IMCL2014 Presentation – Success Factors of Online Learning VideosSafak Korkut
Abstract— Videos have emerged as a dominant medium for educational purposes in many Massive Open Online Course (MOOC) platforms. Online learning videos are visual components of the online learning platforms. They are particularly interesting for students who are visual learners and who learn best by watching the short format engaging videos rather than by just reading or listening to course materials. The paper focuses on the categorization of factors that are responsible for the success/popularity of online learning videos. The research is based on the literature review and video observations of the MOOC platforms, in particular of the Khan Academy and Coursera. In this paper, we propose a tabular and a spider graph as a condensed overview of categories that should commonly be utilized by the online learning video production to make them successful.
Computer Science MOOCs: a Methodology for the Recording of Videos Manuel Castro
Presentation of tips, good practice and methodology to prepare video information in Computer Science MOOCS - inside the Educon 2016 in Abu Dhabi (http://www.educon-conference.org/educon2016/), and as part of the IN-CLOUD project (http://www.learn-in-cloud.eu/)
The document describes an ICT Micro Seminar program that teaches people how to use free internet applications to move physical work online. The 7-module seminar covers topics like using Google Maps, Skype, Facebook, and open source software. It is aimed at students, professionals, entrepreneurs and others wanting to gain digital skills. Becoming a facilitator provides an opportunity to earn income by running the seminar courses and gaining ongoing profits from related business activities and referrals.
Digital technology has impacted filmmaking in several ways. It has offered benefits like DV cameras and computer-based editing that allow for more portable and accessible filmmaking. Students are asked to evaluate how digital technology has benefited their production work for their coursework and helped or limited their creativity. They should consider how factors like DV cameras, online research, digital planning and editing tools, and learning from other media texts influenced their creative abilities and choices in their projects.
This document is a curriculum vitae for Davide Di Ridolfo. It summarizes his work experience including his current role as Head of Systems Design for AluK S.A. and previous roles in research and development for aluminum building systems companies. It also lists his education including a degree in Mechanical Engineering and skills in areas like CAD design, project management, and languages.
This document outlines the 5-day boot camp program for Meeting Architecture. Day 1 covers the IDEA process for identifying meeting objectives and designing the meeting. Day 2 focuses on the CHA part of the CHATTY toolbox, covering conceptual, human, and art aspects. Day 3 covers the TTY part, including technical, technology, and content capturing. Day 4 discusses science and knowledge related to effective meetings. Day 5 involves applying what was learned through group presentations and role plays of a case study. The boot camp aims to teach a methodology for designing effective meetings based on objectives.
IMCL2014 Presentation – Success Factors of Online Learning VideosSafak Korkut
Abstract— Videos have emerged as a dominant medium for educational purposes in many Massive Open Online Course (MOOC) platforms. Online learning videos are visual components of the online learning platforms. They are particularly interesting for students who are visual learners and who learn best by watching the short format engaging videos rather than by just reading or listening to course materials. The paper focuses on the categorization of factors that are responsible for the success/popularity of online learning videos. The research is based on the literature review and video observations of the MOOC platforms, in particular of the Khan Academy and Coursera. In this paper, we propose a tabular and a spider graph as a condensed overview of categories that should commonly be utilized by the online learning video production to make them successful.
Computer Science MOOCs: a Methodology for the Recording of Videos Manuel Castro
Presentation of tips, good practice and methodology to prepare video information in Computer Science MOOCS - inside the Educon 2016 in Abu Dhabi (http://www.educon-conference.org/educon2016/), and as part of the IN-CLOUD project (http://www.learn-in-cloud.eu/)
The document describes an ICT Micro Seminar program that teaches people how to use free internet applications to move physical work online. The 7-module seminar covers topics like using Google Maps, Skype, Facebook, and open source software. It is aimed at students, professionals, entrepreneurs and others wanting to gain digital skills. Becoming a facilitator provides an opportunity to earn income by running the seminar courses and gaining ongoing profits from related business activities and referrals.
Digital technology has impacted filmmaking in several ways. It has offered benefits like DV cameras and computer-based editing that allow for more portable and accessible filmmaking. Students are asked to evaluate how digital technology has benefited their production work for their coursework and helped or limited their creativity. They should consider how factors like DV cameras, online research, digital planning and editing tools, and learning from other media texts influenced their creative abilities and choices in their projects.
This document is a curriculum vitae for Davide Di Ridolfo. It summarizes his work experience including his current role as Head of Systems Design for AluK S.A. and previous roles in research and development for aluminum building systems companies. It also lists his education including a degree in Mechanical Engineering and skills in areas like CAD design, project management, and languages.
This document outlines the 5-day boot camp program for Meeting Architecture. Day 1 covers the IDEA process for identifying meeting objectives and designing the meeting. Day 2 focuses on the CHA part of the CHATTY toolbox, covering conceptual, human, and art aspects. Day 3 covers the TTY part, including technical, technology, and content capturing. Day 4 discusses science and knowledge related to effective meetings. Day 5 involves applying what was learned through group presentations and role plays of a case study. The boot camp aims to teach a methodology for designing effective meetings based on objectives.
Believe it or not, the demand for professional photographers are increasing day-by-day. Whether you’re self-employed or a freelance photographer, for knowing every detail of Digital Photography will benefit you to have a successful career ahead. In this Certificate in Digital Photography, learn a broad range of topics in digital photography, including how sensors and lenses work, exposure settings, reading histograms, light, Image resolution, ISO setting and most importantly, the key to success in Digital Photography.
See More: https://bit.ly/2o6g4GK
The document summarizes the BIVEE project, which aims to promote innovation and production improvement in networked SMEs. The project develops an integrated software environment and advanced methods for boosting creativity, monitoring innovation outcomes, and creating shared knowledge repositories. It involves furniture manufacturers to evaluate current innovation processes, test the BIVEE platform, and analyze the impact on addressing issues like lack of collaboration and information sharing. The experience provides feedback on introducing collaborative approaches and innovation activities to furniture production networks.
The document summarizes the BIVEE project, which aims to promote innovation and production improvement in networked SMEs. The project develops an integrated software environment and advanced methods for boosting creativity, monitoring innovation outcomes, and creating shared knowledge repositories. It involves furniture manufacturers to evaluate current innovation processes, define user requirements, and test the BIVEE platform components. The project addresses issues identified in furniture networks like lack of mechanisms for reacting to supply problems and difficulties defining special component specifications.
It's a story of product development, combining those. I presented this deck during Bandung Developer Day #2 on Dec 10, 2015, at UNIKOM university, Bandung.
Maurizio Gattiglio | The Factories of the Future Private Public Partenship (P...I4MS_eu
The document discusses the Factories of the Future public-private partnership (FoF PPP) in Europe and its role in supporting industrial innovation. It notes that manufacturing is important for Europe's economy and jobs. The FoF PPP has supported over 151 projects involving over 1000 organizations to address challenges through demonstration projects. It focuses on increasing involvement of small and medium enterprises (SMEs) and discusses tools to help SMEs innovate and be competitive, such as access to knowledge networks and new technologies. The FoF projects have yielded results like patents and demonstrators. Information and communication technologies (ICT) play a key role in FoF research priorities and helping manufacturing SMEs innovate.
Introduction to digital media design and productionMichaelWeston
This 3 credit hour course provides an introduction to digital media design and production. Students will learn skills in digital photography, image editing, audio/video editing, and storytelling. They will complete individual assignments in these areas as well as a final group project using Adobe Premiere. The course covers both technical skills and conceptual aspects of media production. It is taught over 16 weeks with weekly readings, assignments, and labs focused on different production topics.
The document discusses Google Glass, a wearable computer with a head-mounted display developed by Google X. It provides an overview of Google Glass, including its development by Google X, key technologies like Bluetooth and cameras, features such as taking photos and videos or getting directions, how it works, components, advantages like hands-free access, disadvantages like privacy concerns, potential applications in fields like healthcare and construction, and future developments including improved battery life and quality.
La battaglia del touchless: quale è la migliore tecnologia oggi disponibile e come sceglierla.
Mostreremo le caratteristiche di vari device disponibili sul mercato (Kinect2, RealSense, Myo, Leap) e analizzeremo i casi d'uso dei diversi device evidenziandone vantaggi e svantaggi (distanza, precisione, supporto...) e come possono essere combinati tra loro. La sessione si concluderà con alcuni criteri di scelta che devono essere considerati prima di iniziare lo sviluppo e che possono evitare problemi e migliorare il risultato finale.
This document outlines two units for a BTEC Level One/Two course in Creative Digital Media Production:
Unit 2 focuses on developing, pitching, and planning digital media product ideas. Students will learn communication skills to understand client needs, develop their own ideas, and create planning portfolios.
Unit 3 covers digital moving image production. Students will learn about different media formats and genres, technical elements like camerawork and editing, and will produce a short film or video. They will explore production stages from pre-planning to distribution.
The document provides learning aims, content, and assessment criteria for evaluating student work for each unit. It also outlines responsibilities and contact information for the course.
TechComm Responsive Publishing Suite | TechComm Mobile App 2.0Georg Eck
The user friendly #TechComm #Mobile App comes with the #TechComm Responsive Publishing Suite - NOW at #stc14 in Phoenix, AZ. Get your multitude of TechComm container and take it away on your mobile device - a solution for sales, service and your end-user.
Scan the QR-Code at your machine, at a device, and the App will open the right TechComm topic.
FAQ:
-----------------------------------------
You have no Wifi in a room? Download the TechComm Container when you have it, then the Container is offline avaiilable on your device.
For what device is TechComm App available? NOW for iOS 6+, soon on Android 4+, then on WindowsPhone8.1+
More questions? See the slides.
Do you like to start with a pilot, trail? Contact us please: contact@squidds.de
The student learned several important things about technologies from constructing a media product. They learned how to use Final Cut Pro video editing software, including tools for effects, animations, sound editing, and cutting/pacing footage. They also became familiar with using an HD camera to film footage. The student observed how camera and film technologies have advanced over the years to allow higher quality productions that can be easily started and stopped during recording. Both advantages and disadvantages exist to the technologies used, such as special effects capabilities versus challenges matching footage filmed at different times.
#ISTE2016 Teach any subjects by making appsMartine Paquet
ID: 100359614
Title: WH002 Computational Thinking for Every Subject
Category: Explore and create: Workshop
Here is the presentation that I gave at #ISTE2016 on Saturday 25th. Go to ISTE website to find more resources.
This document provides guidance on how to structure a response to an evaluation question about the role of technology in constructing a thriller media production. It recommends:
1. Listing all technologies used beyond just cameras and editing software.
2. Assessing each technology in terms of effectiveness, benefits, and problems.
3. Considering which media theories apply, such as how new technologies allowed for better expression of media language.
4. Drafting a written response that critically discusses how technology contributed to a high-quality production.
Increasing Learning Efficiency and Quality of Students Homework by Attendance...Martin Ebner
The document discusses using an interactive video platform called LIVE to increase student learning efficiency and homework quality. LIVE allows adding interactive components like polls and questions to videos. A study was conducted in a civil engineering course where student groups created instructional videos with LIVE. Student attention levels and video quality were evaluated using LIVE's analysis features. Results showed high student attention levels and improved grades. Competing to create better videos and polls motivated students to engage more with the videos.
Listen to an experienced, global panel of insurance professionals present, discuss and answer your questions on the theme of “The Incumbents Fight Back - Digital Transformation Strategies”.
Brought to you by The Digital Insurer and sponsored by KPMG.
"hack an app: Mobile Learning – Learning Mobile"
ti&m's young-coders learning program
How to introduce teenagers to mobile programming, before they even start apprenticeships
Presentation given by Roland Michelberger, Lead Software Engineer, and Matthias Buschor, Marketing, Ti&M.
Mobile Monday Switzerland Event #41 on Mobile Learning, 1st June 2015, Lausanne.
Games and Gamification - Part One [digitalmedia]Safak Korkut
The document discusses digital media, games, and gamification. It provides learning outcomes related to understanding games, video game industry basics, and gamification principles. It then covers topics like what defines a game, who plays games, debunking myths about games, and how games can be used for learning. The document also discusses the growth of the video game industry and trends like social and mobile games. Finally, it introduces the concept of gamification and provides examples of how game mechanics can be applied to non-game contexts like marketing and consumer engagement.
The document summarizes a webinar hosted by Maarten Lens-FitzGerald and Olga Beza of Layar to discuss updates to their augmented reality platform. It includes information about upcoming events, a case study of an augmented reality magazine in Venezuela, and resources for using Layar in education. The webinar involved a 15 minute presentation and 45 minutes of Q&A from participants.
MOOCs for digital skills:smart education experiences in the context of Indus...EADTU
The document discusses several European projects focused on developing online training programs for digital skills relevant to Industry 4.0. It describes projects that have created e-learning courses on topics like Industry 4.0, IoT, cloud computing, and mechatronics. These courses use innovative approaches like problem-based learning, virtual labs, and adaptive learning platforms. The goal is to help workers and companies gain the skills needed in a changing job market due to new technologies.
We present PolemicTweet a system with an encompassing, economic, and engaging approach to video tagging and analysis. Annotating and tag- ging videos manually is a boring and time-consuming process. Yet, in the last couple of years the audiences of events—such as academic conferences—have begun to produce unexploited metadata in the form of micropost activities. With PolemicTweet we explore the use of tagged microposts for both video annotation and browsing aid. PolemicTweet is a system 1) to crowd source conference video tagging with structured sentiment metadata, 2) to engage audiences in a tagging process, and 3) to visualize these annotations for browsing and analyzing a video. We describe the the system and its components as well as the results from a one-year live deployment in 27 different events.
The document discusses a project called Tourney that aimed to gamify learning at a university. It describes how Tourney was developed over 18 months with a budget of 300,000 CHF by an 18-person team representing 5 schools at the university. The goal of Tourney was to create a content-independent game framework that would allow teachers to create game levels for their classes and give students a safe environment to test their skills outside the classroom.
This document summarizes a webinar about gamifying learning through the Tourney platform. Tourney is a digital learning platform being developed at FHNW to increase student learning outcomes. It aims to be content-independent so teachers can create game levels for their classes. The webinar discusses draft designs of Tourney and how gamification can motivate learning in the same way that techniques like adding cheese sauce can get children to eat broccoli. A visualization of the Tourney concept and a demonstration of the current version are presented.
More Related Content
Similar to Introducing Digital Media Course (18 Feb 2014)
Believe it or not, the demand for professional photographers are increasing day-by-day. Whether you’re self-employed or a freelance photographer, for knowing every detail of Digital Photography will benefit you to have a successful career ahead. In this Certificate in Digital Photography, learn a broad range of topics in digital photography, including how sensors and lenses work, exposure settings, reading histograms, light, Image resolution, ISO setting and most importantly, the key to success in Digital Photography.
See More: https://bit.ly/2o6g4GK
The document summarizes the BIVEE project, which aims to promote innovation and production improvement in networked SMEs. The project develops an integrated software environment and advanced methods for boosting creativity, monitoring innovation outcomes, and creating shared knowledge repositories. It involves furniture manufacturers to evaluate current innovation processes, test the BIVEE platform, and analyze the impact on addressing issues like lack of collaboration and information sharing. The experience provides feedback on introducing collaborative approaches and innovation activities to furniture production networks.
The document summarizes the BIVEE project, which aims to promote innovation and production improvement in networked SMEs. The project develops an integrated software environment and advanced methods for boosting creativity, monitoring innovation outcomes, and creating shared knowledge repositories. It involves furniture manufacturers to evaluate current innovation processes, define user requirements, and test the BIVEE platform components. The project addresses issues identified in furniture networks like lack of mechanisms for reacting to supply problems and difficulties defining special component specifications.
It's a story of product development, combining those. I presented this deck during Bandung Developer Day #2 on Dec 10, 2015, at UNIKOM university, Bandung.
Maurizio Gattiglio | The Factories of the Future Private Public Partenship (P...I4MS_eu
The document discusses the Factories of the Future public-private partnership (FoF PPP) in Europe and its role in supporting industrial innovation. It notes that manufacturing is important for Europe's economy and jobs. The FoF PPP has supported over 151 projects involving over 1000 organizations to address challenges through demonstration projects. It focuses on increasing involvement of small and medium enterprises (SMEs) and discusses tools to help SMEs innovate and be competitive, such as access to knowledge networks and new technologies. The FoF projects have yielded results like patents and demonstrators. Information and communication technologies (ICT) play a key role in FoF research priorities and helping manufacturing SMEs innovate.
Introduction to digital media design and productionMichaelWeston
This 3 credit hour course provides an introduction to digital media design and production. Students will learn skills in digital photography, image editing, audio/video editing, and storytelling. They will complete individual assignments in these areas as well as a final group project using Adobe Premiere. The course covers both technical skills and conceptual aspects of media production. It is taught over 16 weeks with weekly readings, assignments, and labs focused on different production topics.
The document discusses Google Glass, a wearable computer with a head-mounted display developed by Google X. It provides an overview of Google Glass, including its development by Google X, key technologies like Bluetooth and cameras, features such as taking photos and videos or getting directions, how it works, components, advantages like hands-free access, disadvantages like privacy concerns, potential applications in fields like healthcare and construction, and future developments including improved battery life and quality.
La battaglia del touchless: quale è la migliore tecnologia oggi disponibile e come sceglierla.
Mostreremo le caratteristiche di vari device disponibili sul mercato (Kinect2, RealSense, Myo, Leap) e analizzeremo i casi d'uso dei diversi device evidenziandone vantaggi e svantaggi (distanza, precisione, supporto...) e come possono essere combinati tra loro. La sessione si concluderà con alcuni criteri di scelta che devono essere considerati prima di iniziare lo sviluppo e che possono evitare problemi e migliorare il risultato finale.
This document outlines two units for a BTEC Level One/Two course in Creative Digital Media Production:
Unit 2 focuses on developing, pitching, and planning digital media product ideas. Students will learn communication skills to understand client needs, develop their own ideas, and create planning portfolios.
Unit 3 covers digital moving image production. Students will learn about different media formats and genres, technical elements like camerawork and editing, and will produce a short film or video. They will explore production stages from pre-planning to distribution.
The document provides learning aims, content, and assessment criteria for evaluating student work for each unit. It also outlines responsibilities and contact information for the course.
TechComm Responsive Publishing Suite | TechComm Mobile App 2.0Georg Eck
The user friendly #TechComm #Mobile App comes with the #TechComm Responsive Publishing Suite - NOW at #stc14 in Phoenix, AZ. Get your multitude of TechComm container and take it away on your mobile device - a solution for sales, service and your end-user.
Scan the QR-Code at your machine, at a device, and the App will open the right TechComm topic.
FAQ:
-----------------------------------------
You have no Wifi in a room? Download the TechComm Container when you have it, then the Container is offline avaiilable on your device.
For what device is TechComm App available? NOW for iOS 6+, soon on Android 4+, then on WindowsPhone8.1+
More questions? See the slides.
Do you like to start with a pilot, trail? Contact us please: contact@squidds.de
The student learned several important things about technologies from constructing a media product. They learned how to use Final Cut Pro video editing software, including tools for effects, animations, sound editing, and cutting/pacing footage. They also became familiar with using an HD camera to film footage. The student observed how camera and film technologies have advanced over the years to allow higher quality productions that can be easily started and stopped during recording. Both advantages and disadvantages exist to the technologies used, such as special effects capabilities versus challenges matching footage filmed at different times.
#ISTE2016 Teach any subjects by making appsMartine Paquet
ID: 100359614
Title: WH002 Computational Thinking for Every Subject
Category: Explore and create: Workshop
Here is the presentation that I gave at #ISTE2016 on Saturday 25th. Go to ISTE website to find more resources.
This document provides guidance on how to structure a response to an evaluation question about the role of technology in constructing a thriller media production. It recommends:
1. Listing all technologies used beyond just cameras and editing software.
2. Assessing each technology in terms of effectiveness, benefits, and problems.
3. Considering which media theories apply, such as how new technologies allowed for better expression of media language.
4. Drafting a written response that critically discusses how technology contributed to a high-quality production.
Increasing Learning Efficiency and Quality of Students Homework by Attendance...Martin Ebner
The document discusses using an interactive video platform called LIVE to increase student learning efficiency and homework quality. LIVE allows adding interactive components like polls and questions to videos. A study was conducted in a civil engineering course where student groups created instructional videos with LIVE. Student attention levels and video quality were evaluated using LIVE's analysis features. Results showed high student attention levels and improved grades. Competing to create better videos and polls motivated students to engage more with the videos.
Listen to an experienced, global panel of insurance professionals present, discuss and answer your questions on the theme of “The Incumbents Fight Back - Digital Transformation Strategies”.
Brought to you by The Digital Insurer and sponsored by KPMG.
"hack an app: Mobile Learning – Learning Mobile"
ti&m's young-coders learning program
How to introduce teenagers to mobile programming, before they even start apprenticeships
Presentation given by Roland Michelberger, Lead Software Engineer, and Matthias Buschor, Marketing, Ti&M.
Mobile Monday Switzerland Event #41 on Mobile Learning, 1st June 2015, Lausanne.
Games and Gamification - Part One [digitalmedia]Safak Korkut
The document discusses digital media, games, and gamification. It provides learning outcomes related to understanding games, video game industry basics, and gamification principles. It then covers topics like what defines a game, who plays games, debunking myths about games, and how games can be used for learning. The document also discusses the growth of the video game industry and trends like social and mobile games. Finally, it introduces the concept of gamification and provides examples of how game mechanics can be applied to non-game contexts like marketing and consumer engagement.
The document summarizes a webinar hosted by Maarten Lens-FitzGerald and Olga Beza of Layar to discuss updates to their augmented reality platform. It includes information about upcoming events, a case study of an augmented reality magazine in Venezuela, and resources for using Layar in education. The webinar involved a 15 minute presentation and 45 minutes of Q&A from participants.
MOOCs for digital skills:smart education experiences in the context of Indus...EADTU
The document discusses several European projects focused on developing online training programs for digital skills relevant to Industry 4.0. It describes projects that have created e-learning courses on topics like Industry 4.0, IoT, cloud computing, and mechatronics. These courses use innovative approaches like problem-based learning, virtual labs, and adaptive learning platforms. The goal is to help workers and companies gain the skills needed in a changing job market due to new technologies.
We present PolemicTweet a system with an encompassing, economic, and engaging approach to video tagging and analysis. Annotating and tag- ging videos manually is a boring and time-consuming process. Yet, in the last couple of years the audiences of events—such as academic conferences—have begun to produce unexploited metadata in the form of micropost activities. With PolemicTweet we explore the use of tagged microposts for both video annotation and browsing aid. PolemicTweet is a system 1) to crowd source conference video tagging with structured sentiment metadata, 2) to engage audiences in a tagging process, and 3) to visualize these annotations for browsing and analyzing a video. We describe the the system and its components as well as the results from a one-year live deployment in 27 different events.
Similar to Introducing Digital Media Course (18 Feb 2014) (20)
The document discusses a project called Tourney that aimed to gamify learning at a university. It describes how Tourney was developed over 18 months with a budget of 300,000 CHF by an 18-person team representing 5 schools at the university. The goal of Tourney was to create a content-independent game framework that would allow teachers to create game levels for their classes and give students a safe environment to test their skills outside the classroom.
This document summarizes a webinar about gamifying learning through the Tourney platform. Tourney is a digital learning platform being developed at FHNW to increase student learning outcomes. It aims to be content-independent so teachers can create game levels for their classes. The webinar discusses draft designs of Tourney and how gamification can motivate learning in the same way that techniques like adding cheese sauce can get children to eat broccoli. A visualization of the Tourney concept and a demonstration of the current version are presented.
20140424 XING mittagXperten Games and Gamification - Safak KorkutSafak Korkut
Safak Korkut gave a presentation on games and gamification. The presentation included:
- An overview of Safak's background and interests in new technologies and games.
- Definitions of what constitutes a game, including goals, rules, feedback and voluntary participation.
- Statistics on the game industry and the large and growing number of game players of all ages.
- An explanation of gamification as applying game mechanics and thinking to non-game contexts to increase engagement and motivation. Examples of gamified apps like Foursquare and Nike+ were provided.
- A demonstration of Tourney, a gamified learning platform for universities that aims to improve student skills through game-like challenges
Video Editing and Production Checklist [digitalmedia]Safak Korkut
In the presentation, you can find a checklist, based on the inputs from the class, that would facilitate your video productions. As a bonus chapter, it contains an overview to the interesting title sequences.
Video Shooting Techniques [digitalmedia]Safak Korkut
This class focuses on the key features of video shooting and contains DIY hints and best practices. As well it features an in-depth analysis of an old video project of mine from Politecnico di Milano - Rino Vaghetti, poeta.
Fundamentals of Storytelling [digitalmedia]Safak Korkut
This class focuses on the conventional aspects of storytelling, gazes on the future and finally summarizes the concept of storyboard and use of it in the movie industry.
Games and Gamification - Part Two [digitalmedia]Safak Korkut
This document discusses gamification and contains 20 slides presented by Safak Korkut on February 18, 2014. The slides cover topics such as mechanics for gamification, Donald Norman's book "The Design of Everyday Things", the concept of flow, what gamification is and is not, golden rules for gamification 2.0, and the Octalysis gamification framework. Examples discussed include HabitRPG and Tourney. The final slide describes a gamification sprint challenge to design a loyalty system for Easyjet airline passengers.
Games and Gamification by Safak KorkutSafak Korkut
Lecture presentation on 11.12.2013 in FHNW HSW - Elective Social Media and Customer Experience
The Lecture focuses on the introduction of Games, Game Industry and Gamification and concludes with three gamification sprint exercises.
You can hear the lecture recording on "https://soundcloud.com/safak-korkut/lecture-on-games-and"
please be aware that the recording starts after 27th slide.
ISO/IEC 27001, ISO/IEC 42001, and GDPR: Best Practices for Implementation and...PECB
Denis is a dynamic and results-driven Chief Information Officer (CIO) with a distinguished career spanning information systems analysis and technical project management. With a proven track record of spearheading the design and delivery of cutting-edge Information Management solutions, he has consistently elevated business operations, streamlined reporting functions, and maximized process efficiency.
Certified as an ISO/IEC 27001: Information Security Management Systems (ISMS) Lead Implementer, Data Protection Officer, and Cyber Risks Analyst, Denis brings a heightened focus on data security, privacy, and cyber resilience to every endeavor.
His expertise extends across a diverse spectrum of reporting, database, and web development applications, underpinned by an exceptional grasp of data storage and virtualization technologies. His proficiency in application testing, database administration, and data cleansing ensures seamless execution of complex projects.
What sets Denis apart is his comprehensive understanding of Business and Systems Analysis technologies, honed through involvement in all phases of the Software Development Lifecycle (SDLC). From meticulous requirements gathering to precise analysis, innovative design, rigorous development, thorough testing, and successful implementation, he has consistently delivered exceptional results.
Throughout his career, he has taken on multifaceted roles, from leading technical project management teams to owning solutions that drive operational excellence. His conscientious and proactive approach is unwavering, whether he is working independently or collaboratively within a team. His ability to connect with colleagues on a personal level underscores his commitment to fostering a harmonious and productive workplace environment.
Date: May 29, 2024
Tags: Information Security, ISO/IEC 27001, ISO/IEC 42001, Artificial Intelligence, GDPR
-------------------------------------------------------------------------------
Find out more about ISO training and certification services
Training: ISO/IEC 27001 Information Security Management System - EN | PECB
ISO/IEC 42001 Artificial Intelligence Management System - EN | PECB
General Data Protection Regulation (GDPR) - Training Courses - EN | PECB
Webinars: https://pecb.com/webinars
Article: https://pecb.com/article
-------------------------------------------------------------------------------
For more information about PECB:
Website: https://pecb.com/
LinkedIn: https://www.linkedin.com/company/pecb/
Facebook: https://www.facebook.com/PECBInternational/
Slideshare: http://www.slideshare.net/PECBCERTIFICATION
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 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.
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.
Chapter wise All Notes of First year Basic Civil Engineering.pptxDenish Jangid
Chapter wise All Notes of First year Basic Civil Engineering
Syllabus
Chapter-1
Introduction to objective, scope and outcome the subject
Chapter 2
Introduction: Scope and Specialization of Civil Engineering, Role of civil Engineer in Society, Impact of infrastructural development on economy of country.
Chapter 3
Surveying: Object Principles & Types of Surveying; Site Plans, Plans & Maps; Scales & Unit of different Measurements.
Linear Measurements: Instruments used. Linear Measurement by Tape, Ranging out Survey Lines and overcoming Obstructions; Measurements on sloping ground; Tape corrections, conventional symbols. Angular Measurements: Instruments used; Introduction to Compass Surveying, Bearings and Longitude & Latitude of a Line, Introduction to total station.
Levelling: Instrument used Object of levelling, Methods of levelling in brief, and Contour maps.
Chapter 4
Buildings: Selection of site for Buildings, Layout of Building Plan, Types of buildings, Plinth area, carpet area, floor space index, Introduction to building byelaws, concept of sun light & ventilation. Components of Buildings & their functions, Basic concept of R.C.C., Introduction to types of foundation
Chapter 5
Transportation: Introduction to Transportation Engineering; Traffic and Road Safety: Types and Characteristics of Various Modes of Transportation; Various Road Traffic Signs, Causes of Accidents and Road Safety Measures.
Chapter 6
Environmental Engineering: Environmental Pollution, Environmental Acts and Regulations, Functional Concepts of Ecology, Basics of Species, Biodiversity, Ecosystem, Hydrological Cycle; Chemical Cycles: Carbon, Nitrogen & Phosphorus; Energy Flow in Ecosystems.
Water Pollution: Water Quality standards, Introduction to Treatment & Disposal of Waste Water. Reuse and Saving of Water, Rain Water Harvesting. Solid Waste Management: Classification of Solid Waste, Collection, Transportation and Disposal of Solid. Recycling of Solid Waste: Energy Recovery, Sanitary Landfill, On-Site Sanitation. Air & Noise Pollution: Primary and Secondary air pollutants, Harmful effects of Air Pollution, Control of Air Pollution. . Noise Pollution Harmful Effects of noise pollution, control of noise pollution, Global warming & Climate Change, Ozone depletion, Greenhouse effect
Text Books:
1. Palancharmy, Basic Civil Engineering, McGraw Hill publishers.
2. Satheesh Gopi, Basic Civil Engineering, Pearson Publishers.
3. Ketki Rangwala Dalal, Essentials of Civil Engineering, Charotar Publishing House.
4. BCP, Surveying volume 1
Main Java[All of the Base Concepts}.docxadhitya5119
This is part 1 of my Java Learning Journey. This Contains Custom methods, classes, constructors, packages, multithreading , try- catch block, finally block and more.
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.
2. COURSE OUTLINE
18.02 Games and Gamification
25.02 Introduction to Video Communications
04.03 Fundamentals of Storytelling
11.03 Self-study / Online Meeting
18.03 Video Shooting Techniques
25.03 Digital Loyalty Management / Self-study
01.04 Video Editing and Production
08.04 Project Management / Digital Advertising
15.04 NO CLASS
22.04 NO CLASS
29.04 Mobile
06.05 Mobile / Crossmedia Management
13.05 Self Case Study (Mobile & Cross Media Mng)
20.05 25.02 – Introduction to Video
eCommerce
27.02 Communications
Final Presentation
Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut
Tuesday 18 February 14
SK
SK
SK
SK
SK
AN
SK
AN
AN
AN
AN
AN
SK, MW
18.02.2014
2
3. CLASS
Tuesdays 1615 - 1900
80% Attendance
Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut
Tuesday 18 February 14
18.02.2014
3
4. Andre Niedermann
Martin Waldau
Safak Korkut is me.
I am interested in the latest technologies, new communication concepts,
games, data visualizations and social media development.
I am also a professional filmmaker, project developer, game designer
and MSc co-mentor, lecturer.
Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut
Philip Toledano
Tuesday 18 February 14
18.02.2014
5. BLOG
http://bit.ly/digitalmediacourse
You can submit your video assignments, ask
questions and follow the updates over RSS
also;
@safakkorkut #digitalmedia
safak.korkut@fhnw.ch subject: [digitalmedia]
Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut
Tuesday 18 February 14
18.02.2014
5
6. MOODLE
Login : moodle.fhnw.ch
Please read and watch the material provided in Moodle.
Some material is to be read and watched in advance!
Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut
Tuesday 18 February 14
18.02.2014
6
7. FINAL ASSIGNMENT
Produce a short video clip about your view of the use of social
media in 5 years.
How will social media influence your personal life and career
(e.g. shopping, friendship, working in teams etc)? Set a topic
within your group and develop a future statement, especially
around the new technologies and gamification.
Use the technical means available in your group
e.g. smartphone, video camera, voice recorder, quadcopter, pro
software, an app, or scissors and glue).
The concept and the visualized ideas are more important than the
quality of the video.
Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut
Tuesday 18 February 14
18.02.2014
7
8. FINAL ASSIGNMENT
• Video (3-4 minutes): Visual storytelling challenge
• Concept and realisation plan of a video project (max 5 pages)
• Presentation of the video and discussion in class
All contributing group members get the same grade
5 pages
WRITTEN PAPER
PDF
Context – Idea
Concept – Realization
Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut
Tuesday 18 February 14
7-9’’ Interviews
VIDEO PAPER
MP4
18.02.2014
8
9. FIRST ASSIGNMENT
Self-introduction video (Hello World video)
Video (unlimited minutes): Visual storytelling challenge
Be creative.
Be inspiring.
Stop thinking, start making.
Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut
Tuesday 18 February 14
18.02.2014
9
10. SECOND ASSIGNMENT
Post a video to the blog that you find interesting/inspiring for the final
assignment.
We are going to analyze them from the point of view:
Communication.
Storytelling.
Visual concepts.
Shooting techniques.
Stop making, start thinking.
Start the discussion on the blog. Write comments.
Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut
Tuesday 18 February 14
18.02.2014
10
11. BONUS ASSIGNMENTS
• Please sign up to the social networks that you are not familiar
with and try them.
• Please get to know crowdfunding platforms, such as
kickstarter.com, indiegogo.com, wemakeit.ch, etc.
Success stories
Community
Threats and Opportunities
Innovation
Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut
Tuesday 18 February 14
18.02.2014
11
12. DEADLINES ARE NOT ON TUESDAYS AT 16:14
Weekly deadlines: Fridays 23:59
Final deadline: Tuesday, May 20th 23:59
Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut
Tuesday 18 February 14
18.02.2014
12