Collaborating Across Boundaries to Engage Journalism Students in Computationa...Kim Pearson
This document provides a progress report on a project collaborating between computer science and journalism students to engage journalism students in computational thinking.
The project pairs computer science and journalism classes to work together on developing computational solutions to issues related to affordable housing and environmental justice. Students meet regularly to brainstorm, share progress, and provide feedback to each other. Assessments show that the collaborative project increases journalism students' computational self-efficacy and motivation to learn computational skills relevant to their field. Future work includes better integrating computational thinking throughout the journalism curriculum.
The document discusses the benefits of integrating technology into math instruction. It argues that technology allows students to make and test conjectures and work at higher levels of abstraction. It notes that technology skills will be important for students' future careers. The document provides examples of how different technologies like podcasts, GPS, art software, and online collaboration can be used to enhance math learning and engage students. It emphasizes that technology should not replace the teacher but rather be used to enhance students' mathematical thinking.
Portfolio - just some things I'm working on - July 2021Christian Bokhove
The document discusses several projects related to transparent science and education research. It mentions a project to replicate a seminal study on gender and ICT literacy using secondary data, but the results did not replicate. It also discusses plans to use text mining techniques to analyze inspection reports from Ofsted and potential collaboration on classroom mathematics resources. The document provides brief updates on several other ongoing or planned projects involving computational methods, international assessments, mental rotation skills, and cognitive load theory.
The document outlines ideas for meeting several NETS-S performance standards for students in grades 3-5 using technology. It suggests having students 1) create a digital storybook by scanning illustrations for a class story into PowerPoint, 2) identify bias in online resources about an environmental issue during a science lesson, 3) research and propose solutions to global issues using digital tools and Google Docs, and 4) debate how emerging technologies have impacted individuals, society, and communities after learning about technological changes over the past century.
This document discusses the use of ICT (information and communication technology) tools in mathematics instruction. It provides examples of software, online resources, lessons and activities that incorporate technology. These include graphing calculators, dynamic geometry software, and interactive websites with math games and virtual manipulatives. The document also outlines benefits of technology in helping students learn mathematics more deeply and promoting interest in the subject.
This document discusses key concepts related to computational thinking and systems thinking. It covers abstraction, data collection and representation, algorithms, specification, and implementation. Digital systems including hardware, software, and networks are explored. Interactions between people and digital systems and various impacts are also examined. The goal is for students to develop computational thinking skills to solve problems through project-based learning.
Lecture 1: Introduction to the Course (Practical Information)Marina Santini
This document provides an introduction and overview for a course on Machine Learning for Language Technology. It outlines the course structure, which uses a flipped classroom model with both online presentations and in-person lab sessions. Key points include:
- The course will use a blended learning approach with online video lectures and in-class lab sessions.
- Students must attend at least 80% of both the online and in-class components.
- The course will be examined through 9 graded individual lab assignments completed during the lab sessions.
- Students are expected to read assigned chapters and complete quizzes associated with the online video lectures.
The document provides an overview of the computing curriculum in England, including aims, key stages, and learning objectives. At key stage 1, students will learn about algorithms, basic programming, data storage and retrieval, and online safety. At key stage 2, they will design and write programs, use logical reasoning, understand computer networks and the internet, use search engines effectively, and collect/analyze data. At key stage 3, topics include computational modeling, algorithms, programming languages, Boolean logic, computer systems, and data representation.
Collaborating Across Boundaries to Engage Journalism Students in Computationa...Kim Pearson
This document provides a progress report on a project collaborating between computer science and journalism students to engage journalism students in computational thinking.
The project pairs computer science and journalism classes to work together on developing computational solutions to issues related to affordable housing and environmental justice. Students meet regularly to brainstorm, share progress, and provide feedback to each other. Assessments show that the collaborative project increases journalism students' computational self-efficacy and motivation to learn computational skills relevant to their field. Future work includes better integrating computational thinking throughout the journalism curriculum.
The document discusses the benefits of integrating technology into math instruction. It argues that technology allows students to make and test conjectures and work at higher levels of abstraction. It notes that technology skills will be important for students' future careers. The document provides examples of how different technologies like podcasts, GPS, art software, and online collaboration can be used to enhance math learning and engage students. It emphasizes that technology should not replace the teacher but rather be used to enhance students' mathematical thinking.
Portfolio - just some things I'm working on - July 2021Christian Bokhove
The document discusses several projects related to transparent science and education research. It mentions a project to replicate a seminal study on gender and ICT literacy using secondary data, but the results did not replicate. It also discusses plans to use text mining techniques to analyze inspection reports from Ofsted and potential collaboration on classroom mathematics resources. The document provides brief updates on several other ongoing or planned projects involving computational methods, international assessments, mental rotation skills, and cognitive load theory.
The document outlines ideas for meeting several NETS-S performance standards for students in grades 3-5 using technology. It suggests having students 1) create a digital storybook by scanning illustrations for a class story into PowerPoint, 2) identify bias in online resources about an environmental issue during a science lesson, 3) research and propose solutions to global issues using digital tools and Google Docs, and 4) debate how emerging technologies have impacted individuals, society, and communities after learning about technological changes over the past century.
This document discusses the use of ICT (information and communication technology) tools in mathematics instruction. It provides examples of software, online resources, lessons and activities that incorporate technology. These include graphing calculators, dynamic geometry software, and interactive websites with math games and virtual manipulatives. The document also outlines benefits of technology in helping students learn mathematics more deeply and promoting interest in the subject.
This document discusses key concepts related to computational thinking and systems thinking. It covers abstraction, data collection and representation, algorithms, specification, and implementation. Digital systems including hardware, software, and networks are explored. Interactions between people and digital systems and various impacts are also examined. The goal is for students to develop computational thinking skills to solve problems through project-based learning.
Lecture 1: Introduction to the Course (Practical Information)Marina Santini
This document provides an introduction and overview for a course on Machine Learning for Language Technology. It outlines the course structure, which uses a flipped classroom model with both online presentations and in-person lab sessions. Key points include:
- The course will use a blended learning approach with online video lectures and in-class lab sessions.
- Students must attend at least 80% of both the online and in-class components.
- The course will be examined through 9 graded individual lab assignments completed during the lab sessions.
- Students are expected to read assigned chapters and complete quizzes associated with the online video lectures.
The document provides an overview of the computing curriculum in England, including aims, key stages, and learning objectives. At key stage 1, students will learn about algorithms, basic programming, data storage and retrieval, and online safety. At key stage 2, they will design and write programs, use logical reasoning, understand computer networks and the internet, use search engines effectively, and collect/analyze data. At key stage 3, topics include computational modeling, algorithms, programming languages, Boolean logic, computer systems, and data representation.
This document outlines considerations for developing a scheme of work for the new UK computing curriculum. It provides an overview of the curriculum aims and expectations at different key stages, focusing on core concepts like computational thinking, digital literacy and computer science. It also discusses important themes, assessment approaches, and the balance between skills, knowledge and understanding. The document concludes by reflecting on key decisions needed to structure the scheme of work, including topics, format and ensuring it builds on children's interests in learning.
Statistics 695A: Machine Learning, Fall 2004butest
This document provides information about the Statistics 695A: Machine Learning course for Fall 2004 including:
- The course will cover machine learning theory, methods, algorithms and applications. Students will learn to develop machine learning tools and apply them to data sets.
- Student responsibilities include presenting a research paper, conducting a machine learning study on a data set, and writing an 8-page project paper reporting the results.
- Proposed instructor topics are perceptrons, local learning, Bayesian learning, Bayesian networks, visualization, and learning theory. Students will read about these topics on the course website.
- The instructor, William S. Cleveland, is a professor of statistics and computer science who researches machine learning,
This document discusses programming and computational thinking concepts for primary school students. It provides examples of how programming can be used across different subject areas like math, science, languages and art. It also profiles an example of two gifted students who were motivated to design their own computer games after being introduced to programming software. Their enthusiasm then inspired their teacher to create a whole class unit on designing games using the same application. The document advocates for constructionism and learning through building projects, and provides guidance on teaching programming concepts for different primary school levels.
UCL joint Institute of Education (London Knowledge Lab) & UCL Interaction Centre seminar, 20th April 2016. Replay: https://youtu.be/0t0IWvcO-Uo
Algorithmic Accountability & Learning Analytics
Simon Buckingham Shum
Connected Intelligence Centre, University of Technology Sydney
ABSTRACT. As algorithms pervade societal life, they are moving from the preserve of computer science to becoming the object of far wider academic and media attention. Many are now asking how the behaviour of algorithms can be made “accountable”. But why are they “opaque” and to whom? As this vital discussion unfolds in relation to Big Data in general, the Learning Analytics community must articulate what would count as meaningful questions and satisfactory answers in educational contexts. In this talk, I propose different lenses that we can bring to bear on a given learning analytics tool, to ask what it would mean for it to be accountable, and to whom. From a Human-Centred Informatics perspective, it turns out that algorithmic accountability may be the wrong focus.
BIO. Simon Buckingham Shum is Professor of Learning Informatics at the University of Technology Sydney, which he joined in August 2014 to direct the new Connected Intelligence Centre. Prior to that he was at The Open University’s Knowledge Media Institute 1995-2014. He brings a Human-Centred Informatics (HCI) approach to his work, with a background in Psychology (BSc, York), Ergonomics (MSc, London) and HCI (PhD, York) where he worked with Rank Xerox Cambridge EuroPARC on Design Rationale. He co-edited Visualizing Argumentation (2003) followed by Knowledge Cartography (2008, 2nd Edn. 2014), and with Al Selvin wrote Constructing Knowledge Art (2015). He is active in the emerging field of Learning Analytics and is a co-founder of the Society for Learning Analytics Research, Compendium Institute and Learning Emergence network.
This document discusses teaching computational thinking through technologies education. It emphasizes developing students' thinking skills like design thinking, computational thinking, systems thinking and futures thinking through project-based learning. The document outlines curriculum outcomes, contexts, challenges and expectations for developing solutions across different year levels. It also discusses integrating different models of thinking, evaluating solutions, and the importance of creativity, innovation and accepting failure in the learning process.
The Input aims to show the implications of Cloud Computing for learning and working and will discuss how schools’ ICT concepts and media competences might look like. But local, affordable solutions will be considered as well. Particularly in the absence of the financial means necessary to purchase expensive hardware and networks, local solutions could be favoured. For these purposes the School for Teacher Education at the University of Applied Sciences Northwestern Switzerland has developed the "Lernstick".
The document discusses the semantic web and how it uses standards like SCORM to organize online educational content and learning objects. SCORM allows content to be aggregated, launched, sequenced and learner progress tracked. Learning objects can be any digital resources like images, documents or courses that can be reused, repurposed or adapted. Communities of practice are groups that share knowledge over time through collaboration. Trends in online learning include value of investment over return on investment and generating learning objects through communities of practice.
Cybernetics, human-in-the-loop and probabilistic modelling for recommender sy...Eliezer Silva
Talk presented at BRAIN NTNU event
https://brainntnu.no/portfolio/brain-talks-big-data2-2/
Blog post about the talk https://brainntnu.no/2019/02/05/society-of-minds/
Reflections about cybernetics, bias in recommender systems and future of AI
When teaching about scatter plots and lines of best fit, technology allows students to access large datasets from various online sources, plot graphs, and determine lines of best fit. The internet offers instructional videos, interactive activities, and up-to-date real world data on topics of interest to students. Examples of sources provided are the US Census, National Center for Education Statistics, and Monitoring the Future, which contain demographic and behavioral trend data. Online tools like interactive scatter plot activities and math reference apps support student learning.
On the development of computational thinking skills in schools through comput...Jesús Moreno León
This document outlines the goals and background of a thesis on developing computational thinking skills in schools through computer programming with Scratch. The thesis will examine whether computational thinking skills can be automatically assessed by analyzing Scratch creations. It will also study whether programming activities enhance learning in other subjects. Additionally, it will research social and non-cognitive factors that may impact the development of computational thinking skills when programming with Scratch.
An introduction to Force11 and Beyond the PDF meetings presented to the WWW2013 meeting in Rio de Janeiro, Brazil on May 15, 2013. Presenters were: Ivan Herman, W3C; Sweitze Roffel, Elsevier; David De Roure, University of Oxford; and Todd Carpenter, NISO.
La conferencia presentará las conclusiones más importantes de las investigaciones realizadas por el grupo KGBL3, formado por investigadores de la URJC y la UNED, en materia de pensamiento computacional en la educación. Estas investigaciones se agrupan en tres líneas temáticas: la evaluación del pensamiento computacional, su transferencia a otros dominios y los factores que influyen en su desarrollo. Durante la conferencia se hará especial hincapie en el proceso de creación y validación de los instrumentos y herramientas software desarrolladas por el grupo, que se han convertido casi en un estándar de la comunidad educativa y académica. Para finalizar se presentarán los primeros resultados de una nueva línea de investigación en la que se está trabajando, que tiene que ver con la enseñanza de la inteligencia artificial desde edades tempranas usando la herramienta LearningML.
Use of ICT for acquiring, practicing and assessing algebraic expertise Christian Bokhove
This document summarizes a research study investigating how ICT can support acquiring, practicing, and assessing algebraic expertise. The study was motivated by signals that students lack algebraic skills and the recognized potential of ICT in mathematics education. The central research question is: In what way can the use of ICT support acquiring, practicing and assessing algebraic expertise? This question is elaborated through sub-questions focusing on criteria for evaluating digital algebra tools, theoretical concepts to understand student behavior in digital environments, improving feedback design, implementing feedback principles in an intervention, and studying the effects of the intervention on algebraic expertise. The goal is to design an online intervention using a suitable digital tool to develop both procedural skills and conceptual understanding in algebra.
Toward a More Perfect Union: The Case for Culturally Responsive Computational...Kim Pearson
The document discusses challenges facing local news organizations and journalism education. It notes the declining state of local news due to economic pressures despite some promising startups. Journalism also faces a longstanding diversity problem that is exacerbated by technological shifts. The document advocates for culturally responsive journalism and news organizations that are inclusive, build community, focus on meaningful stories, and enhance the skills of both journalists and the communities they serve. It provides context about the journalism program at The College of New Jersey and collaborations between computer science and journalism. The document outlines a vision for the ideal culturally responsive news organization and notes the gap between this ideal and current realities of limited resources.
Human: Thank you for the summary. You captured the key
Collaborating Across Boundaries to Engage Journalism Students in Computationa...Kim Pearson
This document summarizes a collaborative project between computer science and journalism students at The College of New Jersey to engage journalism students in computational thinking. The project involved the students collaborating to build an online system to help a nonprofit address environmental issues. Assessment found the collaborative project increased journalism students' computational self-efficacy and motivation to learn computational skills relevant to their field. Future research is needed on better integrating computational thinking throughout journalism education.
The document discusses designing teams and processes to adapt to changing needs. It recommends structuring teams so members can work within their competencies and across projects fluidly with clear roles and expectations. The design process should support the team and their work, and be flexible enough to change with team, organization, and project needs. An effective team culture builds an environment where members feel free to be themselves, voice opinions, and feel supported.
An immersive workshop at General Assembly, SF. I typically teach this workshop at General Assembly, San Francisco. To see a list of my upcoming classes, visit https://generalassemb.ly/instructors/seth-familian/4813
I also teach this workshop as a private lunch-and-learn or half-day immersive session for corporate clients. To learn more about pricing and availability, please contact me at http://familian1.com
3 Things Every Sales Team Needs to Be Thinking About in 2017Drift
Thinking about your sales team's goals for 2017? Drift's VP of Sales shares 3 things you can do to improve conversion rates and drive more revenue.
Read the full story on the Drift blog here: http://blog.drift.com/sales-team-tips
How to Become a Thought Leader in Your NicheLeslie Samuel
Are bloggers thought leaders? Here are some tips on how you can become one. Provide great value, put awesome content out there on a regular basis, and help others.
Creating & evaluating a learning lab draft oneSoozie Brown
First draft of my 'Creating & Evaluating a Learning Lab' presentation. Still working on the 'Evaluation' slides, but looking for any input for the 'Creating' slides.
This document outlines considerations for developing a scheme of work for the new UK computing curriculum. It provides an overview of the curriculum aims and expectations at different key stages, focusing on core concepts like computational thinking, digital literacy and computer science. It also discusses important themes, assessment approaches, and the balance between skills, knowledge and understanding. The document concludes by reflecting on key decisions needed to structure the scheme of work, including topics, format and ensuring it builds on children's interests in learning.
Statistics 695A: Machine Learning, Fall 2004butest
This document provides information about the Statistics 695A: Machine Learning course for Fall 2004 including:
- The course will cover machine learning theory, methods, algorithms and applications. Students will learn to develop machine learning tools and apply them to data sets.
- Student responsibilities include presenting a research paper, conducting a machine learning study on a data set, and writing an 8-page project paper reporting the results.
- Proposed instructor topics are perceptrons, local learning, Bayesian learning, Bayesian networks, visualization, and learning theory. Students will read about these topics on the course website.
- The instructor, William S. Cleveland, is a professor of statistics and computer science who researches machine learning,
This document discusses programming and computational thinking concepts for primary school students. It provides examples of how programming can be used across different subject areas like math, science, languages and art. It also profiles an example of two gifted students who were motivated to design their own computer games after being introduced to programming software. Their enthusiasm then inspired their teacher to create a whole class unit on designing games using the same application. The document advocates for constructionism and learning through building projects, and provides guidance on teaching programming concepts for different primary school levels.
UCL joint Institute of Education (London Knowledge Lab) & UCL Interaction Centre seminar, 20th April 2016. Replay: https://youtu.be/0t0IWvcO-Uo
Algorithmic Accountability & Learning Analytics
Simon Buckingham Shum
Connected Intelligence Centre, University of Technology Sydney
ABSTRACT. As algorithms pervade societal life, they are moving from the preserve of computer science to becoming the object of far wider academic and media attention. Many are now asking how the behaviour of algorithms can be made “accountable”. But why are they “opaque” and to whom? As this vital discussion unfolds in relation to Big Data in general, the Learning Analytics community must articulate what would count as meaningful questions and satisfactory answers in educational contexts. In this talk, I propose different lenses that we can bring to bear on a given learning analytics tool, to ask what it would mean for it to be accountable, and to whom. From a Human-Centred Informatics perspective, it turns out that algorithmic accountability may be the wrong focus.
BIO. Simon Buckingham Shum is Professor of Learning Informatics at the University of Technology Sydney, which he joined in August 2014 to direct the new Connected Intelligence Centre. Prior to that he was at The Open University’s Knowledge Media Institute 1995-2014. He brings a Human-Centred Informatics (HCI) approach to his work, with a background in Psychology (BSc, York), Ergonomics (MSc, London) and HCI (PhD, York) where he worked with Rank Xerox Cambridge EuroPARC on Design Rationale. He co-edited Visualizing Argumentation (2003) followed by Knowledge Cartography (2008, 2nd Edn. 2014), and with Al Selvin wrote Constructing Knowledge Art (2015). He is active in the emerging field of Learning Analytics and is a co-founder of the Society for Learning Analytics Research, Compendium Institute and Learning Emergence network.
This document discusses teaching computational thinking through technologies education. It emphasizes developing students' thinking skills like design thinking, computational thinking, systems thinking and futures thinking through project-based learning. The document outlines curriculum outcomes, contexts, challenges and expectations for developing solutions across different year levels. It also discusses integrating different models of thinking, evaluating solutions, and the importance of creativity, innovation and accepting failure in the learning process.
The Input aims to show the implications of Cloud Computing for learning and working and will discuss how schools’ ICT concepts and media competences might look like. But local, affordable solutions will be considered as well. Particularly in the absence of the financial means necessary to purchase expensive hardware and networks, local solutions could be favoured. For these purposes the School for Teacher Education at the University of Applied Sciences Northwestern Switzerland has developed the "Lernstick".
The document discusses the semantic web and how it uses standards like SCORM to organize online educational content and learning objects. SCORM allows content to be aggregated, launched, sequenced and learner progress tracked. Learning objects can be any digital resources like images, documents or courses that can be reused, repurposed or adapted. Communities of practice are groups that share knowledge over time through collaboration. Trends in online learning include value of investment over return on investment and generating learning objects through communities of practice.
Cybernetics, human-in-the-loop and probabilistic modelling for recommender sy...Eliezer Silva
Talk presented at BRAIN NTNU event
https://brainntnu.no/portfolio/brain-talks-big-data2-2/
Blog post about the talk https://brainntnu.no/2019/02/05/society-of-minds/
Reflections about cybernetics, bias in recommender systems and future of AI
When teaching about scatter plots and lines of best fit, technology allows students to access large datasets from various online sources, plot graphs, and determine lines of best fit. The internet offers instructional videos, interactive activities, and up-to-date real world data on topics of interest to students. Examples of sources provided are the US Census, National Center for Education Statistics, and Monitoring the Future, which contain demographic and behavioral trend data. Online tools like interactive scatter plot activities and math reference apps support student learning.
On the development of computational thinking skills in schools through comput...Jesús Moreno León
This document outlines the goals and background of a thesis on developing computational thinking skills in schools through computer programming with Scratch. The thesis will examine whether computational thinking skills can be automatically assessed by analyzing Scratch creations. It will also study whether programming activities enhance learning in other subjects. Additionally, it will research social and non-cognitive factors that may impact the development of computational thinking skills when programming with Scratch.
An introduction to Force11 and Beyond the PDF meetings presented to the WWW2013 meeting in Rio de Janeiro, Brazil on May 15, 2013. Presenters were: Ivan Herman, W3C; Sweitze Roffel, Elsevier; David De Roure, University of Oxford; and Todd Carpenter, NISO.
La conferencia presentará las conclusiones más importantes de las investigaciones realizadas por el grupo KGBL3, formado por investigadores de la URJC y la UNED, en materia de pensamiento computacional en la educación. Estas investigaciones se agrupan en tres líneas temáticas: la evaluación del pensamiento computacional, su transferencia a otros dominios y los factores que influyen en su desarrollo. Durante la conferencia se hará especial hincapie en el proceso de creación y validación de los instrumentos y herramientas software desarrolladas por el grupo, que se han convertido casi en un estándar de la comunidad educativa y académica. Para finalizar se presentarán los primeros resultados de una nueva línea de investigación en la que se está trabajando, que tiene que ver con la enseñanza de la inteligencia artificial desde edades tempranas usando la herramienta LearningML.
Use of ICT for acquiring, practicing and assessing algebraic expertise Christian Bokhove
This document summarizes a research study investigating how ICT can support acquiring, practicing, and assessing algebraic expertise. The study was motivated by signals that students lack algebraic skills and the recognized potential of ICT in mathematics education. The central research question is: In what way can the use of ICT support acquiring, practicing and assessing algebraic expertise? This question is elaborated through sub-questions focusing on criteria for evaluating digital algebra tools, theoretical concepts to understand student behavior in digital environments, improving feedback design, implementing feedback principles in an intervention, and studying the effects of the intervention on algebraic expertise. The goal is to design an online intervention using a suitable digital tool to develop both procedural skills and conceptual understanding in algebra.
Toward a More Perfect Union: The Case for Culturally Responsive Computational...Kim Pearson
The document discusses challenges facing local news organizations and journalism education. It notes the declining state of local news due to economic pressures despite some promising startups. Journalism also faces a longstanding diversity problem that is exacerbated by technological shifts. The document advocates for culturally responsive journalism and news organizations that are inclusive, build community, focus on meaningful stories, and enhance the skills of both journalists and the communities they serve. It provides context about the journalism program at The College of New Jersey and collaborations between computer science and journalism. The document outlines a vision for the ideal culturally responsive news organization and notes the gap between this ideal and current realities of limited resources.
Human: Thank you for the summary. You captured the key
Collaborating Across Boundaries to Engage Journalism Students in Computationa...Kim Pearson
This document summarizes a collaborative project between computer science and journalism students at The College of New Jersey to engage journalism students in computational thinking. The project involved the students collaborating to build an online system to help a nonprofit address environmental issues. Assessment found the collaborative project increased journalism students' computational self-efficacy and motivation to learn computational skills relevant to their field. Future research is needed on better integrating computational thinking throughout journalism education.
The document discusses designing teams and processes to adapt to changing needs. It recommends structuring teams so members can work within their competencies and across projects fluidly with clear roles and expectations. The design process should support the team and their work, and be flexible enough to change with team, organization, and project needs. An effective team culture builds an environment where members feel free to be themselves, voice opinions, and feel supported.
An immersive workshop at General Assembly, SF. I typically teach this workshop at General Assembly, San Francisco. To see a list of my upcoming classes, visit https://generalassemb.ly/instructors/seth-familian/4813
I also teach this workshop as a private lunch-and-learn or half-day immersive session for corporate clients. To learn more about pricing and availability, please contact me at http://familian1.com
3 Things Every Sales Team Needs to Be Thinking About in 2017Drift
Thinking about your sales team's goals for 2017? Drift's VP of Sales shares 3 things you can do to improve conversion rates and drive more revenue.
Read the full story on the Drift blog here: http://blog.drift.com/sales-team-tips
How to Become a Thought Leader in Your NicheLeslie Samuel
Are bloggers thought leaders? Here are some tips on how you can become one. Provide great value, put awesome content out there on a regular basis, and help others.
Creating & evaluating a learning lab draft oneSoozie Brown
First draft of my 'Creating & Evaluating a Learning Lab' presentation. Still working on the 'Evaluation' slides, but looking for any input for the 'Creating' slides.
Research in Computer Science and EngineeringOdiaPua1
Talks about Science and Research in the Computer Science and Engineering domain. The scientific foundations and methods of computer science and computer engineering.
Patterns for building patterns communitiesYishay Mor
Keynote at e-Learning Patterns, Tübingen, March 4-6, 2009
http://www.iwm-kmrc.de/workshops/e-learning-patterns/
Video
http://www.iwm-kmrc.de/workshops/e-learning-patterns/videos/Keynote1YishayMor.html
http://www.iwm-kmrc.de/workshops/e-learning-patterns/videos/Keynote2YishayMor.html
Abstract
http://www.iwm-kmrc.de/workshops/e-learning-patterns/abstracts/patternscommunties.htm
The construct of design pattern is often summarised as "the core of a solution to a problem in context". What, then, is the problem that design patterns solve, and in which contexts?
As design patterns break new grounds in educational research and practice, challenging questions arise: how do we engage new audiences in the pattern paradigm? How do we adapt the form and modes of use of patterns to make them useful in diverse realms of practice? Why do we have such a strong conviction in the value of design patterns?
The tradition of design patterns refers to concepts such as "timelessness" and "expertise". These are problematic in a world of accelerating change. Yet another fundamental principle is accentuated; the need to establish robust design languages capable of capturing the complexity of problems in our environment and offering verifiable solutions. I argue that design-level discourse is imperative in many critical domains of human activity, and that patterns should play a central role in such discourse. Over the last few years, my colleagues and I have been developing a methodology for participatory workshops for practical design patterns. This methodology has emerged from the "Learning Patterns" project, and is being refined by the "Pattern Language Network" project.
In this talk, I will describe the methodology, its history and future plans, and provide some illustrative examples. I will also highlight some of the fundamental questions which is provokes.
Fundamental Questions - The Second Decade of AI: Towards Architectures for Hu...Aaron Sloman
The document summarizes a presentation given at the KI2006 Symposium on the history of artificial intelligence. It discusses:
1) The presenter's early education in AI in the late 1960s and 1970s, being impressed by works by Marvin Minsky and attending lectures by Max Clowes.
2) Interesting early AI work in the 1970s by researchers like Patrick Winston, Terry Winograd, and Gerald Sussman.
3) The presenter's realization in the early 1970s that the best way to do philosophy was through designing and implementing fragments of working minds in AI to test philosophical theories.
4) Some of the major AI centers that existed in the early
Computer Science is an interesting subject which helps students to develop their problem solving and computational thinking skills. The problem solving and algorithmic nature of computer science also promotes students’ creativity and innovation. However, teaching of computer science is different from other science subjects and requires special pedagogical skills. This presentation covers these aspects.
This document discusses research on the use of technology in mathematics education. It explores how technologies can influence conceptualization and the roles of different artifacts. Frameworks for understanding how technologies are used as instruments for learning are presented. Challenges in implementing technologies in the classroom and gaps between potential uses and actual implementation are also examined.
This document describes an educational program that teaches computer science concepts to primary school students through hands-on activities. The activities are designed to introduce students to topics like binary numbers, image representation, text compression, error detection, information theory, algorithms, and more - all without using an actual computer. The program aims to help students learn how computers work in an engaging way and build skills in problem solving, creativity, and computational thinking.
This document introduces an enrichment and extension program for primary school students about computer science concepts. It was created by computer science lecturers and school teachers. The program uses hands-on activities to teach concepts like binary numbers, image representation, text compression, error detection, information theory, algorithms, and more. Students actively problem solve without using an actual computer. The goal is to make computer science engaging and accessible to all students.
This document discusses educational simulations and their benefits. It defines simulations as teaching methods that directly involve participants in decision making and learning from outcomes. Simulations can enhance learning by promoting interactivity and engagement. The theoretical framework discussed includes cognitive psychology and situated virtual cognition. Examples of simulations include Second Life and virtual reality environments. Research shows simulations may be superior to problem-based learning for acquiring skills. The document provides resources for creating and using simulations.
The document discusses lessons learned from designing geometry learning activities that combine mobile and 3D tools. It describes a design-based research project where students used mobile devices and 3D modeling outdoors and indoors to take on architectural roles. Key findings included students being willing to improvise with the technologies, collaboration and discussion around mathematical problems, and lessons about effective co-design processes like creating expertise and common ground between designers.
We reflect briefly on the difference between ICT and computing. The first session sets primary school computing within the historical context of educational computing and present policy. I provide an overview of Syemore Papert’s work.
I introduce you to BYOB Scratch and you use it to explore a few simple exercises in turtle graphics before using it to copy or create more complex shapes.
I brief you on the module assessment.
Visual thinking is an approach to understanding, creating, and communicating information visually. It involves using techniques from information visualization, mind mapping, sequential visual representations, and principles from film and comics. Visual thinking can enhance performance in thinking, representing, and communicating. It is useful for tasks like problem solving, maintaining productivity, and producing more compelling products. The Vizability textbook and exercises teach visual thinking skills that can be applied in work and life.
A Langauge of Patterns for Mathematical LearningYishay Mor
The document discusses design patterns for mathematical learning. It introduces the concept of design patterns that describe recurring solutions to common problems in a way that can be reused in different contexts. The document then provides examples of several design patterns for mathematical learning, including patterns related to mathematical game pieces, soft scaffolding, narrative spaces, objects to talk with, and streams. It aims to develop domain-specific theories to better understand the learning process through design-based research.
This document discusses AeCTS, a methodology for teaching with technology that focuses on solving authentic problems. AeCTS stands for Authentic problem, Exit strategy, Clear outcome, Thinking skills, and Software skills. It provides examples of lessons planned according to the AeCTS framework, including developing a social service announcement video and creating a podcast about monuments. The document emphasizes that AeCTS lessons engage students by focusing on meaningful, real-world problems and using technology tools to develop higher-order thinking skills.
Design considerations for machine learning systemAkemi Tazaki
Critical commentary based on my professional experience in designing apps with artificial intelligence and on desktop research. Presentation slides for Botscampe 2016.
This document discusses using technology to implement higher level thinking skills aligned with Common Core objectives. It provides examples of using tools like iPad apps, interactive websites, digital storytelling and Scratch to engage students in projects involving skills like analysis, evaluation, and synthesis. Concerns about Common Core are addressed by focusing on concepts rather than facts and ensuring lessons are relevant, interesting, and connect to students' lives. Bloom's Taxonomy is presented as a framework for developing critical thinking through questioning techniques.
This document discusses how game-like learning can benefit students. It notes that game-like learning allows students to learn mathematical, computational, and 21st century skills like analyzing, collaborating, and communicating clearly through meaningful and motivating contexts. It also provides perspectives that game-like learning allows students to feel they can create, connect with others, and ask questions to make sense of the world. The document then discusses how the Scratch programming environment by MIT can be used to introduce students to creative computing through hands-on projects exploring arts, stories, and games, while highlighting computational concepts and practices. It concludes by noting the importance of STEM for the future economy.
SCSA's WA curriculum differs slightly from ACARA's and the new Digital Technologies subject warrants examination. With a secondary focus on coding and computational thinking, this slideshow was used at WA schools to assist in unpacking these components.
A proposal I wrote for "Lemasr", an organization for supporting development in Egypt. I thought the information contained within might be useful to more people.
Note: Pages 10-15 were taken from a presentation by Jeanette M. Wing, with permission. The original presentation is here: http://exploringcs.org/wp-content/uploads/2010/09/Wing08.ppt
Walmart Business+ and Spark Good for Nonprofits.pdfTechSoup
"Learn about all the ways Walmart supports nonprofit organizations.
You will hear from Liz Willett, the Head of Nonprofits, and hear about what Walmart is doing to help nonprofits, including Walmart Business and Spark Good. Walmart Business+ is a new offer for nonprofits that offers discounts and also streamlines nonprofits order and expense tracking, saving time and money.
The webinar may also give some examples on how nonprofits can best leverage Walmart Business+.
The event will cover the following::
Walmart Business + (https://business.walmart.com/plus) is a new shopping experience for nonprofits, schools, and local business customers that connects an exclusive online shopping experience to stores. Benefits include free delivery and shipping, a 'Spend Analytics” feature, special discounts, deals and tax-exempt shopping.
Special TechSoup offer for a free 180 days membership, and up to $150 in discounts on eligible orders.
Spark Good (walmart.com/sparkgood) is a charitable platform that enables nonprofits to receive donations directly from customers and associates.
Answers about how you can do more with Walmart!"
How to Make a Field Mandatory in Odoo 17Celine George
In Odoo, making a field required can be done through both Python code and XML views. When you set the required attribute to True in Python code, it makes the field required across all views where it's used. Conversely, when you set the required attribute in XML views, it makes the field required only in the context of that particular view.
The chapter Lifelines of National Economy in Class 10 Geography focuses on the various modes of transportation and communication that play a vital role in the economic development of a country. These lifelines are crucial for the movement of goods, services, and people, thereby connecting different regions and promoting economic activities.
Temple of Asclepius in Thrace. Excavation resultsKrassimira Luka
The temple and the sanctuary around were dedicated to Asklepios Zmidrenus. This name has been known since 1875 when an inscription dedicated to him was discovered in Rome. The inscription is dated in 227 AD and was left by soldiers originating from the city of Philippopolis (modern Plovdiv).
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.
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.
This presentation was provided by Racquel Jemison, Ph.D., Christina MacLaughlin, Ph.D., and Paulomi Majumder. Ph.D., all of the American Chemical Society, for the second session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session Two: 'Expanding Pathways to Publishing Careers,' was held June 13, 2024.
This document provides an overview of wound healing, its functions, stages, mechanisms, factors affecting it, and complications.
A wound is a break in the integrity of the skin or tissues, which may be associated with disruption of the structure and function.
Healing is the body’s response to injury in an attempt to restore normal structure and functions.
Healing can occur in two ways: Regeneration and Repair
There are 4 phases of wound healing: hemostasis, inflammation, proliferation, and remodeling. This document also describes the mechanism of wound healing. Factors that affect healing include infection, uncontrolled diabetes, poor nutrition, age, anemia, the presence of foreign bodies, etc.
Complications of wound healing like infection, hyperpigmentation of scar, contractures, and keloid formation.
Philippine Edukasyong Pantahanan at Pangkabuhayan (EPP) CurriculumMJDuyan
(𝐓𝐋𝐄 𝟏𝟎𝟎) (𝐋𝐞𝐬𝐬𝐨𝐧 𝟏)-𝐏𝐫𝐞𝐥𝐢𝐦𝐬
𝐃𝐢𝐬𝐜𝐮𝐬𝐬 𝐭𝐡𝐞 𝐄𝐏𝐏 𝐂𝐮𝐫𝐫𝐢𝐜𝐮𝐥𝐮𝐦 𝐢𝐧 𝐭𝐡𝐞 𝐏𝐡𝐢𝐥𝐢𝐩𝐩𝐢𝐧𝐞𝐬:
- Understand the goals and objectives of the Edukasyong Pantahanan at Pangkabuhayan (EPP) curriculum, recognizing its importance in fostering practical life skills and values among students. Students will also be able to identify the key components and subjects covered, such as agriculture, home economics, industrial arts, and information and communication technology.
𝐄𝐱𝐩𝐥𝐚𝐢𝐧 𝐭𝐡𝐞 𝐍𝐚𝐭𝐮𝐫𝐞 𝐚𝐧𝐝 𝐒𝐜𝐨𝐩𝐞 𝐨𝐟 𝐚𝐧 𝐄𝐧𝐭𝐫𝐞𝐩𝐫𝐞𝐧𝐞𝐮𝐫:
-Define entrepreneurship, distinguishing it from general business activities by emphasizing its focus on innovation, risk-taking, and value creation. Students will describe the characteristics and traits of successful entrepreneurs, including their roles and responsibilities, and discuss the broader economic and social impacts of entrepreneurial activities on both local and global scales.
1. Using computer science education methods to enhance teaching across the disciplines Kim Pearson The College of New Jersey Fifth Annual Culturally Responsive Teaching, Learning and Counseling Symposium
9. What is computational thinking? “Computational thinking is a fundamental skill for everyone, not just computer scientists. To reading, writing and arithmetic, we should add computational thinking to every child’s analytical ability.” Dr. Jeannette Wing An approach to problem solving that includes (but isn’t limited to): Abstracting and modeling processes and phenomena Creating rules and procedures, ie algorithms Collaboration Structuring ideas and information in ways that both machines and people can process Not just for science and math class
10. Exhibit A: IJIMS We used the parallels in the processes of creating news stories to teach fundamental computer science principles and skills, including: collaboratively specifying a problem, developing and implementing solutions, error checking, and iteration.
11. But it wasn’t just about writing Abstracting a problem What is the story? Thinking procedurally Rules for finding credible sources Rules for conducting interviews Abstracting a problem Judgments about best media for each part of a story (text, video, Scratch, image) Collaborative problem solving and project management And real programming
12. What is Scratch? Created by MIT Media Lab Designed to teach programming to novices Exposes students to real programming concepts: control structures, commands, loops, strings Ability to use, create and modify media makes programming play Supportive online community supports collaboration
13. Your turn to play Open Scratch on your desktop Getting started in Scratch Now that you have created a sample Scratch program, can you think of how students might use Scratch to create stories, games or animations using topics in: Science Math Social Studies Language Arts
14. CS Unplugged Teaching computer science without a computer Journalism scavenger hunt Swing dancing (8-count correspondents to bits and bytes, steps are algorithms Let’s play, shall we?
15. Next steps Pending funding, we will create a playbook with curricula and assessment tools that will allow IJIMS to be replicated in other school districts. We will also standardize our custom-designed content management system, CAFÉ, so that it will be an open-source product. Your thoughts, questions?