How to use the game grow cube to practice the use of relative clauses in a language learning classroom. This activity is for use in a connected classroom and an IWB
This document introduces two digital games that can be useful for foreign language learning: Digital Compass and Hangmouse. Digital Compass is an interactive game that teaches digital citizenship skills by allowing players to take on the role of different characters and experience scenarios around making decisions in their digital lives. Hangmouse is a version of the classic Hangman word game where players guess letters to help a mouse get cheese before a cat catches it, helping children expand their vocabulary in an engaging way. Both games provide creative and fun methods for sparking reflection and learning language concepts.
1. The document discusses using image morphology and machine learning to define dose and focus settings for NSO tools based on FE maps printed using different NSO tools, layouts, corners, and masks.
2. Testing showed higher accuracy (67.7%) when defining dose and focus for the same corner versus different tools (43.3% accuracy) or masks (43.3% accuracy).
3. The conclusion recommends collecting more data with smaller dose and focus steps to confirm results, and establishing a baseline by retraining the software after any NSO hardware or software changes.
Educational games often use simple point systems that can lead students to false conclusions about learning. They are sometimes criticized for being boring, competitive, or including violent content that detracts from educational goals. Educational games need to thoughtfully address these issues to effectively support learning.
Learning to Win: Digital Based Games in EducationNancy Konopka
This document discusses the advantages of using digital games for education. It explores game definitions and histories, and how games can promote learning through safe environments that improve cognition and test scores. The document covers designing, developing, and implementing games for learning. It also outlines barriers to educational games and leading tools like game engines. Finally, it discusses the bright future for games in education, including supporting organizations and the role of academia.
The document discusses gamifying the classroom by using computer games to make language learning more engaging and fun for students. It suggests games appeal to students' natural instincts to learn through play and capture their attention better than traditional classrooms. Specific programs mentioned that can help gamify lessons include ClassDojo and adventure games, which allow students to collaboratively solve puzzles and practice language skills like vocabulary and grammar. The document provides guidance on setting up game-based activities and recommends related reading on educational gaming.
The document discusses game formats. It focuses on the EEE Model which outlines different types of game formats including cooperative, competitive, and solo formats. Players can engage in various formats alone or with others to have fun and learn through play.
This document provides instructions for cheering up a sad monkey and engaging it in various activities. It asks how the monkey can get food and water, balloons, toys, fire a cannon, watch TV, solve a puzzle, open a present, find treasure, get a ball from a balloon, get into a safe, and decorate a Christmas tree. The overall document is asking what steps the monkey needs to take to complete different tasks and engage in play to overcome boredom and sadness.
This document contains information about digital games and their educational benefits. It includes links and references to online games that can help with language skills like completing worksheets, giving instructions, note-taking, and guided writing. It also contains strategies for using games to support reading, writing, speaking, listening, and other language skills.
This document introduces two digital games that can be useful for foreign language learning: Digital Compass and Hangmouse. Digital Compass is an interactive game that teaches digital citizenship skills by allowing players to take on the role of different characters and experience scenarios around making decisions in their digital lives. Hangmouse is a version of the classic Hangman word game where players guess letters to help a mouse get cheese before a cat catches it, helping children expand their vocabulary in an engaging way. Both games provide creative and fun methods for sparking reflection and learning language concepts.
1. The document discusses using image morphology and machine learning to define dose and focus settings for NSO tools based on FE maps printed using different NSO tools, layouts, corners, and masks.
2. Testing showed higher accuracy (67.7%) when defining dose and focus for the same corner versus different tools (43.3% accuracy) or masks (43.3% accuracy).
3. The conclusion recommends collecting more data with smaller dose and focus steps to confirm results, and establishing a baseline by retraining the software after any NSO hardware or software changes.
Educational games often use simple point systems that can lead students to false conclusions about learning. They are sometimes criticized for being boring, competitive, or including violent content that detracts from educational goals. Educational games need to thoughtfully address these issues to effectively support learning.
Learning to Win: Digital Based Games in EducationNancy Konopka
This document discusses the advantages of using digital games for education. It explores game definitions and histories, and how games can promote learning through safe environments that improve cognition and test scores. The document covers designing, developing, and implementing games for learning. It also outlines barriers to educational games and leading tools like game engines. Finally, it discusses the bright future for games in education, including supporting organizations and the role of academia.
The document discusses gamifying the classroom by using computer games to make language learning more engaging and fun for students. It suggests games appeal to students' natural instincts to learn through play and capture their attention better than traditional classrooms. Specific programs mentioned that can help gamify lessons include ClassDojo and adventure games, which allow students to collaboratively solve puzzles and practice language skills like vocabulary and grammar. The document provides guidance on setting up game-based activities and recommends related reading on educational gaming.
The document discusses game formats. It focuses on the EEE Model which outlines different types of game formats including cooperative, competitive, and solo formats. Players can engage in various formats alone or with others to have fun and learn through play.
This document provides instructions for cheering up a sad monkey and engaging it in various activities. It asks how the monkey can get food and water, balloons, toys, fire a cannon, watch TV, solve a puzzle, open a present, find treasure, get a ball from a balloon, get into a safe, and decorate a Christmas tree. The overall document is asking what steps the monkey needs to take to complete different tasks and engage in play to overcome boredom and sadness.
This document contains information about digital games and their educational benefits. It includes links and references to online games that can help with language skills like completing worksheets, giving instructions, note-taking, and guided writing. It also contains strategies for using games to support reading, writing, speaking, listening, and other language skills.
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive function. Exercise causes chemical changes in the brain that may help protect against mental illness and improve symptoms.
Este documento lista vários tópicos curtos em uma lista não ordenada, incluindo números, alfabeto, direções, alimentos, roupas, perguntas, ordinais e ouvir atentamente.
The document contains a quiz about ICT-related topics:
- The name of the interactive whiteboard software is ActivInspire
- To find the ActivInspire software, go to the program files folder on your computer
- Activ Inspire and ActivStudio are more or less the same software
- Computers are often slow because they are old
- It is not helpful to stay logged into computers when leaving the premises due to security and privacy reasons
This document discusses various creative activities and language skills practice for students including creating superhero or monster characters, describing appearances, writing stories, and practicing grammar and vocabulary. It focuses on popular culture topics like superheroes along with skills like using past, present and future tenses, prepositions, conditionals, and phrasal verbs.
The document contains the questions and answers from 5 rounds of Jeopardy about the plot, characters, objects and colors from the game Samorost 2. The rounds include questions about a snail, gnome, dog, aliens and other creatures and objects encountered in the game for $100, $200, $300, $400 and $500 values. The Final Jeopardy question asks how much it costs to buy the next part of Samorost 2, to which the answer is $5.
This newspaper article discusses a story but provides no details about the headline, newspaper name, or content of the story itself across four lines. It only lists the phrase "Newspaper’s Name And The Headline The Story" repeatedly without any further information.
The Teachers Guide To Computer Games & Learning Part 2Kyle Mawer
This document discusses walkthroughs for video games, which provide instructions to players on how to complete or solve difficult games. Walkthroughs are commonly found for point-and-click games and are easy to edit for use in an English language classroom. The document also quotes Marc Prensky referring to someone who had a large online gaming guild to manage, which upset his parents.
The Teachers Guide To Computer Games & Learning Part 1Kyle Mawer
This document discusses using computer games to help teach English. It provides links to articles about using games in education from the BBC and a strategy game website as an example. It also lists the key language skills of speaking, writing, reading and listening that can be developed through game play.
The document lists Stewart Newall, Frank Spearmann, a UC Davis-sponsored schizophrenia education building, and links to Immersive Archeology and Shakespeare Learning Quest. It provides names and topics but no other context or connections between the items listed.
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive function. Exercise causes chemical changes in the brain that may help protect against mental illness and improve symptoms.
Adapting Free Online Games To Language LearningKyle Mawer
The document provides a walkthrough for the game 3 Wish Hamster Rescue. In the game, the player takes on the role of rescuing hamsters that have been kidnapped by an evil scientist. The walkthrough outlines each level of the game and provides tips on how to complete objectives and rescue all of the hamsters to advance to the next level.
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive functioning. Exercise causes chemical changes in the brain that may help boost feelings of calmness, happiness and focus.
Leveraging Generative AI to Drive Nonprofit InnovationTechSoup
In this webinar, participants learned how to utilize Generative AI to streamline operations and elevate member engagement. Amazon Web Service experts provided a customer specific use cases and dived into low/no-code tools that are quick and easy to deploy through Amazon Web Service (AWS.)
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive function. Exercise causes chemical changes in the brain that may help protect against mental illness and improve symptoms.
Este documento lista vários tópicos curtos em uma lista não ordenada, incluindo números, alfabeto, direções, alimentos, roupas, perguntas, ordinais e ouvir atentamente.
The document contains a quiz about ICT-related topics:
- The name of the interactive whiteboard software is ActivInspire
- To find the ActivInspire software, go to the program files folder on your computer
- Activ Inspire and ActivStudio are more or less the same software
- Computers are often slow because they are old
- It is not helpful to stay logged into computers when leaving the premises due to security and privacy reasons
This document discusses various creative activities and language skills practice for students including creating superhero or monster characters, describing appearances, writing stories, and practicing grammar and vocabulary. It focuses on popular culture topics like superheroes along with skills like using past, present and future tenses, prepositions, conditionals, and phrasal verbs.
The document contains the questions and answers from 5 rounds of Jeopardy about the plot, characters, objects and colors from the game Samorost 2. The rounds include questions about a snail, gnome, dog, aliens and other creatures and objects encountered in the game for $100, $200, $300, $400 and $500 values. The Final Jeopardy question asks how much it costs to buy the next part of Samorost 2, to which the answer is $5.
This newspaper article discusses a story but provides no details about the headline, newspaper name, or content of the story itself across four lines. It only lists the phrase "Newspaper’s Name And The Headline The Story" repeatedly without any further information.
The Teachers Guide To Computer Games & Learning Part 2Kyle Mawer
This document discusses walkthroughs for video games, which provide instructions to players on how to complete or solve difficult games. Walkthroughs are commonly found for point-and-click games and are easy to edit for use in an English language classroom. The document also quotes Marc Prensky referring to someone who had a large online gaming guild to manage, which upset his parents.
The Teachers Guide To Computer Games & Learning Part 1Kyle Mawer
This document discusses using computer games to help teach English. It provides links to articles about using games in education from the BBC and a strategy game website as an example. It also lists the key language skills of speaking, writing, reading and listening that can be developed through game play.
The document lists Stewart Newall, Frank Spearmann, a UC Davis-sponsored schizophrenia education building, and links to Immersive Archeology and Shakespeare Learning Quest. It provides names and topics but no other context or connections between the items listed.
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive function. Exercise causes chemical changes in the brain that may help protect against mental illness and improve symptoms.
Adapting Free Online Games To Language LearningKyle Mawer
The document provides a walkthrough for the game 3 Wish Hamster Rescue. In the game, the player takes on the role of rescuing hamsters that have been kidnapped by an evil scientist. The walkthrough outlines each level of the game and provides tips on how to complete objectives and rescue all of the hamsters to advance to the next level.
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive functioning. Exercise causes chemical changes in the brain that may help boost feelings of calmness, happiness and focus.
Leveraging Generative AI to Drive Nonprofit InnovationTechSoup
In this webinar, participants learned how to utilize Generative AI to streamline operations and elevate member engagement. Amazon Web Service experts provided a customer specific use cases and dived into low/no-code tools that are quick and easy to deploy through Amazon Web Service (AWS.)
This presentation was provided by Rebecca Benner, Ph.D., of the American Society of Anesthesiologists, 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.
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إضغ بين إيديكم من أقوى الملازم التي صممتها
ملزمة تشريح الجهاز الهيكلي (نظري 3)
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تتميز هذهِ الملزمة بعِدة مُميزات :
1- مُترجمة ترجمة تُناسب جميع المستويات
2- تحتوي على 78 رسم توضيحي لكل كلمة موجودة بالملزمة (لكل كلمة !!!!)
#فهم_ماكو_درخ
3- دقة الكتابة والصور عالية جداً جداً جداً
4- هُنالك بعض المعلومات تم توضيحها بشكل تفصيلي جداً (تُعتبر لدى الطالب أو الطالبة بإنها معلومات مُبهمة ومع ذلك تم توضيح هذهِ المعلومات المُبهمة بشكل تفصيلي جداً
5- الملزمة تشرح نفسها ب نفسها بس تكلك تعال اقراني
6- تحتوي الملزمة في اول سلايد على خارطة تتضمن جميع تفرُعات معلومات الجهاز الهيكلي المذكورة في هذهِ الملزمة
واخيراً هذهِ الملزمة حلالٌ عليكم وإتمنى منكم إن تدعولي بالخير والصحة والعافية فقط
كل التوفيق زملائي وزميلاتي ، زميلكم محمد الذهبي 💊💊
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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.
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.
7. But in a nutshell I played while my learners watched and one of them wrote . . .
8.
9. But in a nutshell I played while my learners watched and one of them wrote . . .
10.
11. The text is now on the board. My learners took it in turns to come up and place a dot where a relative clause could go and told the class what it was.