treatment and also Ayurveda correlation of PCOS and Ayurvedic line of treatment mentioned in classics.
1. Dispelling from
Determinated by
Are
Coming together
Bring about
MYTHS OF GAMIFICATION
Games are just
for play. There is
no challenge or
educational rigor
If I give them a
badge or points,
my class will be
gamified
It’s easy for you.
It won’t work for
me because I
teach
___________
(Fill in the Black)
You need to be a
gamer to gamify
your class
Students should
want to learn; I
shouldn’t have to
dress it up!
Gamification is
just playing
games
Girls don’t game My classroom
doesn’t have
enough
technology to
make this work
Games in the
classroom are
too much about
competition
Relationship
between Rigor
and Flow
3C
Content
Choice
Challenge
Curriculum
andstandards
Open-ended
gameModel
Unknown
turns
Motivational
Complexity
Increase content
acquisition
Such as
Many elements
that do exciting
rewards
Can be
Considering
Engaging setting
or Purpose
Provide importance to
Related to
Social
Interaction
Micro-goals
Risk and
challenges
according to
the choices
It’s not as much
the content as it
is about
engaging
students
Gamification
works for all
grade levels,
subjects areas,
and educational
budgets
Disproved because
Accordingly
Learn simple
games designs
and mechanics
Download the
latest o most
popular game
apps
Start playing
them
Note aspects
engage
Make random
musings
Make a funny
research
Only takes
Is suggested
Following the next
steps
The meaning in
the contents
Motivation
Produce
achievement results
Project-
based
learning
Design
thinking
Real-world
problem
solving
Emphasizes
Unlocking
‘Dress up’ to
Moving into
Exploration of
the course,
content, and
own crew
It’s more about
The
misconception
that it’s about
board or
traditional games
Dismiss
The statitics
show that girls
game as much
or more that men
It’s not matter
about gender
Acknowledge
In sum Challenge,
Mastery, Story,
and Choice
Leader board
Printed
badges
Games
mechanics
Value
Recommending
Positive
competition
Collaboration
Fullest
potential
Propose
Based on
To achieve