http://tinyurl.com/classroominsights
- Teachers love classroom jeopardy that meets your test prep needs. Creating your own games is fast and easy. It's the fun, exciting and effective way for your students to review what you teach.
Games are a competitive environment that engage students and focus their attention on educational goals and specific topics by simplifying content to match learning outcomes. While games risk students becoming too competitive or focused on winning, they can be used in a variety of classroom settings if modified to avoid limitations. Examples include TV-show style games, puzzle games, board games and computer games, which can teach lessons if modified from their original form. Teachers can integrate games by using them to review facts, practice vocabulary, teach counting and money, and as a drill-and-practice strategy.
Power Point allows teachers to create various activities from a single presentation, including games, tests, reviews, flash cards, name tags, matching games, ordering activities, outlines, notes, procedures, and graphic organizers. Students can also use Power Point for their projects and assignments. Power Point offers flexibility in printing slides with multiple layout options and saving in different formats.
Round ??
Divakar seeks to identify the tagline of Brookefields Mall - "Seek. Find. Enjoy". He is then asked to identify the theme music of the famous video game Super Mario. Finally, he is asked to identify the broadcaster Doordarshan from being provided the initial "D".
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.
This document contains questions and potential answers for a CSI Jeopardy game assessing different aspects of a child's well-being across several categories (A-E). Each question is assigned a point value (100-500) and the potential answers are ranked as "Very Bad", "Bad", "Fair", or "Good" depending on how positively or negatively they assess the child's situation.
1) The teacher used a PowerPoint presentation on the Smart Board to engage students in learning about key events of WWII and children who made contributions, showing pictures and videos.
2) Students helped present on the lives of three children from WWII to make personal connections.
3) A YouTube video about Hitler's Youth captivated students and helped them experience the era in a new way.
J. Adam Edwards "What's the name of the game? How Summon saves time for fun g...SummonIL
http://summonil2013.wordpress.com/
hashtag: #summonil
J. Adam Edwards from Middlesex University talks about how he uses Summon with students during this presentation. These slides are from the 2nd UK Information Literacy & Summon Day (SummonIL2013) which was held at Manchester Metropolitan University (MMU) on 25th July 2013.
Games are a competitive environment that engage students and focus their attention on educational goals and specific topics by simplifying content to match learning outcomes. While games risk students becoming too competitive or focused on winning, they can be used in a variety of classroom settings if modified to avoid limitations. Examples include TV-show style games, puzzle games, board games and computer games, which can teach lessons if modified from their original form. Teachers can integrate games by using them to review facts, practice vocabulary, teach counting and money, and as a drill-and-practice strategy.
Power Point allows teachers to create various activities from a single presentation, including games, tests, reviews, flash cards, name tags, matching games, ordering activities, outlines, notes, procedures, and graphic organizers. Students can also use Power Point for their projects and assignments. Power Point offers flexibility in printing slides with multiple layout options and saving in different formats.
Round ??
Divakar seeks to identify the tagline of Brookefields Mall - "Seek. Find. Enjoy". He is then asked to identify the theme music of the famous video game Super Mario. Finally, he is asked to identify the broadcaster Doordarshan from being provided the initial "D".
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.
This document contains questions and potential answers for a CSI Jeopardy game assessing different aspects of a child's well-being across several categories (A-E). Each question is assigned a point value (100-500) and the potential answers are ranked as "Very Bad", "Bad", "Fair", or "Good" depending on how positively or negatively they assess the child's situation.
1) The teacher used a PowerPoint presentation on the Smart Board to engage students in learning about key events of WWII and children who made contributions, showing pictures and videos.
2) Students helped present on the lives of three children from WWII to make personal connections.
3) A YouTube video about Hitler's Youth captivated students and helped them experience the era in a new way.
J. Adam Edwards "What's the name of the game? How Summon saves time for fun g...SummonIL
http://summonil2013.wordpress.com/
hashtag: #summonil
J. Adam Edwards from Middlesex University talks about how he uses Summon with students during this presentation. These slides are from the 2nd UK Information Literacy & Summon Day (SummonIL2013) which was held at Manchester Metropolitan University (MMU) on 25th July 2013.
The document provides tips for creating effective PowerPoint presentations. Key points include keeping text concise, limiting one concept per slide, and using animations, multimedia, and interactive elements sparingly. PowerPoint should enhance ideas rather than be the focus. Handouts are recommended for student notes. The document also provides examples of how to structure lessons and engage students using PowerPoint.
The document discusses key concepts and terminology related to English language methodology. It provides tasks for students to analyze differences between first and second language learning, define English language methodology, and discusses approaches, methods, techniques, and curriculum. The tasks are meant to help students understand methodology as it relates to how people learn languages, pedagogical practices, and classroom instruction.
Presentation given at the Office of Catholic Schools Professional Development Convention by the Tech Team from St. Juliana School, Chicago, Illinois. This convention was held on Feb. 22, 2010 at Loyola Academy.
Game-based learning can be a motivating approach for 21st century schools. Games can help students develop skills, increase knowledge, and foster creativity. Some advantages of games in teaching include increased motivation, engagement in the learning process, and benefits for students with special needs. However, integrating games can be difficult for teachers and require sufficient devices. Various tools exist for teachers to create quizzes and evaluate students' competencies and skills through games. Games can also be used to assess students when played individually or with partners, such as through Kahoot or Google Forms. Students may further develop skills by creating their own learning games and materials to share.
This is an activity I use to trigger discussion. I use these photos with an interesting perspective to make students guess and talk about what they see.
You can make your own suggestions (as to what they are) in the comments.
If you need the answers, please contact me!! Looking forward to hearing from you.
A snapshot of the effect that a trial implementation of Summon had on my 'How To Find Things on Your Reading List' class at Cambridge University Library.
This document contains a Jeopardy-style game about literary terms organized into categories such as "Big Words", "Rhyme Time", "Word Plays", and "Poetic Types". Each category contains questions ranging from $100 to $500 about terms such as onomatopoeia, alliteration, personification, free verse, and ballads. The final jeopardy question asks about oxymorons. Directions are provided at the top for viewing the game as an online presentation.
The document provides information about tasks in language teaching. It defines tasks as activities that require students to use language to achieve an outcome or solve a problem. This contrasts with a focus on language structures alone. Effective tasks have real-world relevance, create contexts for language use, and allow teachers to observe student communication. A task-based approach makes tasks central to the learning process rather than merely exercises.
The document provides an outline for a qualitative study on teachers' use of grammatical terminology in second language classrooms. It will involve fieldwork observing lessons and interviewing teachers at English language schools in Malta. The study aims to describe teachers' practices in using terminology and understand their motivations. It discusses arguments for and against terminology use and how learner variables may influence terminology selection. Four sample classroom episodes are presented that illustrate terminology use between teachers and students.
The document describes an eTwinning project between schools in Italy, Turkey, Spain, and Poland where students created their own television channels and programs. Students were divided into groups to research and create scripts for different types of TV programs like documentaries, talk shows, music channels. They recorded videos of their programs and shared them online, providing opportunities for communication and cultural exchange between the partner schools. The project helped motivate students to learn English and communicate in the language despite making mistakes.
This document discusses the role of fun and games activities in teaching young language learners. It outlines that play-based activities help children learn better and language learning should involve fun. Some examples of fun activities that can aid language learning are singing, clapping, puzzles, drawing and storytelling. The activities should be age-appropriate and take into account the children's culture.
This document describes several games and activities that can be used in an English classroom, including adaptations of television game shows like "Just a Minute", "Blockbusters", and "Call My Bluff". It also presents original activities involving describing improbable objects, guessing characters, and explaining vocabulary words. Links are provided to online resources for rules, templates, and ideas to implement these fun and engaging games with students at different English levels.
This document outlines three English speaking training courses - basic, intermediate, and advanced.
The basic course is taught by Connie and focuses on introducing oneself, greeting others, asking directions, and having easy conversations. It is for students aged 30-50 with an 800-1000 word ability.
The intermediate course taught by Crystal targets students aged 18-25 who have passed the basic GEPT level. It focuses on daily conversations, opinions, experiences, and communicating with foreigners.
The advanced course instructed by Leya is for students aged 18-30 who have passed the intermediate GEPT level. It aims to develop fluent and accurate speaking, impromptu delivery, debate, dealing with daily needs abroad, and
Quest2Teach: The Impact of Immersive Games to Bridge Theory & Practice in Tea...Arizona State University
This is an overview of the theory, game-infused curricula, and research findings that drive Quest2Teach, an innovative and immersive teacher education program.
Quest2Teach is a series of game-infused 3D virtual learning curricula and socio-professional network, created from within a teachers college and designed for teacher education, to help bridge between educational theory and its application to classroom practice.
In Quest2Teach, students create a professional avatar, play out roles in 3D narratives as the protagonist, solve complex problems, fail safely, and see the impact of their decisions while gaining fluency in theories-in-action. Pre-service and in-service teachers evolve their professional identity in a variety of narrative-based 3D role-playing scenarios, each with a particular theoretical focus, and embedded within a larger experience-based curricula and network.
For more information visit www.quest2teach.org or email Dr. Anna Arici, the Director of Quest2Teach at annaarici@asu.edu.
Literary Quiz in English on the occasion of World Literacy Day in Delhi Public School, Vijayawada. For classes 9 to 12. Quiz on books and authors, ancient and contemporary.
This is a peer-reviewed presentation from AERA 2014 (American Educational Research Association) about game-based learning in a university teacher preparation program.
This document contains an English language quiz with 10 multiple choice questions and answer keys. Each question has 3 potential answer choices, with one answer marked as correct. The document is authored by Manoj Mohan and provides explanations for each question and answer. The quiz covers topics of grammar, vocabulary, and word usage in English sentences.
This document contains a teacher resource for a slideshow presentation on using verbs to express time. It includes 10 sections covering topics like using "be going to", the present progressive, and "will" to express future time. Examples are provided to illustrate how to form sentences in the present, past and future tenses. The document also contains exercises for students to practice forming sentences around given prompts using the correct verb tenses.
This document discusses games for teaching English to children. It defines games, language games, and the characteristics of games. It lists different types of games and their advantages for language learning, such as being fun, promoting active participation, and providing feedback. Some disadvantages are that games can waste time and lack seriousness. The document provides tips for implementing games, such as varying game types and ending on a high note. It also discusses considerations for games, such as language level, class size, and dealing with eliminated players.
Quiz english smk bongkol pitas- aloysiusaloysiusapat
This document contains 56 passages providing descriptions of various objects, animals, and people in 5 sentences each. The passages cover topics such as donkey, pumpkin, submarine, cow, hat, onion, glasses, book, scissors, tiger, record player, table, clock, paper, football player, needle, coffee, computer, button, wind, hand, nurse, kite, egg, traffic light, calendar, electric bulb, telephone, sunflower, snowman, cup, elephant, Columbus, cigarette, missile, gas station, typewriter, refrigerator, watermelon, frog, rabbit, coal, camel, horse, map, Santa Claus, mirror, pillow, hanger, and Napoleon.
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.
The document provides tips for creating effective PowerPoint presentations. Key points include keeping text concise, limiting one concept per slide, and using animations, multimedia, and interactive elements sparingly. PowerPoint should enhance ideas rather than be the focus. Handouts are recommended for student notes. The document also provides examples of how to structure lessons and engage students using PowerPoint.
The document discusses key concepts and terminology related to English language methodology. It provides tasks for students to analyze differences between first and second language learning, define English language methodology, and discusses approaches, methods, techniques, and curriculum. The tasks are meant to help students understand methodology as it relates to how people learn languages, pedagogical practices, and classroom instruction.
Presentation given at the Office of Catholic Schools Professional Development Convention by the Tech Team from St. Juliana School, Chicago, Illinois. This convention was held on Feb. 22, 2010 at Loyola Academy.
Game-based learning can be a motivating approach for 21st century schools. Games can help students develop skills, increase knowledge, and foster creativity. Some advantages of games in teaching include increased motivation, engagement in the learning process, and benefits for students with special needs. However, integrating games can be difficult for teachers and require sufficient devices. Various tools exist for teachers to create quizzes and evaluate students' competencies and skills through games. Games can also be used to assess students when played individually or with partners, such as through Kahoot or Google Forms. Students may further develop skills by creating their own learning games and materials to share.
This is an activity I use to trigger discussion. I use these photos with an interesting perspective to make students guess and talk about what they see.
You can make your own suggestions (as to what they are) in the comments.
If you need the answers, please contact me!! Looking forward to hearing from you.
A snapshot of the effect that a trial implementation of Summon had on my 'How To Find Things on Your Reading List' class at Cambridge University Library.
This document contains a Jeopardy-style game about literary terms organized into categories such as "Big Words", "Rhyme Time", "Word Plays", and "Poetic Types". Each category contains questions ranging from $100 to $500 about terms such as onomatopoeia, alliteration, personification, free verse, and ballads. The final jeopardy question asks about oxymorons. Directions are provided at the top for viewing the game as an online presentation.
The document provides information about tasks in language teaching. It defines tasks as activities that require students to use language to achieve an outcome or solve a problem. This contrasts with a focus on language structures alone. Effective tasks have real-world relevance, create contexts for language use, and allow teachers to observe student communication. A task-based approach makes tasks central to the learning process rather than merely exercises.
The document provides an outline for a qualitative study on teachers' use of grammatical terminology in second language classrooms. It will involve fieldwork observing lessons and interviewing teachers at English language schools in Malta. The study aims to describe teachers' practices in using terminology and understand their motivations. It discusses arguments for and against terminology use and how learner variables may influence terminology selection. Four sample classroom episodes are presented that illustrate terminology use between teachers and students.
The document describes an eTwinning project between schools in Italy, Turkey, Spain, and Poland where students created their own television channels and programs. Students were divided into groups to research and create scripts for different types of TV programs like documentaries, talk shows, music channels. They recorded videos of their programs and shared them online, providing opportunities for communication and cultural exchange between the partner schools. The project helped motivate students to learn English and communicate in the language despite making mistakes.
This document discusses the role of fun and games activities in teaching young language learners. It outlines that play-based activities help children learn better and language learning should involve fun. Some examples of fun activities that can aid language learning are singing, clapping, puzzles, drawing and storytelling. The activities should be age-appropriate and take into account the children's culture.
This document describes several games and activities that can be used in an English classroom, including adaptations of television game shows like "Just a Minute", "Blockbusters", and "Call My Bluff". It also presents original activities involving describing improbable objects, guessing characters, and explaining vocabulary words. Links are provided to online resources for rules, templates, and ideas to implement these fun and engaging games with students at different English levels.
This document outlines three English speaking training courses - basic, intermediate, and advanced.
The basic course is taught by Connie and focuses on introducing oneself, greeting others, asking directions, and having easy conversations. It is for students aged 30-50 with an 800-1000 word ability.
The intermediate course taught by Crystal targets students aged 18-25 who have passed the basic GEPT level. It focuses on daily conversations, opinions, experiences, and communicating with foreigners.
The advanced course instructed by Leya is for students aged 18-30 who have passed the intermediate GEPT level. It aims to develop fluent and accurate speaking, impromptu delivery, debate, dealing with daily needs abroad, and
Quest2Teach: The Impact of Immersive Games to Bridge Theory & Practice in Tea...Arizona State University
This is an overview of the theory, game-infused curricula, and research findings that drive Quest2Teach, an innovative and immersive teacher education program.
Quest2Teach is a series of game-infused 3D virtual learning curricula and socio-professional network, created from within a teachers college and designed for teacher education, to help bridge between educational theory and its application to classroom practice.
In Quest2Teach, students create a professional avatar, play out roles in 3D narratives as the protagonist, solve complex problems, fail safely, and see the impact of their decisions while gaining fluency in theories-in-action. Pre-service and in-service teachers evolve their professional identity in a variety of narrative-based 3D role-playing scenarios, each with a particular theoretical focus, and embedded within a larger experience-based curricula and network.
For more information visit www.quest2teach.org or email Dr. Anna Arici, the Director of Quest2Teach at annaarici@asu.edu.
Literary Quiz in English on the occasion of World Literacy Day in Delhi Public School, Vijayawada. For classes 9 to 12. Quiz on books and authors, ancient and contemporary.
This is a peer-reviewed presentation from AERA 2014 (American Educational Research Association) about game-based learning in a university teacher preparation program.
This document contains an English language quiz with 10 multiple choice questions and answer keys. Each question has 3 potential answer choices, with one answer marked as correct. The document is authored by Manoj Mohan and provides explanations for each question and answer. The quiz covers topics of grammar, vocabulary, and word usage in English sentences.
This document contains a teacher resource for a slideshow presentation on using verbs to express time. It includes 10 sections covering topics like using "be going to", the present progressive, and "will" to express future time. Examples are provided to illustrate how to form sentences in the present, past and future tenses. The document also contains exercises for students to practice forming sentences around given prompts using the correct verb tenses.
This document discusses games for teaching English to children. It defines games, language games, and the characteristics of games. It lists different types of games and their advantages for language learning, such as being fun, promoting active participation, and providing feedback. Some disadvantages are that games can waste time and lack seriousness. The document provides tips for implementing games, such as varying game types and ending on a high note. It also discusses considerations for games, such as language level, class size, and dealing with eliminated players.
Quiz english smk bongkol pitas- aloysiusaloysiusapat
This document contains 56 passages providing descriptions of various objects, animals, and people in 5 sentences each. The passages cover topics such as donkey, pumpkin, submarine, cow, hat, onion, glasses, book, scissors, tiger, record player, table, clock, paper, football player, needle, coffee, computer, button, wind, hand, nurse, kite, egg, traffic light, calendar, electric bulb, telephone, sunflower, snowman, cup, elephant, Columbus, cigarette, missile, gas station, typewriter, refrigerator, watermelon, frog, rabbit, coal, camel, horse, map, Santa Claus, mirror, pillow, hanger, and Napoleon.
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.
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.
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.
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
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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.)