reporters:
Fatima B. Sarmiento ( Introduction)
Kaila Vitug ( higher level Learning outcomes)
Sheen Manalo ( the upgraded project method )
jeffry Sibug ( The process is more important than the product)
Lesson 7: IT for Higher Order Thinking Skill & CreativityKent Anario
This document discusses using technology to encourage higher-order thinking skills and creativity in students. It proposes using computer-based technologies to support complex thinking skills like focusing, information gathering, analyzing, organizing, and evaluating. The modern goal for teachers is to help students develop these skills through projects that are in-depth, complex, sustained, and relevant to the real world. These projects involve students actively creating information and reflecting on topics with real-world applications. The most important part of projects is the thinking process, not just the final output or product.
This document discusses using IT-based projects to develop higher-level thinking skills and creativity in students. It describes The Upgraded Project Method where teachers guide students on goal-driven projects involving depth, complexity, duration and real-world relevance to achieve learning outcomes beyond benchmarks. Students make decisions about project content and organization while teachers facilitate learning. Resource-based projects involve students finding information beyond textbooks to relate to real problems. Simple creations, guided hypermedia, and web-based projects provide tools and tasks to analyze, synthesize and promote skills like defining problems and brainstorming ideas.
It for higher thinking skills and creativityIvy Catuira
The document proposes using compute-based technologies and revised project methods to support higher-order thinking skills. It discusses focusing, analyzing, generating, organizing, and integrating complex ideas. Students actively create information by working on in-depth, complex, long-term projects relevant to the real world. The teacher guides rather than directs the learning process, allowing students to make decisions about organizing information and presenting outcomes. The goal is for students to undergo higher-level thinking through project experiences, emphasizing that the process is more important than the product.
Lesson 7 IT FOR HIGHER THINKING SKILLS AND CREATIVITYmischelle21
The document discusses using technology and project-based learning to develop higher-level thinking skills. It presents Bloom's Taxonomy and defines higher-level thinking as skills like analyzing, generating, organizing, imagining, designing, integrating, and evaluating. The modern teacher is encouraged to help students achieve these skills through computer-based projects with depth, complexity, duration and real-world relevance. Such upgraded project methods focus more on the thinking process than just the product, taking students through steps of complex project completion.
This document discusses using IT and project-based learning to develop students' higher-order thinking skills and creativity. It proposes that traditional teaching focuses on lower-level objectives like knowledge and comprehension, but students now need to think more critically and creatively. The document recommends using computer-based projects to move beyond routine classroom instruction and encourage complex skills like analyzing, generating ideas, and designing. It outlines a framework for higher-level thinking and describes four types of IT-based projects that can help students construct their own knowledge and develop important processing skills.
IT for Higher Order Thinking Skills and Creativity (Educational Technology 2)Eileen Aycardo
The document discusses the shift from traditional teaching models to a constructivist paradigm focused on project-based learning. In the traditional model, teachers present information and students demonstrate knowledge, comprehension, and application. However, modern education aims to develop higher-level thinking skills through complex, real-world projects. Under this framework, students make decisions about projects while teachers facilitate learning. The document emphasizes that the learning process undertaken during projects is more important than the finished product or output.
IT FOR HIGHER THINGKING SKILLS AND CREATIVITYJouaine Ombay
The document discusses using information technology (IT) to develop higher-level thinking skills and creativity in students. It proposes using project-based learning where students work on in-depth, complex, and real-world projects over a sustained period. The process of completing projects is more important than the product or outcome. Some examples of IT-based projects that could be used include resource-based projects, simple creations, guided hyper-media projects, and web-based projects.
The document discusses how traditional teaching methods are focused on teachers presenting information to students, but modern students are expected to be more creative and analytical thinkers. It proposes using computer technologies to support developing higher-order thinking skills and creativity in students. These skills include focusing, information gathering, remembering, analyzing, generating, organizing, imagining, designing, integrating, and evaluating.
Lesson 7: IT for Higher Order Thinking Skill & CreativityKent Anario
This document discusses using technology to encourage higher-order thinking skills and creativity in students. It proposes using computer-based technologies to support complex thinking skills like focusing, information gathering, analyzing, organizing, and evaluating. The modern goal for teachers is to help students develop these skills through projects that are in-depth, complex, sustained, and relevant to the real world. These projects involve students actively creating information and reflecting on topics with real-world applications. The most important part of projects is the thinking process, not just the final output or product.
This document discusses using IT-based projects to develop higher-level thinking skills and creativity in students. It describes The Upgraded Project Method where teachers guide students on goal-driven projects involving depth, complexity, duration and real-world relevance to achieve learning outcomes beyond benchmarks. Students make decisions about project content and organization while teachers facilitate learning. Resource-based projects involve students finding information beyond textbooks to relate to real problems. Simple creations, guided hypermedia, and web-based projects provide tools and tasks to analyze, synthesize and promote skills like defining problems and brainstorming ideas.
It for higher thinking skills and creativityIvy Catuira
The document proposes using compute-based technologies and revised project methods to support higher-order thinking skills. It discusses focusing, analyzing, generating, organizing, and integrating complex ideas. Students actively create information by working on in-depth, complex, long-term projects relevant to the real world. The teacher guides rather than directs the learning process, allowing students to make decisions about organizing information and presenting outcomes. The goal is for students to undergo higher-level thinking through project experiences, emphasizing that the process is more important than the product.
Lesson 7 IT FOR HIGHER THINKING SKILLS AND CREATIVITYmischelle21
The document discusses using technology and project-based learning to develop higher-level thinking skills. It presents Bloom's Taxonomy and defines higher-level thinking as skills like analyzing, generating, organizing, imagining, designing, integrating, and evaluating. The modern teacher is encouraged to help students achieve these skills through computer-based projects with depth, complexity, duration and real-world relevance. Such upgraded project methods focus more on the thinking process than just the product, taking students through steps of complex project completion.
This document discusses using IT and project-based learning to develop students' higher-order thinking skills and creativity. It proposes that traditional teaching focuses on lower-level objectives like knowledge and comprehension, but students now need to think more critically and creatively. The document recommends using computer-based projects to move beyond routine classroom instruction and encourage complex skills like analyzing, generating ideas, and designing. It outlines a framework for higher-level thinking and describes four types of IT-based projects that can help students construct their own knowledge and develop important processing skills.
IT for Higher Order Thinking Skills and Creativity (Educational Technology 2)Eileen Aycardo
The document discusses the shift from traditional teaching models to a constructivist paradigm focused on project-based learning. In the traditional model, teachers present information and students demonstrate knowledge, comprehension, and application. However, modern education aims to develop higher-level thinking skills through complex, real-world projects. Under this framework, students make decisions about projects while teachers facilitate learning. The document emphasizes that the learning process undertaken during projects is more important than the finished product or output.
IT FOR HIGHER THINGKING SKILLS AND CREATIVITYJouaine Ombay
The document discusses using information technology (IT) to develop higher-level thinking skills and creativity in students. It proposes using project-based learning where students work on in-depth, complex, and real-world projects over a sustained period. The process of completing projects is more important than the product or outcome. Some examples of IT-based projects that could be used include resource-based projects, simple creations, guided hyper-media projects, and web-based projects.
The document discusses how traditional teaching methods are focused on teachers presenting information to students, but modern students are expected to be more creative and analytical thinkers. It proposes using computer technologies to support developing higher-order thinking skills and creativity in students. These skills include focusing, information gathering, remembering, analyzing, generating, organizing, imagining, designing, integrating, and evaluating.
The document discusses using IT-based projects and resource-based learning to develop higher-level thinking skills. The general process involves teachers determining topics, presenting problems to students, and having students find and organize information to respond to the problems. Compared to traditional learning, resource-based learning uses varied sources, focuses on inquiry and discovery, emphasizes process over facts, and uses qualitative assessment.
Lesson 7: IT Higher Thinking Skills and Creativitymiss yhda
This document discusses using computer-based methods to support higher-order thinking skills and creativity in students. It presents a framework of complex thinking skills including focusing, information gathering, analyzing, generating, organizing, imagining, designing, integrating and evaluating. The document advocates for an "upgraded project method" where teachers assign in-depth, complex and real-world projects and students make their own decisions during the process. Examples of projects include resource-based, simple creations, guided hypermedia and web-based. The document emphasizes that developing these skills is important for students' future success and that technology can drive innovation and creativity.
Higher Thinking Skills Through IT-Based ProjectsJay Cee
This document discusses different types of IT-based projects that can be used to develop higher-order thinking skills. It describes constructivist and resource-based projects, where teachers facilitate learning by providing tools and guiding students to find information to solve problems. It also covers guided hypermedia projects where students create multimedia presentations, and web-based projects where students design web pages on topics. The goal is to move away from traditional teacher-centered models and focus on student-led inquiry, discovery, and learning through varied sources and flexible processes.
The document discusses how modern technology can be used to develop students' higher-level thinking skills and creativity. It presents a framework of complex thinking skills like focusing, analyzing, generating, and evaluating. These skills can be nurtured when students are given independence to produce projects using computer software rather than traditional teaching methods. Some examples of IT-based projects are described, like resource-based projects where students find their own materials, simple software creation, guided hypermedia presentations, and web-based projects. The goal is to move beyond rote learning and testing to more open-ended, real-world projects.
higher thinking skills through IT-based project part 2miss yhda
The document outlines a seminar lesson plan focused on developing higher-order thinking skills through IT-based projects. The objectives are for students to develop higher-level thinking through four IT projects and to create and decide on their own through developing thinking skills step-by-step. It introduces four types of IT-based projects: resource-based projects where students find their own information to solve problems; and simple creations involving analyzing, synthesizing, and promoting ideas. The document compares traditional and resource-based learning models and ways of traditional learning versus social learning.
The multimedia principle states that people learn better from words and images rather than just words alone. It works on the idea that combining text and graphics engages learners more in active learning by drawing connections between the two. Static images are easier to produce for e-learning but animations may better illustrate processes over time, though they risk overloading learners. While words alone can convey information, combining them with graphics activates deeper cognitive processing. There is evidence people learn more from multimedia instruction, though more research is still needed on its long term effects and benefits.
Simple Creations outlines 5 key tasks for developing software: 1) distinguishing similarities and differences between ideas, 2) seeing projects as problems to be solved, 3) making spontaneous connections between ideas to generate new ones, 4) selling new ideas so the public can test them, and 5) clarifying goals for students while allowing them to generate and exchange their own ideas with the teacher as a facilitator and the flexibility to shift approaches.
Higher thinking skills through it based projectsChoi Chua
This document discusses 4 types of IT-based projects that can engage students in higher-level thinking:
1. Resource-based projects require students to independently research topics and find their own information beyond textbooks.
2. Simple creations involve students developing their own software or multimedia materials. This allows them to be creative and develop skills like analyzing, synthesizing, and promoting ideas.
3. Guided hypermedia projects involve students creating multimedia presentations, either as instructional tools or communication tools like news reports.
4. Web-based projects could have students build single-page websites, but posting online may be too ambitious currently for teaching and learning.
This document discusses four types of IT-based projects that can engage students in higher-level thinking: resource-based projects, simple creations, guided hypermedia projects, and web-based projects. Resource-based projects involve students researching a topic and organizing information to address problems or questions, going beyond textbooks. Simple creations have students use software to create supplemental learning materials. Guided hypermedia uses multimedia for presentations, while web-based projects involve students creating single-page websites on topics. The goal is for students to develop complex thinking skills through constructive learning processes in completing such projects.
Project-based multimedia learning is a teaching method where students acquire new knowledge and skills by designing, planning, and producing a multimedia product. It is anchored to core curriculum and is a valuable addition to teaching. It is a powerful motivator for students and actively engages them in both the learning tasks and production of multimedia presentations. However, there is a risk of losing focus on lesson goals and objectives if the technology aspect receives too much attention. The method aims to develop skills like problem solving, collaboration, and creating multimedia presentations, as well as personal qualities like responsibility.
The document discusses four types of IT-based projects that can develop higher-level thinking skills: 1) Resource-based projects where students find their own information on a topic rather than relying on textbooks. 2) Simple creations where students use software to create their own materials. 3) Guided hypermedia projects where students produce multimedia presentations on a topic. 4) Web-based projects where students create and post webpages, though this may be too advanced for most students. The goals are to move beyond traditional teaching where teachers provide all information, and instead facilitate students' independent research, organization, and presentation of ideas.
lesson 8:higher thinking skills through it based projects (EDUCtech2).part1Carren Pangilinan
This document discusses four IT-based projects to engage students in higher-level thinking: 1) Resource-based projects require students to research a topic and organize information to answer questions, going beyond textbooks; 2) Simple creations focus on planning, making, and designing using software; 3) Guided hypermedia projects use hypermedia as an instructional or communication tool; 4) Web-based projects involve students creating and posting web pages on a given topic. The key elements are creating a learning environment where students demonstrate skills like searching, organizing, and synthesizing information.
The document discusses four types of IT-based projects that can engage students in higher-order thinking: (1) resource-based projects where students research a topic and organize information to answer problems/questions; (2) traditional vs resource-based learning models where the latter emphasizes process, inquiry, and qualitative assessment; and (3) developing software/multimedia projects using tools like presentations, videos, or websites to communicate ideas.
The document discusses how information technology can be used to develop higher-order thinking skills and creativity in students. It proposes using project-based learning, where students work on in-depth projects and make most of the decisions. When using IT-based projects, the focus should be on the process rather than just the product. Different types of IT-based projects are described, including resource-based projects where students find their own information, and web-based projects which allow a wider audience. Developing software and multimedia presentations can also help promote students' creativity.
Distance education is an innovative education system that provides video, audio, and interactive lessons virtually, allowing students to access courses anytime without time limitations. It is student-centered and beneficial for physically disabled learners, though preparing lessons can be difficult for teachers and technical issues may arise. Students are evaluated through weekly self-reflections demonstrating higher-level learning and online presentations applying new knowledge creatively.
This document outlines an e-learning plan that includes:
1) The objectives of the lesson which focus on developing soft skills like collaboration as well as specific knowledge skills while addressing national learning standards.
2) The materials, information, and other resources needed for the lesson which include online tools like presentations, videos, and applications for gathering and sharing information.
3) Steps for verifying student understanding including methods like help desks, show-and-tell updates, and plagiarism checks.
4) An activity for students to reinforce the lesson through a collaborative or independent task with guidelines on expectations and how it will be evaluated.
5) A summary emphasizing being clear about expectations and timelines, providing help
There are several conceptual models of learning that can be effectively supported through educational technology, including meaningful learning, constructivism, and generative learning. Meaningful learning connects new experiences to existing knowledge through hands-on activities and relating classroom lessons to real-world examples. Discovery learning allows students to uncover new ideas through engaging personally with open-ended tasks. Different models are suited to different instructional goals and subject matters.
Lesson 8: Higher Thinking Skills Through I.T. based-projectsNovelyn Dela Cruz
This document discusses four types of IT-based projects that can engage students in higher-order thinking:
1. Resource-based projects involve students finding their own information on a topic determined by the teacher and organizing it to answer problems or questions. The focus is on the learning process rather than the final product.
2. Simple creations allow students to develop software or other projects using analysis, synthesis, and promotion of new ideas. Teachers define the task and encourage idea generation and flexibility.
3. Guided hypermedia projects involve students creating multimedia presentations using either instructive tools like PowerPoint or constructive tools like presentations with various media.
4. Web-based projects could involve students creating and posting web
This document provides guidance for planning a project-based learning (PBL) unit. It outlines 10 essential steps: 1) identifying learning outcomes and success criteria, 2) determining the driving question and big idea, 3) deciding on the student output, 4) developing a timeline, 5) incorporating student choice, 6) assessing student work, 7) emphasizing skills like collaboration, 8) connecting to experts, 9) citing useful resources, and 10) acknowledging influences on the framework. Teachers are guided to make PBL units focused on meaningful content and 21st century skills through open-ended, authentic projects.
educational technology 2 Lesson 7 evaluation of technology learningray mijares
This document discusses the need to change student evaluation of learning to align with the digital world. It defines evaluation, technology, and 21st century skills like information fluency and digital citizenship that should be assessed. Traditional paper tests are inadequate for evaluating how students engage in problem solving and the 4 D's: define, design, develop, and disseminate. Evaluation must use tools to measure these new basic skills and focus on assessing essential knowledge and skills to prepare students for a high-tech world.
1. The document discusses the need to change how student learning is evaluated to align with 21st century skills and the digital world.
2. It outlines key skills like solution fluency, information fluency, collaboration fluency, and digital citizenship that must be assessed.
3. Teachers are encouraged to adopt new evaluation methods that measure these skills and abilities to function effectively in today's digital culture.
This document discusses the objectives, terms, and applications of educational technology. The objectives are to enumerate the impacts of technology in learning, create a PowerPoint presentation, and evaluate technology's application in learning. Key terms defined include evaluation, technology, ICT, and educational technology. The document also describes how educational technology can improve learning through perception and transcend barriers, and how technology has impacted teaching roles and access to information.
The document discusses using IT-based projects and resource-based learning to develop higher-level thinking skills. The general process involves teachers determining topics, presenting problems to students, and having students find and organize information to respond to the problems. Compared to traditional learning, resource-based learning uses varied sources, focuses on inquiry and discovery, emphasizes process over facts, and uses qualitative assessment.
Lesson 7: IT Higher Thinking Skills and Creativitymiss yhda
This document discusses using computer-based methods to support higher-order thinking skills and creativity in students. It presents a framework of complex thinking skills including focusing, information gathering, analyzing, generating, organizing, imagining, designing, integrating and evaluating. The document advocates for an "upgraded project method" where teachers assign in-depth, complex and real-world projects and students make their own decisions during the process. Examples of projects include resource-based, simple creations, guided hypermedia and web-based. The document emphasizes that developing these skills is important for students' future success and that technology can drive innovation and creativity.
Higher Thinking Skills Through IT-Based ProjectsJay Cee
This document discusses different types of IT-based projects that can be used to develop higher-order thinking skills. It describes constructivist and resource-based projects, where teachers facilitate learning by providing tools and guiding students to find information to solve problems. It also covers guided hypermedia projects where students create multimedia presentations, and web-based projects where students design web pages on topics. The goal is to move away from traditional teacher-centered models and focus on student-led inquiry, discovery, and learning through varied sources and flexible processes.
The document discusses how modern technology can be used to develop students' higher-level thinking skills and creativity. It presents a framework of complex thinking skills like focusing, analyzing, generating, and evaluating. These skills can be nurtured when students are given independence to produce projects using computer software rather than traditional teaching methods. Some examples of IT-based projects are described, like resource-based projects where students find their own materials, simple software creation, guided hypermedia presentations, and web-based projects. The goal is to move beyond rote learning and testing to more open-ended, real-world projects.
higher thinking skills through IT-based project part 2miss yhda
The document outlines a seminar lesson plan focused on developing higher-order thinking skills through IT-based projects. The objectives are for students to develop higher-level thinking through four IT projects and to create and decide on their own through developing thinking skills step-by-step. It introduces four types of IT-based projects: resource-based projects where students find their own information to solve problems; and simple creations involving analyzing, synthesizing, and promoting ideas. The document compares traditional and resource-based learning models and ways of traditional learning versus social learning.
The multimedia principle states that people learn better from words and images rather than just words alone. It works on the idea that combining text and graphics engages learners more in active learning by drawing connections between the two. Static images are easier to produce for e-learning but animations may better illustrate processes over time, though they risk overloading learners. While words alone can convey information, combining them with graphics activates deeper cognitive processing. There is evidence people learn more from multimedia instruction, though more research is still needed on its long term effects and benefits.
Simple Creations outlines 5 key tasks for developing software: 1) distinguishing similarities and differences between ideas, 2) seeing projects as problems to be solved, 3) making spontaneous connections between ideas to generate new ones, 4) selling new ideas so the public can test them, and 5) clarifying goals for students while allowing them to generate and exchange their own ideas with the teacher as a facilitator and the flexibility to shift approaches.
Higher thinking skills through it based projectsChoi Chua
This document discusses 4 types of IT-based projects that can engage students in higher-level thinking:
1. Resource-based projects require students to independently research topics and find their own information beyond textbooks.
2. Simple creations involve students developing their own software or multimedia materials. This allows them to be creative and develop skills like analyzing, synthesizing, and promoting ideas.
3. Guided hypermedia projects involve students creating multimedia presentations, either as instructional tools or communication tools like news reports.
4. Web-based projects could have students build single-page websites, but posting online may be too ambitious currently for teaching and learning.
This document discusses four types of IT-based projects that can engage students in higher-level thinking: resource-based projects, simple creations, guided hypermedia projects, and web-based projects. Resource-based projects involve students researching a topic and organizing information to address problems or questions, going beyond textbooks. Simple creations have students use software to create supplemental learning materials. Guided hypermedia uses multimedia for presentations, while web-based projects involve students creating single-page websites on topics. The goal is for students to develop complex thinking skills through constructive learning processes in completing such projects.
Project-based multimedia learning is a teaching method where students acquire new knowledge and skills by designing, planning, and producing a multimedia product. It is anchored to core curriculum and is a valuable addition to teaching. It is a powerful motivator for students and actively engages them in both the learning tasks and production of multimedia presentations. However, there is a risk of losing focus on lesson goals and objectives if the technology aspect receives too much attention. The method aims to develop skills like problem solving, collaboration, and creating multimedia presentations, as well as personal qualities like responsibility.
The document discusses four types of IT-based projects that can develop higher-level thinking skills: 1) Resource-based projects where students find their own information on a topic rather than relying on textbooks. 2) Simple creations where students use software to create their own materials. 3) Guided hypermedia projects where students produce multimedia presentations on a topic. 4) Web-based projects where students create and post webpages, though this may be too advanced for most students. The goals are to move beyond traditional teaching where teachers provide all information, and instead facilitate students' independent research, organization, and presentation of ideas.
lesson 8:higher thinking skills through it based projects (EDUCtech2).part1Carren Pangilinan
This document discusses four IT-based projects to engage students in higher-level thinking: 1) Resource-based projects require students to research a topic and organize information to answer questions, going beyond textbooks; 2) Simple creations focus on planning, making, and designing using software; 3) Guided hypermedia projects use hypermedia as an instructional or communication tool; 4) Web-based projects involve students creating and posting web pages on a given topic. The key elements are creating a learning environment where students demonstrate skills like searching, organizing, and synthesizing information.
The document discusses four types of IT-based projects that can engage students in higher-order thinking: (1) resource-based projects where students research a topic and organize information to answer problems/questions; (2) traditional vs resource-based learning models where the latter emphasizes process, inquiry, and qualitative assessment; and (3) developing software/multimedia projects using tools like presentations, videos, or websites to communicate ideas.
The document discusses how information technology can be used to develop higher-order thinking skills and creativity in students. It proposes using project-based learning, where students work on in-depth projects and make most of the decisions. When using IT-based projects, the focus should be on the process rather than just the product. Different types of IT-based projects are described, including resource-based projects where students find their own information, and web-based projects which allow a wider audience. Developing software and multimedia presentations can also help promote students' creativity.
Distance education is an innovative education system that provides video, audio, and interactive lessons virtually, allowing students to access courses anytime without time limitations. It is student-centered and beneficial for physically disabled learners, though preparing lessons can be difficult for teachers and technical issues may arise. Students are evaluated through weekly self-reflections demonstrating higher-level learning and online presentations applying new knowledge creatively.
This document outlines an e-learning plan that includes:
1) The objectives of the lesson which focus on developing soft skills like collaboration as well as specific knowledge skills while addressing national learning standards.
2) The materials, information, and other resources needed for the lesson which include online tools like presentations, videos, and applications for gathering and sharing information.
3) Steps for verifying student understanding including methods like help desks, show-and-tell updates, and plagiarism checks.
4) An activity for students to reinforce the lesson through a collaborative or independent task with guidelines on expectations and how it will be evaluated.
5) A summary emphasizing being clear about expectations and timelines, providing help
There are several conceptual models of learning that can be effectively supported through educational technology, including meaningful learning, constructivism, and generative learning. Meaningful learning connects new experiences to existing knowledge through hands-on activities and relating classroom lessons to real-world examples. Discovery learning allows students to uncover new ideas through engaging personally with open-ended tasks. Different models are suited to different instructional goals and subject matters.
Lesson 8: Higher Thinking Skills Through I.T. based-projectsNovelyn Dela Cruz
This document discusses four types of IT-based projects that can engage students in higher-order thinking:
1. Resource-based projects involve students finding their own information on a topic determined by the teacher and organizing it to answer problems or questions. The focus is on the learning process rather than the final product.
2. Simple creations allow students to develop software or other projects using analysis, synthesis, and promotion of new ideas. Teachers define the task and encourage idea generation and flexibility.
3. Guided hypermedia projects involve students creating multimedia presentations using either instructive tools like PowerPoint or constructive tools like presentations with various media.
4. Web-based projects could involve students creating and posting web
This document provides guidance for planning a project-based learning (PBL) unit. It outlines 10 essential steps: 1) identifying learning outcomes and success criteria, 2) determining the driving question and big idea, 3) deciding on the student output, 4) developing a timeline, 5) incorporating student choice, 6) assessing student work, 7) emphasizing skills like collaboration, 8) connecting to experts, 9) citing useful resources, and 10) acknowledging influences on the framework. Teachers are guided to make PBL units focused on meaningful content and 21st century skills through open-ended, authentic projects.
educational technology 2 Lesson 7 evaluation of technology learningray mijares
This document discusses the need to change student evaluation of learning to align with the digital world. It defines evaluation, technology, and 21st century skills like information fluency and digital citizenship that should be assessed. Traditional paper tests are inadequate for evaluating how students engage in problem solving and the 4 D's: define, design, develop, and disseminate. Evaluation must use tools to measure these new basic skills and focus on assessing essential knowledge and skills to prepare students for a high-tech world.
1. The document discusses the need to change how student learning is evaluated to align with 21st century skills and the digital world.
2. It outlines key skills like solution fluency, information fluency, collaboration fluency, and digital citizenship that must be assessed.
3. Teachers are encouraged to adopt new evaluation methods that measure these skills and abilities to function effectively in today's digital culture.
This document discusses the objectives, terms, and applications of educational technology. The objectives are to enumerate the impacts of technology in learning, create a PowerPoint presentation, and evaluate technology's application in learning. Key terms defined include evaluation, technology, ICT, and educational technology. The document also describes how educational technology can improve learning through perception and transcend barriers, and how technology has impacted teaching roles and access to information.
Evaluation of educational technology and its current applicationRhoda malazarte
This document discusses educational technology, including its definition, classifications, applications, and criteria for evaluation. It defines educational technology as using tools to improve learning and outlines its material and non-material classifications. Applications include overcoming barriers to access and enhancing learning through various senses. When choosing technology, teachers should consider objectives, availability of materials, and appropriateness for students. Criteria for evaluating include size, relevance, color, cost, durability, ease of use, and novelty.
Lesson 9: computer as information in communication technologyrinzell02
This document discusses the role of computers and information communication technology (ICT) in education. It begins by outlining the objectives of the lesson which are to identify the role of computers in education, how computer technology has transformed into an educative ICT, and how to apply computer-based technology in teaching. The document then discusses how computers have amplified learning and allowed for interaction. It also discusses how ICT can help expand access to education through asynchronous learning and access to global resources. The document outlines how ICT can improve quality of education by motivating learning and promoting collaboration, creativity, integration, and evaluation. It concludes by discussing different uses of ICT like radio, TV, and computers/internet in educational contexts.
educational technology 2 lesson 6 developing basic digital skillsray mijares
This document outlines six essential digital skills students need to develop to succeed in an increasingly digital world:
1. Problem-solving fluency to creatively solve problems.
2. Information fluency to access, retrieve, and evaluate online information.
3. Collaboration fluency to work virtually with partners.
4. Media fluency to understand mass communication channels.
5. Creativity fluency to design and tell stories.
6. Digital ethics to guide digital citizenship with principles of leadership and responsibility.
This document discusses the role of computers as information and communication technology (ICT) in education. It describes how computers have transformed education by serving as both instructional media and educational communication media. Specifically, it outlines how the personal computer (PC) has merged these roles, allowing users to create audiovisual materials and access communication media all through a single device. The document provides examples of common PC programs like Microsoft Office, PowerPoint, and Internet Explorer that facilitate these dual functions of computers as both information tools and communication technologies in educational settings.
EdTech2 Lesson 11: The Computer as Teacher's Toolbhanj_10
This document discusses how computers can support constructivist and social constructivist learning paradigms. It describes constructivism as knowledge constructed by individuals and social constructivism as knowledge constructed within social contexts. The computer is presented as a tool that can provide information, foster social knowledge building, and enhance communication. Specifically, it can serve as an informative tool, communication tool, constructive tool, co-constructive tool, and situating tool to support different aspects of individual and social learning.
This document discusses the selection and use of appropriate educational technology tools. It outlines how countries in the Asia-Pacific region are adopting policies to integrate technology into schools. Key strategies include improving learning outcomes with ICT, developing teacher skills, ensuring infrastructure support, and designing technology-enriched curricula and assessments. The goal is to transform teaching and learning through strategic technology integration.
reporters
Fatima Sarmirnto Introduction
Kaila Vitug Higher level Learning outcomes
Sheen mANALO
Jeffry Sibug The process is more important than the product
Lesson 8: Higher Thinking Skills Through IT Based Projectsmiss yhda
The document discusses different approaches to producing self-made multimedia projects, including using tools like PowerPoint for instruction or creating multimedia presentations that combine various media to simulate a news show. While students can create web pages on topics, building full websites may be too sophisticated and time-consuming for most; however, posting pages online allows for a wider audience and linking to other sites.
The document discusses the Internet and its educational uses. It defines the Internet as a loosely organized collection of over 25,000 networks accessed by computers worldwide. It also explains the TCP/IP protocol that coordinates data exchange through the Internet and defines servers as computers with special software that uses the Internet protocol. Additionally, it describes how browsing and browsers allow users to navigate the Internet and predicts the Internet will become the main communications system globally. Finally, it outlines some educational uses of the Internet like students corresponding via email and accessing resources like the Library of Congress.
The document discusses the role of computers in education as tutors. It describes how computers can take on tutorial roles through computer-assisted instruction, allowing the teacher to focus on their roles as information deliverer and learning environment controller. The computer plays roles as a tutor by providing instruction, reinforcement through drill and practice, and feedback. Different types of educational software are discussed, including drill and practice programs, tutorial software, simulation programs, instructional games, and multimedia encyclopedias. The conclusion states that while computers do not replace teachers, they can enhance student learning by supporting different activities and assuming tutorial roles previously held by teachers.
Evaluation of Educational Technology and Its Current Applicationeverlypong
This document discusses educational technology and its role in teaching and learning. It defines educational technology as the development, application, and evaluation of systems, techniques and tools to improve the learning process. It describes how technology has changed education by facilitating new forms of online learning and shifting teachers' roles from purveyors of knowledge to guides. Teachers are now planners and facilitators of technology-based environments where students can take an active role in their own learning. The document also defines key terms like technology, evaluation, and educational technology and discusses how technology can enhance learning through multi-sensory modalities.
This document discusses understanding technology and new learners. It notes that today's learners spend much of their time on their cellphones, social media, video games, and the internet. However, scientists say that exposure to technology can have cognitive benefits by strengthening neural circuits in the brain. It also notes that Jean Piaget's stages of childhood development may need to be redefined in the digital age. The document discusses balancing technology use with face-to-face social skills and balancing multitasking with focusing on single tasks.
lesson 5-preference of the technology generationray mijares
The document discusses the differences in preferences between older and newer technology-focused generations. The newer "digital generation" has grown up with quick video games, social media, and downloading media. They are more visually oriented and accustomed to non-linear "hypermedia." Younger learners prefer social and participatory learning over independent work, and desire instant gratification rather than delayed rewards. Teachers need to connect with these digital learners by incorporating their fluency with visual and multimedia learning.
Hypermedia is an educational software that presents information and learning activities in a virtual environment by integrating text, graphics, audio, animation and video clips. It allows non-linear navigation, meaning learners can follow their own path through the material. Key characteristics include learner control over their sequence and pace, and the use of a variety of media types. Examples include tutorial software, online courses, simulations, and learning management systems.
This document discusses four conceptual models of learning - meaningful learning, discovery learning, generative learning, and constructivism. These models emphasize that learning should be active and meaningful to the learner by connecting new experiences to their prior knowledge and applying learning to real life situations. Key aspects of the models include students setting their own goals, taking responsibility for their own learning, and building their understanding of the world through learning activities and environments designed for knowledge construction rather than passive receipt.
Philippine schools have many talented teachers and successful students, but they also face financial challenges that hinder achieving high quality education. While computer availability is improving, there remains a lack of enough computers for all students. To better compete internationally, the document proposes ensuring equal computer access for students, requiring computer classes from an earlier age, and providing training so college students have basic computer literacy. While texting enables fast communication, it can also spread gossip and cause relationship issues if overused, as well as negatively impact spelling and studies for addicted users.
Lesson 13: Cooperative learning with the Computerjemarmata
This document defines cooperative learning as students working together in small groups on common tasks. It lists the key elements of cooperative learning as having a common goal, interdependence, interaction, individual accountability, and social skills. The advantages of cooperative learning include encouraging active learning, increasing academic performance, promoting literacy and language skills, and improving teacher effectiveness. The document also discusses how researchers have studied the interaction between students and computers during cooperative learning to ensure it does not hinder social skill development.
The document discusses using IT to encourage higher-level thinking skills and creativity in students. It presents a framework for complex thinking skills including focusing, analyzing, generating, organizing, and evaluating. By having students work on in-depth, real-world projects over time, they can engage in sustained reflective thinking and actively create information. The process of completing projects is more important than the output, as it allows students to develop thinking, psychomotor, and affective skills through steps like deciding what to include and how to package outcomes. Examples of IT-based projects include resource-based projects, simple creations, guided hypermedia, and web-based projects.
Traditional teaching methods focused on lower-order thinking skills like memorization through authoritarian instruction. Modern methods aim to develop higher-order thinking skills like analysis, synthesis and evaluation through more democratic and participatory lessons using diverse technology. The document proposes a revised project method where students work independently on in-depth, complex and real-world projects over time while teachers guide and facilitate. Examples of higher-level IT-based projects include resource-based assignments, simple creations and guided hypermedia projects.
IT for higher thinking skills and creativity Lesson7sheenaindicio
The document outlines a framework for higher level thinking skills and creativity that defines various sub-skills such as focusing, information gathering, analyzing, generating, organizing, imagining, designing, integration, and evaluating. It notes that the framework is not exhaustive but provides a helpful guide for teachers to understand students' higher learning processes. The document also discusses implementing IT-based student projects through a process that prioritizes learning experiences over products and examines examples like resource-based projects, simple actions, guided hyper-media projects, and web-based projects.
Information technology can help students develop higher-level thinking skills and creativity. It allows students to gather and analyze information, imagine solutions, and design projects independently with the teacher's guidance. The upgraded project method empowers students to make decisions about their projects and present their work creatively. When used effectively, information technology can help students learn complex thinking skills and go beyond memorization to create original work.
This document discusses teaching design thinking, computational thinking, systems thinking, strategic thinking, and futures thinking through challenge-based learning. It outlines approaches like the Stanford d.school design process and Daylight Design Thinking process. Key aspects covered include organizing learning environments, contextualizing challenges, the design process, solution types, assessments, expectations for students, and sample contexts in engineering, food production, and materials technologies. Competitions and 2-4 activities/projects are suggested to teach these various thinking approaches.
January 16, 2014 -MICRO LESSON PROJECT(EDUC.TECH2)Jennifer Nini
This document discusses using IT-based projects to develop higher thinking skills and creativity. It contains two chapters that outline different types of IT projects: resource-based projects where students find their own information on a given topic, simple creations where students make their own materials, guided hypermedia projects where students create multimedia presentations, and web-based projects where students build websites. It also compares the traditional learning model where teachers provide information to students, to the resource-based model where students explore topics independently. Finally, it lists different complex thinking skills and sub-skills that can be developed through IT projects, such as focusing, analyzing, generating, organizing, and evaluating.
The document discusses methods for using computer technologies to support higher-level thinking skills and creativity in students. It proposes an upgraded project method where students work on in-depth, complex, long-term projects relevant to the real world. This requires students to actively gather and analyze information to design and evaluate solutions, developing skills like critical thinking. The teacher guides students through the process rather than presenting information directly. The goal is for students to demonstrate skills beyond just test scores by taking ownership of their constructive learning.
This document discusses using information technology to promote higher-level thinking skills and creativity in students. It proposes adopting a framework that synthesizes various models and definitions on the topic. The document recommends using project-based learning to take students through complex thinking processes involving defining problems, gathering and analyzing information, generating ideas, and evaluating outcomes. Specifically, it suggests implementing resource-based, simple creation, guided hypermedia, and web-based IT projects to help students achieve higher-level learning domains.
This document provides guidance for a quality community service club (CSC) project for children. It outlines that projects should be innovative, based on exploring everyday life situations through surveys, observations, experiments, or a combination. Projects should use scientific methodology to analyze a problem related to the local community. The target is to encourage children to explore, think, serve, wonder, and achieve. Projects involve skills like observing, classifying, predicting, and communicating. Fundamentals include questioning, designing investigations, collecting information, and drawing conclusions. A holistic approach is recommended over a partial one. The SMART approach outlines that projects should be specific, measurable, appropriate, realistic, and time-bound. Steps provided include forming groups, selecting problems
ID&T, or instructional design and technology, is defined as the analysis of learning problems and the design, development, implementation, and evaluation of instructional processes and resources intended to improve learning. There are seven key characteristics of instructional design including being student-centered, goal-oriented, and empirical. The two core components are the use of systematic instructional design procedures, such as the ADDIE model of analyze, design, develop, implement, and evaluate, and the use of media for instructional purposes. Learning theories that underpin instructional design include behavioral, cognitive, constructivist, and connectivist approaches.
This document discusses action research methodology for improving teaching. It covers several key areas:
1. It introduces the major parts of presenting action research, including context, initiatives, and possibilities.
2. It discusses pedagogy, equity, curriculum, and essential learnings.
3. It provides an overview of the action research process, including identifying problems, collecting data, reflecting and analyzing, taking action, and redefining problems. The goal is to try new ideas in practice and improve teaching and learning.
Lesson 7 IT Higher thinking skills and CreativityOsmeña College
The document discusses Bloom's Taxonomy and the cognitive process of learning. It explains that traditional teaching approaches focus on lower-level skills like knowledge, comprehension, and application. However, the goal should be developing higher-level thinking skills through project-based learning. The process of completing projects takes students through different steps and experiences that actualize learning. While the product is important, teachers should focus more on the journey which can cultivate skills like analysis, synthesis, and evaluation.
The document outlines the 6-step course development process at Lake Forest Graduate School of Management:
1. SME Orientation - Analyze the learning project with the subject matter expert and instructional designer.
2. Analyze and Design with gatekeepers to examine documentation, assess needs, and plot a high-level design.
3. Develop the high-level design through training sessions outlining objectives and mapping to the syllabus.
4. Develop course components in the learning management system guided by templates with feedback.
5. Evaluate components through in-house reviews then submit to production and implement the online course.
6. Evaluate feedback from the live course to identify issues and continually improve
The document discusses how modern technology can be used to develop students' higher-level thinking skills and creativity. It presents a framework of complex thinking skills like focusing, analyzing, generating, and evaluating. These skills can be nurtured when students are given independence to produce projects using computer software rather than traditional teaching methods. Some examples of IT-based projects are described, like resource-based projects where students find their own materials, simple software creation, guided hypermedia presentations, and web-based projects. The goal is to move beyond rote learning and testing to more open-ended, real-world projects.
Meetup creative design literature philosophy methodology frameworkKai Bruns
Overview of 16 texts within the Design Thinking literature with examples of how to think of design thinking as innovation methodology or philosophy with concrete examples how to translate insights from literature into the teaching and training of design thinking abilities, skills and methods.
This document discusses the Open University Learning Design Initiative (OULDI) and OpenLearn Network (OLnet), which aim to support the design of learning activities through various tools and methods. It provides an overview of the initiatives and introduces several tools for learning design, including CompendiumLD for mapping designs and Cloudworks for sharing ideas. It also discusses different frameworks and schemas for representing pedagogical approaches and mapping the relationship between pedagogy and technologies. The goal is to provide empirical evidence and support for learning design through collaborative events, tools for representation, and reification to guide innovative learning design.
Hybrid Learning for teachers and kaiako.pdfDerek Wenmoth
The document discusses hybrid learning, which combines face-to-face and online learning. It defines hybrid learning as a model that operates independently of location and allows students and teachers to attend class in-person or virtually. The goal is to create an ideal learning experience for each learner by emphasizing online content and tools that can be accessed on-site or remotely. It also discusses building resilient schools and systems through principles like collaboration, trust and coherence. Lessons from the COVID-19 lockdown around equity, responsiveness and inclusion are discussed. The document provides resources and guidance for implementing hybrid learning.
The slide deck for the "AI for Learning Design" workshop, hosted at Asia Pacific University, serves as a comprehensive guide to integrating Artificial Intelligence into educational settings. Designed to empower educators and instructional designers, the presentation offers actionable strategies for curriculum integration, insights into personalized learning through AI, and a deep dive into the ethical considerations that accompany AI adoption in education. The deck is structured to facilitate an interactive and engaging workshop experience, featuring real-world examples, hands-on activities, and spaces for thought-provoking discussions. Don't miss this invaluable resource for transforming your teaching practices and enhancing educational impact through AI.
Michelle Palacio Cook has over a decade of experience in instructional design. She is skilled in e-learning design, project management, and developing training for a variety of industries. Cook is proficient in various authoring tools and has expertise in designing effective learning experiences. She has worked as an independent consultant and for companies such as SunTrust and Affiliated Computer Services.
Similar to lesson 7 of educational technology 2 (20)
The document discusses how information technology can support student-centered learning. It contrasts traditional teacher-centered classrooms with student-centered models where students are active participants in the learning process. It provides examples of how technology allows students to interact with others, demonstrate independence, perform tasks like word processing and presentations, search for information online, and brainstorm with peers. The teacher takes on a facilitating role and provides individualized instruction tailored to each student's needs.
1. Geometry originated from early peoples' use of measurement to build structures, and was later formalized by Euclid who developed a logical system of geometry in his work The Elements.
2. Euclid's geometry, known as Euclidean geometry, is based on logical reasoning of relationships in flat, two-dimensional surfaces known as planes.
3. Geometry studies properties of shapes, sizes, positions, and space through concepts like points, lines, and planes.
This document discusses constructivism and social constructivism as learning perspectives, and how computers can support these perspectives as learning tools. Constructivism views knowledge as constructed by individuals, while social constructivism sees knowledge as constructed within a social context. Computers can act as informative, communication, constructive, co-constructive, and situating tools to help students build knowledge individually and collaboratively according to these perspectives. Specific computer programs and online environments are provided as examples.
Here are the key steps to solve systems of linear equations:
1. Write the systems of equations side-by-side in standard form (ax + by = c).
2. Use elimination method:
- Add or subtract corresponding terms from each equation to eliminate one variable.
- Solve the resulting equation for the remaining variable.
- Back-substitute into one of the original equations to solve for the other variable.
3. Use substitution method:
- Solve one equation for one variable in terms of the other.
- Substitute this expression into the other equation and solve for the remaining variable.
- Back-substitute to solve for the first variable.
4. Check that the solutions satisfy both original
Quadrilaterals are polygons with four sides that can be named by their vertices. There are different types of quadrilaterals including parallelograms, rectangles, squares, rhombuses, trapezoids, kites, and figures that are either convex or non-convex.
Quadrilaterals are polygons with four sides that can be named by their vertices. There are different types of quadrilaterals including parallelograms, rectangles, squares, rhombuses, trapezoids, kites, and figures that are either convex or non-convex.
The document discusses simple interest concepts and formulas. It defines key terms like principal, interest rate, interest, and time period. It presents the simple interest formula: Interest = Principal x Rate x Time. Several examples are given to demonstrate calculating interest for different scenarios using the formula. The goal is to explain the basic concepts and calculations involved in simple interest.
Vegetables are edible parts of plants that can include roots, tubers, bulbs, stems, leaves, flowers, seeds or pods. They are classified into categories such as leafy, seed, stems/bulbs, roots/tubers, fruit, and flowers. When selecting and purchasing vegetables, it is important to choose those that are fresh, young, free from blemishes or decay, and in season as they will be most nutritious and flavorful. Quality should be considered above price when shopping for vegetables.
The document discusses the results of a study on the effects of exercise on memory and thinking abilities in older adults. The study found that regular exercise can help reduce the decline in thinking abilities that often occurs with age. Specifically, older adults who exercised regularly performed better on memory and thinking tests compared to those who did not exercise regularly.
This document defines and describes various 3D geometric solids including polyhedrons, cylinders, cones, and spheres. It explains that polyhedrons are bounded by flat polygon surfaces and have vertices, edges, and faces. Specific polyhedrons like tetrahedrons, prisms, and pyramids are defined. Cylinders are similar to prisms but with circular bases, and cones have a circular base and vertex. Spheres are sets of points equidistant from a central point. Key terms like radius, diameter, and chord are also defined for cylinders, cones, and spheres.
The document summarizes the 23 stages of human embryonic development from fertilization to 8 weeks.
[1] The embryonic period begins at fertilization and ends 8 weeks later, divided into 23 stages of development based on morphological features.
[2] The earliest stages involve fertilization and cell division, followed by implantation and formation of the blastocyst.
[3] Later stages include development of the embryo, organs and limbs, and closing of the neural tube; stages are characterized by specific structural features present in the embryo at each phase of development.
Consumer education is a phase of educating people for living. It can be acquired through formal education in schools and other recognized learning institutions. It can also be gained through community discussions, group meetings, and informal education. Consumer education teaches people where and how to buy products, when to buy, and how to make the best use of purchases to get the greatest value. It also relates to imparting knowledge about consumer rights, consumer law, and product and quality standards.
Consumer education is a phase of educating people for living. It can be acquired through formal education in schools and other recognized learning institutions. It can also be gained through community discussions, group meetings, and informal education. Consumer education teaches people where and how to buy products, when to buy, and how to make the best use of purchases to get the greatest value. It also relates to imparting knowledge about consumer rights, consumer law, and product and quality standards.
This document defines and describes different types of quadrilaterals:
- A quadrilateral is a 4-sided polygon with 4 angles. Common types include rectangles, rhombi, squares, parallelograms, trapezoids, and kites.
- Rectangles have 4 right angles and opposite sides are parallel. Rhombi have 4 equal sides. Squares are both rectangles and rhombi.
- Parallelograms have opposite sides that are parallel. Trapezoids have at least one set of parallel sides. Kites have two pairs of equal adjacent sides.
This document provides instructions for folding a napkin into a diamond shape using 8 steps. The instructions have the folder repeat folding layers of the napkin diagonally up and to the left, stopping before the last fold each time to create a staggered effect. In the final steps, both sides of the napkin are folded under and in to form an even, staggered diamond shape that is pressed flat.
This document provides instructions for folding a napkin into a diamond shape in 8 steps. The instructions have the folder fold layers of the napkin diagonally up and to the left in a staggered formation, repeating the folds with subsequent layers. The final steps involve folding both sides of the napkin inward to create an even, staggered diamond pattern across the napkin surface.
The document discusses the uses of computers as information and communication technology in education. It lists several Microsoft Office programs like Word for creating texts and PowerPoint for creating lecture presentations. It also mentions Excel for spreadsheets, Internet Explorer for accessing the internet, and web services like Yahoo and Google for email, chat rooms, blogs, and new educational software and services. Additional programs mentioned include Adobe Reader for viewing and editing graphics and photos, MSN for messaging, and Windows Media Player for viewing audiovisual media like videos.
This document discusses the formulas for calculating the volumes of different geometric solids. It provides the formulas and notations for cube (Volume = S3), prism (Volume = Bh), pyramid (Volume = 1/3 Bh), cylinder (Volume = πr2h), cone (Volume = 1/3 πr2h), and sphere (Volume = 4/3 πr3). It also includes examples of volume calculations for each solid. The key information covered includes formulas with notations for finding the volumes of various solids like cubes, prisms, pyramids, cylinders, cones and spheres.
How to Fix the Import Error in the Odoo 17Celine George
An import error occurs when a program fails to import a module or library, disrupting its execution. In languages like Python, this issue arises when the specified module cannot be found or accessed, hindering the program's functionality. Resolving import errors is crucial for maintaining smooth software operation and uninterrupted development processes.
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.
Walmart Business+ and Spark Good for Nonprofits.pdfTechSoup
"Learn about all the ways Walmart supports nonprofit organizations.
You will hear from Liz Willett, the Head of Nonprofits, and hear about what Walmart is doing to help nonprofits, including Walmart Business and Spark Good. Walmart Business+ is a new offer for nonprofits that offers discounts and also streamlines nonprofits order and expense tracking, saving time and money.
The webinar may also give some examples on how nonprofits can best leverage Walmart Business+.
The event will cover the following::
Walmart Business + (https://business.walmart.com/plus) is a new shopping experience for nonprofits, schools, and local business customers that connects an exclusive online shopping experience to stores. Benefits include free delivery and shipping, a 'Spend Analytics” feature, special discounts, deals and tax-exempt shopping.
Special TechSoup offer for a free 180 days membership, and up to $150 in discounts on eligible orders.
Spark Good (walmart.com/sparkgood) is a charitable platform that enables nonprofits to receive donations directly from customers and associates.
Answers about how you can do more with Walmart!"
Executive Directors Chat Leveraging AI for Diversity, Equity, and InclusionTechSoup
Let’s explore the intersection of technology and equity in the final session of our DEI series. Discover how AI tools, like ChatGPT, can be used to support and enhance your nonprofit's DEI initiatives. Participants will gain insights into practical AI applications and get tips for leveraging technology to advance their DEI goals.
How to Add Chatter in the odoo 17 ERP ModuleCeline George
In Odoo, the chatter is like a chat tool that helps you work together on records. You can leave notes and track things, making it easier to talk with your team and partners. Inside chatter, all communication history, activity, and changes will be displayed.
বাংলাদেশের অর্থনৈতিক সমীক্ষা ২০২৪ [Bangladesh Economic Review 2024 Bangla.pdf] কম্পিউটার , ট্যাব ও স্মার্ট ফোন ভার্সন সহ সম্পূর্ণ বাংলা ই-বুক বা pdf বই " সুচিপত্র ...বুকমার্ক মেনু 🔖 ও হাইপার লিংক মেনু 📝👆 যুক্ত ..
আমাদের সবার জন্য খুব খুব গুরুত্বপূর্ণ একটি বই ..বিসিএস, ব্যাংক, ইউনিভার্সিটি ভর্তি ও যে কোন প্রতিযোগিতা মূলক পরীক্ষার জন্য এর খুব ইম্পরট্যান্ট একটি বিষয় ...তাছাড়া বাংলাদেশের সাম্প্রতিক যে কোন ডাটা বা তথ্য এই বইতে পাবেন ...
তাই একজন নাগরিক হিসাবে এই তথ্য গুলো আপনার জানা প্রয়োজন ...।
বিসিএস ও ব্যাংক এর লিখিত পরীক্ষা ...+এছাড়া মাধ্যমিক ও উচ্চমাধ্যমিকের স্টুডেন্টদের জন্য অনেক কাজে আসবে ...
A review of the growth of the Israel Genealogy Research Association Database Collection for the last 12 months. Our collection is now passed the 3 million mark and still growing. See which archives have contributed the most. See the different types of records we have, and which years have had records added. You can also see what we have for the future.
6. • The presentation is followed
by discussion and the giving
of assignment. This teaching
approach has been proven
successful for achieving
learning outcomes following
the lower end of Bloom’s
taxonomy:
7.
8. • Today, students are
expected to be not only
cognitive, but also flexible,
analytical and creative. In
this lesson, there are
methods proposed for the
used of computer-based
technologies as an integral
support to higher thinking
skills and creativity.
9.
10. Complex Sub skills
Thinking skills
Focusing Define the problem,
goal/objective-setting,
brainstorming.
Information gathering Selection, recording of data of
information
Remembering Associating , relating new data
with old
Analyzing Identify idea constructs,
patterns
Generating Deducing, inducting, elaborating.
Organizing Classifying, relating
Imagining Visualizing, predicting
Designing Planning, formulating
Integration Summarizing, abstracting
Evaluating Setting criteria, testing idea,
Verifying outcomes, revising
11. Modern
teacher can now be guided on his goal to
help student to achieve higher level thinking
skills and creativity beyond the ordinary
bench mark of the students passing, even
excelling achievement tests.