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Slides for a one hour workshop for the Tech Tools 2012 for instructors at Texas State University - San Marcos. The workshop focuses on how ETC-Research and Development team of Instructional Technologies Support collaborated with several instructors including Dr. Brock Brown from Geography to embark on several projects using Second Life, Unity Engine, Google Earth, OpenSimulator to teach hybrid online classes that need simulations or immersive environments to reach educational goals. The presentation also covers the over 8 years worth of tenure the Texas State University Virtual Campus has had in Second Life, our experiences, the good and the bad and the exciting!
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This document provides an overview of the Games Based Learning MOOC. It discusses apps, augmented reality (AR), and alternate reality games (ARGs). It outlines the course topics which include motivation design, social knowledge construction, and badges/credentials. The course is split into two parts covering topics like mysteries/puzzles, narratives, and creating games. It also references emerging technologies discussed in the NMC Horizon Report like AR, wearable tech, and image recognition triggering AR. The course uses social media like Twitter and encourages participation in weekly online discussions and events.
This document summarizes a presentation about using technology for classroom publishing. It introduces Lea Anne Daughrity and Christy Hames, who discuss creating eBooks and publishing student work using iPad apps like Book Creator. They demonstrate building an eBook together and note it could be submitted to the iTunes Book Store. The presentation provides resources for classroom publishing, the writing process, and apps for iPad publishing. It concludes by listing the technologies used to create the presentation.
You'll Never Look at Developer Support the Same Way AgainAnne Gentle
The document discusses developer support for OpenStack. It provides an overview of the different SDKs and tools available for developers, the most frequently asked questions on forums like Stack Overflow, and top tags and answerers. It also discusses analyzing usage data and issues to identify ways to improve developer documentation, tools, and support.
MS TechDays 2011 - Mango, Mango! Developing for Windows Phone 7Spiffy
This document discusses developing applications for Windows Phone 7. It provides resources for saving data locally or to the cloud, an overview of tiles and how to create secondary tiles, introduces sensors available on Windows Phone, and announces upcoming Windows Phone anchor camps in Singapore and Malaysia to provide training and a hackathon for developers. Contact information is provided for questions.
This document summarizes a project to help museums in the West Midlands region of the UK develop digital interactives. Over three months, the author held workshops and provided ongoing mentorship for staff from 10 selected museums. Participants built simple, low-cost interactives using technologies like Android phones and tablets, Raspberry Pis, and Microsoft Sticks. Examples created included touchscreen applications using PowerPoint, NFC-triggered storytelling trails, and interactive fiction games. The project aimed to demystify digital technology and empower non-expert museum staff and volunteers to create their own interactive experiences.
Slides for a one hour workshop for the Tech Tools 2012 for instructors at Texas State University - San Marcos. The workshop focuses on how ETC-Research and Development team of Instructional Technologies Support collaborated with several instructors including Dr. Brock Brown from Geography to embark on several projects using Second Life, Unity Engine, Google Earth, OpenSimulator to teach hybrid online classes that need simulations or immersive environments to reach educational goals. The presentation also covers the over 8 years worth of tenure the Texas State University Virtual Campus has had in Second Life, our experiences, the good and the bad and the exciting!
A presentation I recently gave to OMD UK (part of Omnicom Media Group) about creating games for marketing campaigns. Presentation featured two key case studies by Candyspace. Particular focus was on creating ARGs (alternate reality games) and treasure-hunt mechanics
This document summarizes a presentation about classroom publishing and creating eBooks. It introduces the presenters, Lea Anne Daughrity and Christy Hames, and provides their contact information. It then discusses the value of classroom publishing, how to create eBooks using the iPad, and includes an infographic and example of a story. The document concludes by providing resources for classroom publishing and iPad publishing that were used to create the presentation.
This document provides an overview of the Games Based Learning MOOC. It discusses apps, augmented reality (AR), and alternate reality games (ARGs). It outlines the course topics which include motivation design, social knowledge construction, and badges/credentials. The course is split into two parts covering topics like mysteries/puzzles, narratives, and creating games. It also references emerging technologies discussed in the NMC Horizon Report like AR, wearable tech, and image recognition triggering AR. The course uses social media like Twitter and encourages participation in weekly online discussions and events.
This document summarizes a presentation about using technology for classroom publishing. It introduces Lea Anne Daughrity and Christy Hames, who discuss creating eBooks and publishing student work using iPad apps like Book Creator. They demonstrate building an eBook together and note it could be submitted to the iTunes Book Store. The presentation provides resources for classroom publishing, the writing process, and apps for iPad publishing. It concludes by listing the technologies used to create the presentation.
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The document discusses developer support for OpenStack. It provides an overview of the different SDKs and tools available for developers, the most frequently asked questions on forums like Stack Overflow, and top tags and answerers. It also discusses analyzing usage data and issues to identify ways to improve developer documentation, tools, and support.
MS TechDays 2011 - Mango, Mango! Developing for Windows Phone 7Spiffy
This document discusses developing applications for Windows Phone 7. It provides resources for saving data locally or to the cloud, an overview of tiles and how to create secondary tiles, introduces sensors available on Windows Phone, and announces upcoming Windows Phone anchor camps in Singapore and Malaysia to provide training and a hackathon for developers. Contact information is provided for questions.
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Geeks bearing gifts: Unwrapping New Technologies, Version April12ayoungkin
Andrew Youngkin presented information on emerging technologies including QR codes, cloud computing, near field communication (NFC), augmented reality, and screencasting. He discussed each technology's uses and implications as well as providing examples and opportunities for hands-on practice. The overall goals were to enhance awareness of select technologies and how they can be used in libraries and education.
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A makerspace is a community space where people can gather to work on projects using tools and expertise available. The document discusses what a makerspace is and provides examples of the types of tools, technologies, and projects typically seen in makerspaces. It outlines considerations for starting a makerspace, including determining user needs and available space, tools, and resources. The main technologies discussed include 3D printing, electronics, robotics, and wearable technology. Prototyping, electronics hobbyist projects, and teaching STEM concepts are highlighted as common activities supported by makerspaces.
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The document discusses an agenda for a meetup on microservice architecture. It introduces the members of the organizing group and their backgrounds. It then covers microservices 101 concepts like monolith architecture versus microservices, advantages and disadvantages of microservices, and common microservices patterns. Later sections discuss using specific programming languages like Python, Kotlin, and Java for building microservices, with examples of splitting a monolithic application into microservices using different languages. The overall goal of the meetup is to share experiences and learn about technologies related to microservice architecture.
Makerspaces: Embracing DIY Culture at Your Library Workshop (April 2018)ALATechSource
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When the Heart BD2K grant was originally written. We proposed to build something called “Big Data World” to help advance citizen science, scientific crowdsourcing and science education – especially in bioinformatics. This past year, this idea has become Science Game Lab ( https://sciencegamelab.org ) . A collaboration between the Su laboratory at Scripps Research, Playmatics LLC, and recently the creators of WikiPathways.
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The document discusses sharing faith through digital storytelling. It provides examples of different digital tools that can be used to create and share stories, including text-based tools like blogs and wikis, audio-only podcasts, image-only tools like Flickr, and video-based tools. It also discusses why we tell stories and how digital stories are told using various software and internet applications. Steps for creating digital stories are outlined, along with options for photos, music, and other multimedia elements.
Weehawken Free Public Library Virtual Tour ProposalTheLibraryGuru
The proposal suggests creating a two-phase virtual tour of the Weehawken Free Public Library to increase community awareness and usage. Phase I would involve developing an interactive online floor plan with photographs and descriptions of key areas. Phase II would add a scavenger hunt game to the floor plan to appeal to children, teens and adults. The proposal estimates costs of $15-1,200 for Phase I and no additional costs for Phase II if developed as student projects. It aims to make the "mysterious hill-top castle" library more visible and accessible to the community.
This document provides an overview of the MAC281 Cybercultures module. The module aims to teach students about key concepts and issues related to the study of cyberculture, including intellectual property, piracy, participatory culture, representation in digital spaces, and politics online. Students will explore these topics through weekly lectures and seminars, online activities, and by completing a 2000-word essay. The document concludes by listing some pro-tips for students to utilize free cloud storage and collaboration tools to support their learning in the module.
This document discusses various forms of storytelling that have emerged on the web and through new media technologies. It provides examples of photo stories, podcasts, videos and games that tell narratives. It also explores augmented reality and how it could be used to layer digital information and stories onto the real world. The document advocates for designing new media narratives based on principles of dramatic question, emotional content, voice and pacing.
The document discusses the concept of a makerspace and proposes establishing one at the Central Connecticut State University Library. A makerspace is a community space where people can gather to work on projects using tools and expertise. The library sees a makerspace as aligning with its strategic direction of facilitating knowledge creation and inspiring learning by providing a space for students and faculty to create and collaborate on projects.
The document summarizes the redesign of the Penn State University Libraries website. The goals were to create a simpler, more minimalist design with less content by filtering out redundant, outdated, and trivial information. The project team developed a process of auditing content, creating one-page summaries of proposed features, and conducting iterative design with demos to stakeholders. By focusing on usability and essential information through a content overhaul and streamlined design, the redesign achieved more with less on the new website.
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The document discusses mobile learning and the Mobile Learning Academy. It summarizes the academy's offerings which include mobile learning games, authoring tools, apps for iPhone and Android, and online monitoring tools. It outlines some key lessons learned from mobile learning including that the real world is the most relevant context to learn in. It also discusses some challenges for widespread adoption of mobile learning such as ensuring easy and affordable technology, developing curriculum, and providing teacher/student support.
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Literature Review Basics and Understanding Reference Management.pptxDr Ramhari Poudyal
Three-day training on academic research focuses on analytical tools at United Technical College, supported by the University Grant Commission, Nepal. 24-26 May 2024
UNLOCKING HEALTHCARE 4.0: NAVIGATING CRITICAL SUCCESS FACTORS FOR EFFECTIVE I...amsjournal
The Fourth Industrial Revolution is transforming industries, including healthcare, by integrating digital,
physical, and biological technologies. This study examines the integration of 4.0 technologies into
healthcare, identifying success factors and challenges through interviews with 70 stakeholders from 33
countries. Healthcare is evolving significantly, with varied objectives across nations aiming to improve
population health. The study explores stakeholders' perceptions on critical success factors, identifying
challenges such as insufficiently trained personnel, organizational silos, and structural barriers to data
exchange. Facilitators for integration include cost reduction initiatives and interoperability policies.
Technologies like IoT, Big Data, AI, Machine Learning, and robotics enhance diagnostics, treatment
precision, and real-time monitoring, reducing errors and optimizing resource utilization. Automation
improves employee satisfaction and patient care, while Blockchain and telemedicine drive cost reductions.
Successful integration requires skilled professionals and supportive policies, promising efficient resource
use, lower error rates, and accelerated processes, leading to optimized global healthcare outcomes.
ACEP Magazine edition 4th launched on 05.06.2024Rahul
This document provides information about the third edition of the magazine "Sthapatya" published by the Association of Civil Engineers (Practicing) Aurangabad. It includes messages from current and past presidents of ACEP, memories and photos from past ACEP events, information on life time achievement awards given by ACEP, and a technical article on concrete maintenance, repairs and strengthening. The document highlights activities of ACEP and provides a technical educational article for members.
5. V2, what to do?
• Mystery Mansion v2?
• The Mysterious Outbuildings?
• The Haunted Outhouse?
• A regional ‘ask’ for a Mystery-type adventure
• A storytelling app + code-challenge with links to Microsoft Learn and
Docs
• A more customizable, scalable engine
• Focusing on teaching one tech stack per release via code
6. Keep the Mystery, Add some culture
• Museums and Libraries
pilot
• Work with Maya Archive
with Cal State Chico
• A clear Regional storyline
• A three-part-challenge
focusing on three tech
stacks:
Azure Static
May I help
you?
11. Building a
new
experience
VuePress, for a more customizable
dev experience
PlayFab backend
Mini embedded game elements via
Vue components
Localized in 4 languages
Deployed with Azure Static Web
Apps
12. Eek! How do
you build a
game with
VuePress?
•1-800-Chris-Noring
•Built a POC using
•VuePress
•Local Storage
storing retrieved
inventory items
•JSON-driven
storyline
•Text-based
instructions = easy
19. What’s next?
• Magic-a—a-Service (MAAS)
• Per Tommy’s request, a
bespoke game engine to create
your own adventures
• August Launch: “The Mysterious
Cenote” – learn the second part
of the pyramid’s name, dive into
a cenote to retrieve and
reassemble glyphs, and a
Node.js code challenge Aka.ms/game-engine