Presentation on the Importance of Community and Play in 3D Spaces for the TCC 2021 Worldwide Online Learning Conference. This session reflects on learning spaces as places to promote community and society, which Ferdinand Tönnies described as Gemeinschaft and Gesellscaft for the importance of our social relationships.
Slide 4 refers to challenges and triumphs when our world turned upside down.
ISTE20 Live session hosted by Dr. Cynthia Calongne, aka Lyr Lobo for the Games & Simulations Network & Virtual Environments Network Playground session on November 30, 2020 at 11:00 am PST.
Many thanks to the Martian Worlds' Faire design team, comprised of Dr. Themba Ngwenya, Dr. Richard Courchesne, and their wonderful teammate who remains anonymous until she self selects to disclose.
GameTech presentation for March 9-11, 2009 in Orlando, Florida. Includes new content and information on the role of identity and presence as well as examples of game and roleplay simulations.
This Second Life tour highlights an educator's journey - Lyr Lobo - from the first days in world to the start of the NMC Teachers Buzz to taking virtual world classes, designing classes, teaching classes, examining research and mentoring on the Teen Grid.
It showcases projects and activities from English composition, literature, software design, game design, systems engineering methods, software requirements engineering and Teen Grid classes at the Ramapo islands by Suffern Middle School, including a couple of initial photos from the Summer 2007 - CS 835 robotics class activities at Colorado Technical University (CTU).
The photos include new content from recent projects and Elf Circle activities.
Presented at the CHECO Fall Conference on September 19, 2007 and also for UCCS on October 8, 2007
TCC 2021 Worldwide Online Conference session Teaching VR for the Saints by Dr. Cynthia Calongne. Class taught Fall 2020 in an open source virtual world grid at Virtual Harmony.
Presentation on the Importance of Community and Play in 3D Spaces for the TCC 2021 Worldwide Online Learning Conference. This session reflects on learning spaces as places to promote community and society, which Ferdinand Tönnies described as Gemeinschaft and Gesellscaft for the importance of our social relationships.
Slide 4 refers to challenges and triumphs when our world turned upside down.
ISTE20 Live session hosted by Dr. Cynthia Calongne, aka Lyr Lobo for the Games & Simulations Network & Virtual Environments Network Playground session on November 30, 2020 at 11:00 am PST.
Many thanks to the Martian Worlds' Faire design team, comprised of Dr. Themba Ngwenya, Dr. Richard Courchesne, and their wonderful teammate who remains anonymous until she self selects to disclose.
GameTech presentation for March 9-11, 2009 in Orlando, Florida. Includes new content and information on the role of identity and presence as well as examples of game and roleplay simulations.
This Second Life tour highlights an educator's journey - Lyr Lobo - from the first days in world to the start of the NMC Teachers Buzz to taking virtual world classes, designing classes, teaching classes, examining research and mentoring on the Teen Grid.
It showcases projects and activities from English composition, literature, software design, game design, systems engineering methods, software requirements engineering and Teen Grid classes at the Ramapo islands by Suffern Middle School, including a couple of initial photos from the Summer 2007 - CS 835 robotics class activities at Colorado Technical University (CTU).
The photos include new content from recent projects and Elf Circle activities.
Presented at the CHECO Fall Conference on September 19, 2007 and also for UCCS on October 8, 2007
TCC 2021 Worldwide Online Conference session Teaching VR for the Saints by Dr. Cynthia Calongne. Class taught Fall 2020 in an open source virtual world grid at Virtual Harmony.
This slide shows the idea of "hazard-map board game creation tool"which enables the users to create boardgames from templates uploaded on the website.
It is developed for the purpose of enhancing the disaster prevention education, mainly in developing countries where such education is not enough.
Conference: 2013 Canberra Centenary: ‘Imagined pasts…, imagined futures’
URL: http://www.aicomos.com/2013-canberra-centenary/
Venue: Museum of Australian Democracy in Old Parliament House, Canberra, 1-3 Nov 2013
TITLE: Can the past be shared in Virtual Reality?
There is an interesting divide between historians and the public that must be debated, how to best use virtual heritage, and digital media in general, to learn and share historical knowledge and interpretation. Heritage and history do not have to be a series of slides; space-time-intention can now be depicted and reconfigured. Teaching history and heritage through digitally simulated ‘learning by doing’ is an incredibly understudied research area and is of vital importance to a richer understanding of heritage as lived. However, the actual spatial implications of siting learning tasks in a virtual environment are still largely un-researched. Evaluation of virtual environments has been relatively context-free, designed for user freedom and forward looking creativity. It is still much more difficult to create a virtual place that brings the past alive without destroying it.
There has been an explosion in virtual heritage conferences this century. In the last year alone, there have been calls for digital cultural heritage or virtual heritage by Graphite, VSMM, New Heritage Forum, VRST, VAST, DIME, Archäologie & Computer, and DACH, just to name a few. An outside observer may believe that such academic interest, coupled with recent advances in virtual reality (VR), specifically in virtual environment technology and evaluation, would prepare one for designing a successful virtual heritage environment. Game designers may also be led to believe that games using historical characters, events or settings, may be readily adaptable to virtual heritage. This paper will advance key contextual issues that question both assumptions.
Beacham, R., Denard, H., & Niccolucci, F. (2006). London charter for the computer-based visualization of cultural heritage. Retrieved from http://www.londoncharter.org/introduction.html Fredrik, D. (2012). Rhetoric, Embodiment, Play: Game Design as Critical Practice in the Art History of Pompeii. Meaningful Play 2012 conference paper. Retrieved fromhttp://meaningfulplay.msu.edu/proceedings2012/mp2012_submission_178.pdf
Keynote for the Third International Conference on ICT in Education - ticEDUCA2014, at the Institute of Education of the University of Lisbon, on 15 November 2014.
Before teaching in Second Life be a studentRuth Martínez
Only if you have been there like a student you will consider some aspects not only to improve user engagement if not to enrich the experience and to design the learning activity and, one of the most important things, to research new ways for learning.
As student you will realize the importance of a previous support to obtain an idea about the activity (aims, details and methodology) that you are required to make into Second Life. You will consider some values and needs to be explain before using, for example, communicative tools from Second Life. Should you explain what is a notecard before using it in your class? Should you give a roadmap about what kind or Slurls or land could be useful to visit for the learning activity? So, would you explain how to use the map and the search before? And maybe you wonder how would you determine the level of knowledge about Second Life of your students and, if doing that how to design the learning activity because Second Life has to be a tool for teaching not the subject of your learning activity.
The Ignite talk I gave at WPPStream Athens in September 2012. It explains the role of General Semantics and the work of George Simon in shaping my approach to the world.
We have explored the Theory of Art to Discover what compositional claim Digital Glass has to both Arts and Craft, and the Science of Glass Engineering ... in V3 we configured our Product line, assessed the Market, determined the Price and are ready to sell
The Ignite talk I gave at WPPStream Athens in September 2012 (pdf with notes). It explains the role of General Semantics and the work of George Simon in shaping my approach to the world.
This slide shows the idea of "hazard-map board game creation tool"which enables the users to create boardgames from templates uploaded on the website.
It is developed for the purpose of enhancing the disaster prevention education, mainly in developing countries where such education is not enough.
Conference: 2013 Canberra Centenary: ‘Imagined pasts…, imagined futures’
URL: http://www.aicomos.com/2013-canberra-centenary/
Venue: Museum of Australian Democracy in Old Parliament House, Canberra, 1-3 Nov 2013
TITLE: Can the past be shared in Virtual Reality?
There is an interesting divide between historians and the public that must be debated, how to best use virtual heritage, and digital media in general, to learn and share historical knowledge and interpretation. Heritage and history do not have to be a series of slides; space-time-intention can now be depicted and reconfigured. Teaching history and heritage through digitally simulated ‘learning by doing’ is an incredibly understudied research area and is of vital importance to a richer understanding of heritage as lived. However, the actual spatial implications of siting learning tasks in a virtual environment are still largely un-researched. Evaluation of virtual environments has been relatively context-free, designed for user freedom and forward looking creativity. It is still much more difficult to create a virtual place that brings the past alive without destroying it.
There has been an explosion in virtual heritage conferences this century. In the last year alone, there have been calls for digital cultural heritage or virtual heritage by Graphite, VSMM, New Heritage Forum, VRST, VAST, DIME, Archäologie & Computer, and DACH, just to name a few. An outside observer may believe that such academic interest, coupled with recent advances in virtual reality (VR), specifically in virtual environment technology and evaluation, would prepare one for designing a successful virtual heritage environment. Game designers may also be led to believe that games using historical characters, events or settings, may be readily adaptable to virtual heritage. This paper will advance key contextual issues that question both assumptions.
Beacham, R., Denard, H., & Niccolucci, F. (2006). London charter for the computer-based visualization of cultural heritage. Retrieved from http://www.londoncharter.org/introduction.html Fredrik, D. (2012). Rhetoric, Embodiment, Play: Game Design as Critical Practice in the Art History of Pompeii. Meaningful Play 2012 conference paper. Retrieved fromhttp://meaningfulplay.msu.edu/proceedings2012/mp2012_submission_178.pdf
Keynote for the Third International Conference on ICT in Education - ticEDUCA2014, at the Institute of Education of the University of Lisbon, on 15 November 2014.
Before teaching in Second Life be a studentRuth Martínez
Only if you have been there like a student you will consider some aspects not only to improve user engagement if not to enrich the experience and to design the learning activity and, one of the most important things, to research new ways for learning.
As student you will realize the importance of a previous support to obtain an idea about the activity (aims, details and methodology) that you are required to make into Second Life. You will consider some values and needs to be explain before using, for example, communicative tools from Second Life. Should you explain what is a notecard before using it in your class? Should you give a roadmap about what kind or Slurls or land could be useful to visit for the learning activity? So, would you explain how to use the map and the search before? And maybe you wonder how would you determine the level of knowledge about Second Life of your students and, if doing that how to design the learning activity because Second Life has to be a tool for teaching not the subject of your learning activity.
The Ignite talk I gave at WPPStream Athens in September 2012. It explains the role of General Semantics and the work of George Simon in shaping my approach to the world.
We have explored the Theory of Art to Discover what compositional claim Digital Glass has to both Arts and Craft, and the Science of Glass Engineering ... in V3 we configured our Product line, assessed the Market, determined the Price and are ready to sell
The Ignite talk I gave at WPPStream Athens in September 2012 (pdf with notes). It explains the role of General Semantics and the work of George Simon in shaping my approach to the world.
Keynote presentation provided to a variety of audiences in early 2009, challenging educators to think more broadly about the massive impact of technology in the world and the way we need to be thinking about how we educate students for this future.
Why Second Life Scott Merrick For VU CSOScott Merrick
This is the revised version, retooled for Slideshare (the original has some multiple image slides that covered text, sheesh), toward revising it here for a Slidecast. I have most of the audio from the presentation and I recorded about 4 minutes upfront to make a more or less complete slidecast:)
Keynote delivered at LSU Center for Computation and Technology's Virtual Worlds: New Realms for Culture, Creativity, Commerce, Computation, and Communication Conference.
Virtual Environments and Web 3D – New Worlds with Old Problems?Tracy Kennedy
In 2003, Linden Research Inc launched the virtual world Second Life with a small community of residents. In the past year, Second Life reached a tipping point; almost nine million residents are registered in the Metaverse, and there are numerous daily media accounts about life in the virtual world.
The purpose of this presentation is to provide an overview of Second Life, and examine the appeal of an interactive three dimensional interface that has encouraged new leisure and social activities, business and marketing ventures, educational opportunities, political platforms, arts and entertainment and much more. Second Life also features its own media hub, which includes magazines, news sites and agencies, weblogs and television stations, covering new fashions for avatars, music concerts by popular artists, community affairs, and economic reports.
However, virtual worlds are not inherently utopian; with new environments come old social problems from the ‘real’ world. This presentation will also address some of the debates that have surfaced about social norms and behaviours in Second Life, what the future of virtual worlds might entail, and whether Second Life hype is a passing fad or a the development of Web 3.0/3D.
Learning for the 22nd century while Teaching in the 21st centuryNehaNaayar
“21st -century skills” is a catchphrase across the academic world. A global benchmark in the academics, the curriculum documents, the summaries, and reports. Every school policy and government reform in education strives for achieving the targets set for 2030 decided by all the member countries during the UNESCO World Declaration under “Sustainable Development Goals” in 2015 Incheon.
The four-fold skills i.e., critical thinking, communication, collaboration, and creativity are lexical around which all dialogues across subjects from schooling to higher education are mostly organized. Out of the box thinking, teamwork, people skills, & strong critical and analytical skills can be considered as the basic matrix of successful education.
Similar to eLCC2021 Dreaming of the Future of Learning (20)
AI for Nonprofits_Exploring the News_ Creative Use and ChallengesCynthia Calongne
AI for Nonprofits, a presentation by Dr. Cynthia Calongne for the Nonprofit Commons in Second Life. Features benefits, challenges, and AI news to illustrate ethical and safe use of AI for nonprofit organizations.
Lyr Lobo hosted the 2024 Nonprofit Commons tour of the Second Life Fantasy Faire's 20 regions and the Bard Queen's Quest. The slides feature images of LitFest and the Quest companion, Theo.
Finding Educator Freebies in the Metaverse Lyr Lobo.pptxCynthia Calongne
Workshop and presentation by Dr. Cynthia Calongne, aka Lyr Lobo in the Metaverse for the 29th Annual TCC Hawaii Worldwide Online Conference. The session includes a demonstration of how to Hypergrid, surf the Metaverse of 3D virtual worlds, and find 3D content for educational use. The slides give a quick overview of the process and destinations. Have fun!
Presentation by Cynthia Calongne, aka Lyr Lobo, and Joyce Bettencourt, aka Rhiannon Chatnoir, for the AI & I Exhibition at the Museum of Contemporary Art at CDS. Topics featured AI Art, using GenAI for prompt engineering, resources from the Cengage Empowered Educator 2024 conference, and AI use cases and topic areas for future sessions.
NPC at the OpenSimulator Community Conference 2023.pdfCynthia Calongne
Joyce Bettencourt as Rhiannon Chatnoir and Dr. Cynthia Calongne as Lyr Lobo present the session highlights from the OpenSimulator Community Conference to the Nonprofit Commons on December 8, 2023. This Metaverse conference is Dec 9-10, 2023.
AI in Prompt Engineering by Dr Calongne at CTU.pdfCynthia Calongne
May 18, 2023 presentation on AI and Prompt Engineering by Dr. Cynthia Calongne for the CTU Doctoral Symposium. Links include the workshop handout and examples from AI art and generative AI tools.
Lyr Lobo is Surfing the Metaverse VWMOOC 2023.pdfCynthia Calongne
Presentation by Dr. Cynthia Calongne, aka Lyr Lobo for the Virtual Worlds MOOC 2023 and the Nonprofit Commons on how to surf the Metaverse and shop in OpenSimulator virtual worlds using OpenSimWorld.com. Features a tribute to OPENSIM Fest 2023.
Joyce Bettencourt, David Fliesen, and Cynthia Calongne present our second workshop on STEAMy AI for the Virtual World Massive Open Online Course 2023 and the Nonprofit Commons in Second Life.
The story continues with updated examples and information on how AI Art stimulates creativity to support STEM education in science, technology, engineering, and math.
We explore additional AI Art tools and examine a template for improving prompts via natural language processing (NLP).
A keynote address by Dr. Cynthia Calongne or the International Conference on Media in Education (iCoME) 2023 on August 16, 2023, which appears August 17, 2023 by invitation of the College of Education at Wenzhou University, China. Many thanks to the Organizing Committee, Bert Kimura, and Curtis HO at TCC at the University of Hawai'i at Manoa. The session illustrates the Metaverse, how we teach and learn, and the transformation for online and campus education.
STEAMy AI in Education_VWEC AI Expert Series.pdfCynthia Calongne
VWEC AI Expert Series presentation by Dr. Cynthia Calongne, aka Lyr Lobo, and Joyce Bettencourt, aka Rhiannon Chatnoir. Description: Join us at the Virtual Worlds Education Consortium in Second Life as we explore the use of AI in education and the Arts. This session features AI use in virtual worlds, teaching AI for ethical use, safety, explainable AI, and research, and prompt generation to create artifacts for sparking creativity and inspiration.
AI Art Exhibit for SLEA4 in 2023 by Lyr Lobo.pptxCynthia Calongne
The AI Art Exhibit by Lyr Lobo, aka Dr. Cynthia Calongne, blends William Gibson's The Peripheral with portals to a Secret Garden, a fairytale land, and in the style of Thomas Cole's Voyage of Life series. Designed in Midjourney, this AI Art is on exhibit in Second Life from May 24-June 30, 2023. It is in teleporter #4 within Art Blue's Genesis Tower.
Fantasy Faire of SL 2023 NPC tour by Lyr Lobo.pptxCynthia Calongne
A Nonprofit Commons Tour of the Fantasy Faire 2023 in Second Life by Dr. Cynthia Calongne, aka Lyr Lobo. Features a video tour of the 22 regions and information on LitFest, the Literary Festival. Both the Fantasy Faire and LitFest benefit the American Cancer Society's Relay for Life of Second Life. Go Relay!
Presentation for the OpenSimulator Community Conference 2022 on December 11th with Dr. Andrew Stricker, Dr. Cynthia Calongne, Dr. Francisca Yonekura, Mrs. Betty Stricker, and our science fiction librarian, JJ Drinkwater.
Sharing 18 years of teaching in the Metaverse.pdfCynthia Calongne
Presentation hosted by Dr. Cynthia Calongne, aka Lyr Lobo for the Virtual Worlds Education Consortium on Friday, November 11, 2022. Unlike other sessions, this one is a salute to some of our early pioneers and how they helped to shape the early work in teaching between worlds and across the Metaverse.
How to Design a Course and Teach in VWs and VR.pptxCynthia Calongne
Dr. Cynthia Calongne, aka Lyr Lobo, presented "How to Design a Course and Teach in Virtual Worlds and VR Environments" for the Virtual Worlds Massive Open Online Course 2022 #VWMOOC22 conference and simulcast it during the Nonprofit Commons. I want to thank the VWMOOC22 organizers for their inspiring work in strengthening education in VR environments. *cheers*
A keynote address by Dr. Cynthia Calongne from Parker University in Dallas, Texas, USA for the Global Smart Education Conference on the Metaverse in Education. The conference is August 18-20, 2022.
Fantasy Faire 2022 of Second Life NPC Tour by Lyr Lobo.pdfCynthia Calongne
Join us on April 29, 2022 for a visual tour of the Fantasy Faire 2022 in Second Life by Lyr Lobo, aka Dr. Cynthia Calongne. We'll continue the tour on May 6, 2022 of the Fairelands.
Education in the Metaverse_Reflections at eLCC.pptxCynthia Calongne
Closing Keynote for the eLearning Consortium of Colorado (eLCC) 2022 conference April 13-15, 2022 by Dr. Cynthia Calongne, aka, Lyr Lobo, faculty XR/VR champion at Parker University.
TCC Hawai'i 27th Annual Worldwide Online Learning Conference Plenary on VR 2022: Learning in the Metaverse by Dr. Cynthia Calongne, faculty XR/VR champion at Parker University. Illustrates the early work and recent work on the development of an Oculus Quest 2 (Meta) app illustrating Sakurajima and Ikigai designs. Mahalo, TCC!
The Planetarium at Virtual Harmony is a tribute to the amazing Dr. Barbara Truman, who bridged worlds and was a champion for virtual reality and virtual world education. OSCC 2021 hosted the planetarium in honor of our valiant friend who is fallen, yet not forgotten.
Instructions for Submissions thorugh G- Classroom.pptxJheel Barad
This presentation provides a briefing on how to upload submissions and documents in Google Classroom. It was prepared as part of an orientation for new Sainik School in-service teacher trainees. As a training officer, my goal is to ensure that you are comfortable and proficient with this essential tool for managing assignments and fostering student engagement.
June 3, 2024 Anti-Semitism Letter Sent to MIT President Kornbluth and MIT Cor...Levi Shapiro
Letter from the Congress of the United States regarding Anti-Semitism sent June 3rd to MIT President Sally Kornbluth, MIT Corp Chair, Mark Gorenberg
Dear Dr. Kornbluth and Mr. Gorenberg,
The US House of Representatives is deeply concerned by ongoing and pervasive acts of antisemitic
harassment and intimidation at the Massachusetts Institute of Technology (MIT). Failing to act decisively to ensure a safe learning environment for all students would be a grave dereliction of your responsibilities as President of MIT and Chair of the MIT Corporation.
This Congress will not stand idly by and allow an environment hostile to Jewish students to persist. The House believes that your institution is in violation of Title VI of the Civil Rights Act, and the inability or
unwillingness to rectify this violation through action requires accountability.
Postsecondary education is a unique opportunity for students to learn and have their ideas and beliefs challenged. However, universities receiving hundreds of millions of federal funds annually have denied
students that opportunity and have been hijacked to become venues for the promotion of terrorism, antisemitic harassment and intimidation, unlawful encampments, and in some cases, assaults and riots.
The House of Representatives will not countenance the use of federal funds to indoctrinate students into hateful, antisemitic, anti-American supporters of terrorism. Investigations into campus antisemitism by the Committee on Education and the Workforce and the Committee on Ways and Means have been expanded into a Congress-wide probe across all relevant jurisdictions to address this national crisis. The undersigned Committees will conduct oversight into the use of federal funds at MIT and its learning environment under authorities granted to each Committee.
• The Committee on Education and the Workforce has been investigating your institution since December 7, 2023. The Committee has broad jurisdiction over postsecondary education, including its compliance with Title VI of the Civil Rights Act, campus safety concerns over disruptions to the learning environment, and the awarding of federal student aid under the Higher Education Act.
• The Committee on Oversight and Accountability is investigating the sources of funding and other support flowing to groups espousing pro-Hamas propaganda and engaged in antisemitic harassment and intimidation of students. The Committee on Oversight and Accountability is the principal oversight committee of the US House of Representatives and has broad authority to investigate “any matter” at “any time” under House Rule X.
• The Committee on Ways and Means has been investigating several universities since November 15, 2023, when the Committee held a hearing entitled From Ivory Towers to Dark Corners: Investigating the Nexus Between Antisemitism, Tax-Exempt Universities, and Terror Financing. The Committee followed the hearing with letters to those institutions on January 10, 202
Palestine last event orientationfvgnh .pptxRaedMohamed3
An EFL lesson about the current events in Palestine. It is intended to be for intermediate students who wish to increase their listening skills through a short lesson in power point.
Unit 8 - Information and Communication Technology (Paper I).pdfThiyagu K
This slides describes the basic concepts of ICT, basics of Email, Emerging Technology and Digital Initiatives in Education. This presentations aligns with the UGC Paper I syllabus.
Synthetic Fiber Construction in lab .pptxPavel ( NSTU)
Synthetic fiber production is a fascinating and complex field that blends chemistry, engineering, and environmental science. By understanding these aspects, students can gain a comprehensive view of synthetic fiber production, its impact on society and the environment, and the potential for future innovations. Synthetic fibers play a crucial role in modern society, impacting various aspects of daily life, industry, and the environment. ynthetic fibers are integral to modern life, offering a range of benefits from cost-effectiveness and versatility to innovative applications and performance characteristics. While they pose environmental challenges, ongoing research and development aim to create more sustainable and eco-friendly alternatives. Understanding the importance of synthetic fibers helps in appreciating their role in the economy, industry, and daily life, while also emphasizing the need for sustainable practices and innovation.
The Roman Empire A Historical Colossus.pdfkaushalkr1407
The Roman Empire, a vast and enduring power, stands as one of history's most remarkable civilizations, leaving an indelible imprint on the world. It emerged from the Roman Republic, transitioning into an imperial powerhouse under the leadership of Augustus Caesar in 27 BCE. This transformation marked the beginning of an era defined by unprecedented territorial expansion, architectural marvels, and profound cultural influence.
The empire's roots lie in the city of Rome, founded, according to legend, by Romulus in 753 BCE. Over centuries, Rome evolved from a small settlement to a formidable republic, characterized by a complex political system with elected officials and checks on power. However, internal strife, class conflicts, and military ambitions paved the way for the end of the Republic. Julius Caesar’s dictatorship and subsequent assassination in 44 BCE created a power vacuum, leading to a civil war. Octavian, later Augustus, emerged victorious, heralding the Roman Empire’s birth.
Under Augustus, the empire experienced the Pax Romana, a 200-year period of relative peace and stability. Augustus reformed the military, established efficient administrative systems, and initiated grand construction projects. The empire's borders expanded, encompassing territories from Britain to Egypt and from Spain to the Euphrates. Roman legions, renowned for their discipline and engineering prowess, secured and maintained these vast territories, building roads, fortifications, and cities that facilitated control and integration.
The Roman Empire’s society was hierarchical, with a rigid class system. At the top were the patricians, wealthy elites who held significant political power. Below them were the plebeians, free citizens with limited political influence, and the vast numbers of slaves who formed the backbone of the economy. The family unit was central, governed by the paterfamilias, the male head who held absolute authority.
Culturally, the Romans were eclectic, absorbing and adapting elements from the civilizations they encountered, particularly the Greeks. Roman art, literature, and philosophy reflected this synthesis, creating a rich cultural tapestry. Latin, the Roman language, became the lingua franca of the Western world, influencing numerous modern languages.
Roman architecture and engineering achievements were monumental. They perfected the arch, vault, and dome, constructing enduring structures like the Colosseum, Pantheon, and aqueducts. These engineering marvels not only showcased Roman ingenuity but also served practical purposes, from public entertainment to water supply.
Acetabularia Information For Class 9 .docxvaibhavrinwa19
Acetabularia acetabulum is a single-celled green alga that in its vegetative state is morphologically differentiated into a basal rhizoid and an axially elongated stalk, which bears whorls of branching hairs. The single diploid nucleus resides in the rhizoid.
A Strategic Approach: GenAI in EducationPeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
Read| The latest issue of The Challenger is here! We are thrilled to announce that our school paper has qualified for the NATIONAL SCHOOLS PRESS CONFERENCE (NSPC) 2024. Thank you for your unwavering support and trust. Dive into the stories that made us stand out!
1. Dreaming
of the Future
of
Learning
Cynthia Calongne, aka Lyr Lobo
CTU, CCCOnline,
Parker University, &
Saint Martin’s University
eLCC 2021
Virtual Learning Conference
Down the rabbit hole at the Fantasy Faire
2. The Future of Learning Workshop
● The education challenge
● Dreaming
● Stimulating the imagination
● Who is in charge?
● Models and schemas
● Nurturing the future
9. If you had time,
money & talent
What would you
feature in your
dream home?
In 2020, our
homes were our
work spaces.
Fallingwater.org by Frank Lloyd Wright
10. Richard Millwood Dissertation Conceptual Framework
http://phd.richardmillwood.net/en/theoretical-and-
conceptual-framework
Technology Enhanced Learning - CMAP concept map
http://cmapspublic3.ihmc.us/rid=1LNV3H2J9-
HWSVMQ-13LH/
What do we know about learning
and technology enhanced
learning?
11. How do we use game-based learning?
The goal is to present challenges that extend our
skills, leading to arousal and flow.
If the work or tools are too challenging, we worry.
If they present a low challenge, we are bored.
Learning tactics
What we do to learn
What we do to promote learning
12.
13.
14. It is only with the heart that one can see clearly;
what is essential is invisible to the eyes.
22. Does your virtual learning space look like
my online classroom?
How do we foster diversity?
How would you leverage technology to
provide immersive learning experiences?
23.
24. First Day in a Virtual World
Graduation Ceremony 2020
41. Virtual worlds provide a deeper view for the eye of the
beholder & develops new pathways for ones own thinking
process and rationality…
…to increase the depth of reasoning through human problem
solving in a representation of complexity accompanied by
playful moments of escape!
Algernon Loire & Molly MaeWest
I enjoy the true essence that we enjoy together through
face to face interactions.
…and welcome the blessings of using the virtual world
technologies that keep us together, talking and interacting
through scholarship while gleefully playing in atmospheres
which are from past centuries.
By transporting ourselves to alternate times in scenes with
interactive stages, we are the actors and are not watching
a 2D view of a film or a play.