This is the Harrison County 4-H IT Adventures Team Community Service Project Powerpoint for 2013 IT Olympics. Creating digital interior maps of two schools in county for E9
Marsville is a program that uses space exploration and building habitats on Mars to inspire students' learning. Students are organized into teams that must work together to design uniforms, develop communication with other teams, and construct a habitat system using recyclables in preparation for a Link-Up Day event. The goal is to teach students real-world skills like teamwork, communication, technology application, and hands-on learning through designing their own miniature Mars colony. Evaluations and activities on Link-Up Day test the students' systems and collaboration to simulate the challenges of living on Mars. The program has been successful in teaching students important lessons while making learning fun.
This document provides guidance for 4-H food exhibits, including which foods are appropriate and inappropriate, requirements for canned goods and bread entries, and tips for food displays, recipes, nutrition labeling, and food safety. Key points include only allowing baked goods without refrigerated ingredients or alcohol, requiring proper canning procedures and approved resources, and emphasizing following MyPlate guidelines and ensuring food safety.
The document discusses the creation of digital building maps by a 4H group to provide emergency responders with accurate floor plans and locations of emergency equipment. The digital maps allow for faster evacuation and response planning, and are more easily updated than paper maps. The group recommends walking through buildings multiple times and speaking to occupants to ensure all emergency details are captured.
This document provides information about 4-H robotics programs using LEGO Mindstorm robots. It discusses the 4 basic needs of youth that these programs aim to meet: belonging, mastery, independence and generosity. It then describes the LEGO Mindstorm robot and how it can complete various tasks. The document goes on to explain the FIRST LEGO League program, its core values of teamwork and friendly competition. Finally, it provides guidance on getting started with a FIRST LEGO League project, including building robot parts and missions, selecting an animal-focused research project, and beginning robot programming.
Marsville is a program that uses space exploration and building habitats on Mars to inspire students' learning. Students are organized into teams that must work together to design uniforms, develop communication with other teams, and construct a habitat system using recyclables in preparation for a Link-Up Day event. The goal is to teach students real-world skills like teamwork, communication, technology application, and hands-on learning through designing their own miniature Mars colony. Evaluations and activities on Link-Up Day test the students' systems and collaboration to simulate the challenges of living on Mars. The program has been successful in teaching students important lessons while making learning fun.
This document provides guidance for 4-H food exhibits, including which foods are appropriate and inappropriate, requirements for canned goods and bread entries, and tips for food displays, recipes, nutrition labeling, and food safety. Key points include only allowing baked goods without refrigerated ingredients or alcohol, requiring proper canning procedures and approved resources, and emphasizing following MyPlate guidelines and ensuring food safety.
The document discusses the creation of digital building maps by a 4H group to provide emergency responders with accurate floor plans and locations of emergency equipment. The digital maps allow for faster evacuation and response planning, and are more easily updated than paper maps. The group recommends walking through buildings multiple times and speaking to occupants to ensure all emergency details are captured.
This document provides information about 4-H robotics programs using LEGO Mindstorm robots. It discusses the 4 basic needs of youth that these programs aim to meet: belonging, mastery, independence and generosity. It then describes the LEGO Mindstorm robot and how it can complete various tasks. The document goes on to explain the FIRST LEGO League program, its core values of teamwork and friendly competition. Finally, it provides guidance on getting started with a FIRST LEGO League project, including building robot parts and missions, selecting an animal-focused research project, and beginning robot programming.
This course introduces students to cloud computing, artificial intelligence, and decentralized applications technologies. Students will learn about major cloud platforms and related services for computing, storage, networking, big data, and machine learning. They will combine these services to create intelligent autonomous networked solutions. The course also covers decentralized computing using Ethereum, smart contracts, and developing decentralized applications. Students will build their own projects combining cloud and decentralized technologies.
The document discusses the SCARLET project, which uses augmented reality (AR) to enhance learning experiences with special collections at the University of Manchester's John Rylands Library. The project aims to add contextual information and supporting materials to rare books and manuscripts through AR applications on mobile devices. An evaluation found that AR engaged students and brought learning to life, though it also distracted some from physical objects. The project seeks to apply the SCARLET methodology to additional collections and subjects to further integrate AR into education.
This document discusses applying gamification techniques and virtual reality to improve student learning in a building engineering course. It describes creating a virtual island for students to design pavilions on, using software like Revit, 3ds Max, Sketchfab and Unity. Students collaborate on an urban planning project and compete to create the best designs. Evaluations found students were highly engaged with the technology and games elements, which improved their motivation and academic performance. The results showed growing use of virtual reality and an engaging way to learn complex 3D modeling skills.
TIMMS is a high-productivity indoor mobile mapping solution that provides accurate, real-life representations of interior spaces through LiDAR and spherical video. It can map thousands of square feet in minutes and entire buildings in a single day. TIMMS produces geo-located maps and 3D models showing the real-world positions of interior areas and contents. The all-in-one system is easy to use and provides comprehensive, cost-effective indoor spatial data collection and analysis.
By the end of Year 5, students will have developed skills in the four operations, using strategies to solve problems and check answers. They will be able to identify factors and multiples, explain simple budgets, and connect 3D objects to 2D representations. Students will describe transformations of 2D shapes and compare data sets, ordering decimals and fractions on number lines. They will measure different units and calculate perimeter and area of rectangles.
Project Theme of the Year 2015: Smart "Cittadella Politecnica" (Smart Politecnico di Torino's Campus)
Ambient intelligence: technology and design
http://bit.ly/polito-ami
Politecnico di Torino, 2015
This document discusses current and future trends in media and information, including massive open online courses (MOOCs), wearable technology, 3D environments, ubiquitous learning, and mobile learning (m-learning). Some key points discussed include:
- MOOCs allow educators to create virtual classrooms of thousands of students through web technologies.
- Wearable technology has military and industrial applications with a focus on hands-free use through speech input and heads-up displays.
- 3D environments are used for animation, design, engineering, and architecture to visualize products in 3D. Related terms discussed include 3D printing, 3D films, holograms, and augmented reality.
- Ub
Invited talk at a workshop for 'Scotland's National Collections and the Digital Humanities,' a knowledge-exchange project hosted at the University of Edinburgh. 14 Feb. 2014. http://www.blogs.hss.ed.ac.uk/archives-now/
Have you ever dreamed of teaching a pre-calculus level course where the algebraic manipulation is de-emphasized and the emphasis is shifted to conceptual understanding and practical skills that directly apply to transfer classes? Learn how your wishes can come true by making simple changes around curriculum, pedagogy, and technology.
TRACK 9. A world of digital competences: mobile apps, e-citizenship and computacional systems as learning tools
Authors: Jorge Joo, José Rafael García-Bermejo and Fernando Martínez-Abad
https://youtu.be/uZdyJaVpM48
This document discusses the history and levels of digital learning design, specifically as it relates to interactive media. It outlines 8 levels of digital lesson design, from early hyperlinks to modern augmented reality. The first 4 levels discuss early hyperlinks and embedding them in presentations and images. Levels 5-7 cover using QR codes, augmented markers, and markerless geo-location to add interactive elements in the physical world. Level 8 discusses augmented vision through devices. The document emphasizes how these tools can enhance learning for millennial students by engaging them through images, collaboration, discovery and creativity.
The document discusses how early childhood education can help prepare children for the new UK Computing curriculum. It covers key aspects of the Computing curriculum including algorithms, debugging programs, and using technology safely. It provides examples of unplugged activities, programmable toys, apps, and software that can help teach foundational computing concepts to young children in a developmentally appropriate way. Resources and strategies are presented to support integrating technology into early learning while ensuring educational purpose and child control.
Infomation communication technology toolsMrs Naveed
ICT refers to information and communication technologies and includes any devices or applications used for communication, such as radio, television, phones, computers, and satellite systems. Modern ICT tools include digital cameras, computers, software applications, multimedia, webcams, digital libraries, email, the world wide web, and virtual classrooms. ICT tools in education can be hardware like computers or software instructional aids like graphs, pictures, and multimedia. Multimedia integrates different forms of media like text, graphics, audio, and video to explain concepts. CCTV, the internet, search engines, and Skype can also be used as ICT tools in classrooms to enhance learning.
The document discusses how various technologies, such as digital cameras, laptops, and multimedia software, can enhance curriculum and instruction. Digital cameras allow students to take photos for projects, and create video productions. Laptops enable research, presentations, and online learning. Together, technologies like digital cameras, laptops, YouTube, and PowerPoint engage students through interactive multimedia lessons that incorporate different media like images, video and text. The document advocates giving students access to technologies to support creative educational projects.
ICT refers to information and communication technologies and includes any devices or applications used for communication, such as radio, television, phones, computers, and satellite systems. Modern ICT tools include digital cameras, computers, software applications, multimedia, webcams, digital libraries, email, the world wide web, and virtual classrooms. ICT tools in education can be hardware like computers or software instructional aids like graphs, pictures, and multimedia. CCTV, the internet, search engines, and Skype can also be used as ICT tools in classrooms to enhance learning.
The document discusses the process of reverse engineering, which involves 4 main phases: 1) data acquisition using laser scanners, 2) preprocessing the data, 3) segmenting and adapting the scanned surface, and 4) creating the 3D model. Laser scanners are used to precisely and quickly acquire large amounts of data on an object's external shape through point clouds. Reverse engineering has applications in architecture, industrial/mechanical fields, criminology, accident reconstruction, healthcare, and more. The document also describes a visit from an expert who gave lessons to students on reverse engineering and demonstrated the use of a laser scanner.
This document discusses using mobile augmented reality (MAR) to boost physics education. It defines MAR and outlines several MAR apps that can be used to teach science concepts, such as Wikitude for location-based information and Aurasma for overlaying digital content on images. Examples are given of how Aurasma can be used to teach electromagnetic induction and density measurement. Pre-service teachers participated in MAR activities and had positive attitudes towards integrating such technologies. Challenges include technical issues and limited research, but opportunities exist to increase student motivation and accessibility through MAR.
Future of Technology in Education and How Can Pakistan Take Advantage.anusha khan
Have described what sorts of technologies can actually make difference to how students learn and the entire education process. Also, have shared one single mistake people make while adapting technology.
This course introduces students to cloud computing, artificial intelligence, and decentralized applications technologies. Students will learn about major cloud platforms and related services for computing, storage, networking, big data, and machine learning. They will combine these services to create intelligent autonomous networked solutions. The course also covers decentralized computing using Ethereum, smart contracts, and developing decentralized applications. Students will build their own projects combining cloud and decentralized technologies.
The document discusses the SCARLET project, which uses augmented reality (AR) to enhance learning experiences with special collections at the University of Manchester's John Rylands Library. The project aims to add contextual information and supporting materials to rare books and manuscripts through AR applications on mobile devices. An evaluation found that AR engaged students and brought learning to life, though it also distracted some from physical objects. The project seeks to apply the SCARLET methodology to additional collections and subjects to further integrate AR into education.
This document discusses applying gamification techniques and virtual reality to improve student learning in a building engineering course. It describes creating a virtual island for students to design pavilions on, using software like Revit, 3ds Max, Sketchfab and Unity. Students collaborate on an urban planning project and compete to create the best designs. Evaluations found students were highly engaged with the technology and games elements, which improved their motivation and academic performance. The results showed growing use of virtual reality and an engaging way to learn complex 3D modeling skills.
TIMMS is a high-productivity indoor mobile mapping solution that provides accurate, real-life representations of interior spaces through LiDAR and spherical video. It can map thousands of square feet in minutes and entire buildings in a single day. TIMMS produces geo-located maps and 3D models showing the real-world positions of interior areas and contents. The all-in-one system is easy to use and provides comprehensive, cost-effective indoor spatial data collection and analysis.
By the end of Year 5, students will have developed skills in the four operations, using strategies to solve problems and check answers. They will be able to identify factors and multiples, explain simple budgets, and connect 3D objects to 2D representations. Students will describe transformations of 2D shapes and compare data sets, ordering decimals and fractions on number lines. They will measure different units and calculate perimeter and area of rectangles.
Project Theme of the Year 2015: Smart "Cittadella Politecnica" (Smart Politecnico di Torino's Campus)
Ambient intelligence: technology and design
http://bit.ly/polito-ami
Politecnico di Torino, 2015
This document discusses current and future trends in media and information, including massive open online courses (MOOCs), wearable technology, 3D environments, ubiquitous learning, and mobile learning (m-learning). Some key points discussed include:
- MOOCs allow educators to create virtual classrooms of thousands of students through web technologies.
- Wearable technology has military and industrial applications with a focus on hands-free use through speech input and heads-up displays.
- 3D environments are used for animation, design, engineering, and architecture to visualize products in 3D. Related terms discussed include 3D printing, 3D films, holograms, and augmented reality.
- Ub
Invited talk at a workshop for 'Scotland's National Collections and the Digital Humanities,' a knowledge-exchange project hosted at the University of Edinburgh. 14 Feb. 2014. http://www.blogs.hss.ed.ac.uk/archives-now/
Have you ever dreamed of teaching a pre-calculus level course where the algebraic manipulation is de-emphasized and the emphasis is shifted to conceptual understanding and practical skills that directly apply to transfer classes? Learn how your wishes can come true by making simple changes around curriculum, pedagogy, and technology.
TRACK 9. A world of digital competences: mobile apps, e-citizenship and computacional systems as learning tools
Authors: Jorge Joo, José Rafael García-Bermejo and Fernando Martínez-Abad
https://youtu.be/uZdyJaVpM48
This document discusses the history and levels of digital learning design, specifically as it relates to interactive media. It outlines 8 levels of digital lesson design, from early hyperlinks to modern augmented reality. The first 4 levels discuss early hyperlinks and embedding them in presentations and images. Levels 5-7 cover using QR codes, augmented markers, and markerless geo-location to add interactive elements in the physical world. Level 8 discusses augmented vision through devices. The document emphasizes how these tools can enhance learning for millennial students by engaging them through images, collaboration, discovery and creativity.
The document discusses how early childhood education can help prepare children for the new UK Computing curriculum. It covers key aspects of the Computing curriculum including algorithms, debugging programs, and using technology safely. It provides examples of unplugged activities, programmable toys, apps, and software that can help teach foundational computing concepts to young children in a developmentally appropriate way. Resources and strategies are presented to support integrating technology into early learning while ensuring educational purpose and child control.
Infomation communication technology toolsMrs Naveed
ICT refers to information and communication technologies and includes any devices or applications used for communication, such as radio, television, phones, computers, and satellite systems. Modern ICT tools include digital cameras, computers, software applications, multimedia, webcams, digital libraries, email, the world wide web, and virtual classrooms. ICT tools in education can be hardware like computers or software instructional aids like graphs, pictures, and multimedia. Multimedia integrates different forms of media like text, graphics, audio, and video to explain concepts. CCTV, the internet, search engines, and Skype can also be used as ICT tools in classrooms to enhance learning.
The document discusses how various technologies, such as digital cameras, laptops, and multimedia software, can enhance curriculum and instruction. Digital cameras allow students to take photos for projects, and create video productions. Laptops enable research, presentations, and online learning. Together, technologies like digital cameras, laptops, YouTube, and PowerPoint engage students through interactive multimedia lessons that incorporate different media like images, video and text. The document advocates giving students access to technologies to support creative educational projects.
ICT refers to information and communication technologies and includes any devices or applications used for communication, such as radio, television, phones, computers, and satellite systems. Modern ICT tools include digital cameras, computers, software applications, multimedia, webcams, digital libraries, email, the world wide web, and virtual classrooms. ICT tools in education can be hardware like computers or software instructional aids like graphs, pictures, and multimedia. CCTV, the internet, search engines, and Skype can also be used as ICT tools in classrooms to enhance learning.
The document discusses the process of reverse engineering, which involves 4 main phases: 1) data acquisition using laser scanners, 2) preprocessing the data, 3) segmenting and adapting the scanned surface, and 4) creating the 3D model. Laser scanners are used to precisely and quickly acquire large amounts of data on an object's external shape through point clouds. Reverse engineering has applications in architecture, industrial/mechanical fields, criminology, accident reconstruction, healthcare, and more. The document also describes a visit from an expert who gave lessons to students on reverse engineering and demonstrated the use of a laser scanner.
This document discusses using mobile augmented reality (MAR) to boost physics education. It defines MAR and outlines several MAR apps that can be used to teach science concepts, such as Wikitude for location-based information and Aurasma for overlaying digital content on images. Examples are given of how Aurasma can be used to teach electromagnetic induction and density measurement. Pre-service teachers participated in MAR activities and had positive attitudes towards integrating such technologies. Challenges include technical issues and limited research, but opportunities exist to increase student motivation and accessibility through MAR.
Future of Technology in Education and How Can Pakistan Take Advantage.anusha khan
Have described what sorts of technologies can actually make difference to how students learn and the entire education process. Also, have shared one single mistake people make while adapting technology.
This document provides guidance for judges at a 4-H workshop on educating, evaluating, and encouraging youth exhibitors. It discusses setting goals for the workshop and the judging process. A good goal has an action, result, and timetable. Judges are encouraged to see their role as helping youth learn and improve, not just awarding ribbons. The judging process involves learning about the exhibitor's goal and what they learned. Resources are available to help judges understand youth projects and learning. Challenges include selecting quality state fair projects and evaluating learning from county to state levels.
4-H has a long history of STEM education through projects like their new aquatic robotics pilot project. The project aims to get youth interested in water quality issues by having them build and use underwater robots equipped with cameras and testing tools. Their goals are to teach youth about using robotic tools to test water sources while bringing together concerned adults and interested youth. In March, teams of 7th-10th graders from across southwest Iowa will build robots and learn to use them, then use the robots over the spring and summer to analyze water samples and test for factors like dissolved oxygen, nitrates, pH, and pesticides.
Students are organized into teams to simulate living on Mars as part of the Marsville program. They develop teamwork, communication, and Mars survival skills. On Link-Up Day, the teams construct habitats from recyclables, present their Mars survival systems, and participate in activities to test their teamwork and problem-solving. The program aims to inspire students and make science learning fun through hands-on activities focused on living and working together on Mars.
The document discusses the Harrison County 4-H Jr. FLL program which teaches youth about natural disasters through hands-on projects. The program meets twice a month where students will learn about forces of nature that cause natural disasters, choose one to focus on, and build a model to help prevent, survive, or rebuild from their chosen disaster. Students will also work as a team, communicate effectively, and learn basic robotics. The core values of the program emphasize teamwork, taking responsibility for one's own learning, sharing experiences graciously, and having fun.
The document discusses the Harrison County 4-H Jr. FLL program which teaches youth about natural disasters through hands-on projects and teamwork. The core values of Jr. FLL emphasize working as a team, taking responsibility for one's own learning, sharing experiences graciously, and having fun. This year's challenge involves studying a natural disaster, and building a model to help prevent, survive, or rebuild from that disaster. At meetings, participants will work on teamwork, communication, and basic robotics skills while completing their project.
The document proposes funding an intern position to help expand 4-H robotics programs across seven counties in Region 17. 4-H robotics is popular and brings new youth into 4-H. To further growth, the intern would run day camps over the summer and leverage free, online robotics curriculum. Based on a successful 2012 intern model, the full-time summer position would cost $8,700 and involve running five 5-day camps and six 3-day camps across the seven counties.
This document provides guidance for junior camp counselors. It discusses what camp is, the needs of youth campers, responsibilities of counselors, and strategies for running successful activities. Specifically, camp is described as a place for hiking, skills like teamwork, and forming friendships. The four needs of youth are belonging, mastery, independence, and generosity. Counselors must keep campers safe, involved, provide leadership, and work as a team. Songs are an effective tool to build connection and teach lessons.
The document discusses Circle of Support, a community mental health model developed to address adolescent depression. It involves bringing together community groups, schools, health professionals, and families to educate them on the symptoms of depression in teens and how to support affected youth. The model provides curriculum and training materials for community presentations, parents and school staff, peer helpers, and skills-building activities for youth. Its goal is to build understanding of depression and provide a support network to help teens access mental health resources. Implementing the program in communities is intended to improve social connections and awareness of issues like underage drinking, suicide, and lack of adult support in schools.
Marsville is a program run by Challenger Center that uses a simulated Mars colony to inspire students to learn about space exploration, science, and teamwork. Students are organized into habitat crews and work together over several weeks to design mission patches, uniforms, sustainable systems for their habitat, and presentations about their work before constructing their habitats and problem-solving during a simulated emergency on a final Link-Up Day. The goal is to use hands-on projects and cooperation to make learning fun and help students excel. The program has been successful in teaching students about Mars, teamwork, communication, and planning complex projects.
This document provides an overview of a judging workshop for 4-H science, engineering, agriculture, and natural resources projects. It discusses getting to know the judges, asking questions, reviewing different project areas, and the 4-H learning process and values. The document also covers best practices for an engaging judging conversation and addressing challenging issues that may come up.
This document provides guidance for 4-Hers exhibiting foods at county fairs. It outlines foods that are good and should be avoided for fair exhibits. It discusses criteria like appropriate ingredients, processing methods, and resources. The document provides tips on displays, recipe modifications, heritage foods, nutrition topics like MyPlate and labeling, and overall food safety. The goal is to help 4-Hers create fair exhibits that follow rules while highlighting nutrition education.
This document provides guidance for judging 4-H educational presentations and communications events. It outlines goals such as helping youth develop skills and educating audiences. It offers tips for judges to introduce themselves, explain procedures, and provide positive feedback focused on content, delivery, and visual aids. Specific criteria are described for different event types, including public speaking, working exhibits, performances, and more. The overall focus is to create positive experiences for 4-H participants.
This document provides information about 4-H robotics programs, including LEGO Mindstorms robotics. It discusses what LEGO Mindstorm robots are and how they can be used. It describes various 4-H robotics activities like workshops, camps, and competitions like FLL. It provides resources for curriculum, training, and funding. The goal is to help more youth get involved in 4-H robotics and support the growth of robotics programs.
This document provides an overview of Iowa 4-H Youth Development and its focus on positive youth development through experiential learning. It discusses the core elements of 4-H, including belonging, mastery, independence, and generosity. It emphasizes the importance of caring adult mentors and creating an inclusive, safe environment where youth can learn skills, help others through service, and make decisions. The experiential learning cycle of experience, share, process, generalize, and apply is highlighted as an effective model for hands-on learning in 4-H programs.
Iowa 4-H offers First Lego League (FLL) robotics programs for youth ages 9-14. FLL teams of 10 members meet weekly to program a Lego robot to complete tasks and identify a community project. They participate in regional competitions in December. The competitions involve robot performance, a project presentation, teamwork interviews, and technical interviews. 4-H and FLL align in developing youth leadership, citizenship, and communication skills. Experiential learning through hands-on activities and reflection is emphasized.
GPS and GIS mapping technologies can be used in many ways to support 4-H programming. The document discusses how 4-H members mapped local fire hydrants using GPS units to create digital maps for emergency responders, allowing them to locate hydrants faster. It also provides an overview of GPS and GIS concepts and applications, and resources for incorporating these technologies into 4-H projects.
This document provides information and instructions for a 4-H self-assessment of citizenship, communication, leadership and learning skills. David Seilstad, a 4-H program specialist, introduces the assessment and explains that it will ask questions about how participation in 4-H may have influenced skills in these areas. Participants are asked to provide some basic information and to complete a form with questions rating their skills both before and after joining 4-H. The assessment will help 4-H staff understand the impact of their programs and design new learning opportunities.
GPS and GIS mapping technologies can be used in many ways to support 4-H programming. The document discusses how 4-H members mapped local fire hydrants using GPS units to create digital maps for emergency responders, allowing them to locate hydrants faster. It also provides an overview of GPS and GIS concepts and applications, and resources for incorporating these technologies into 4-H projects.
More from Iowa State University Extension 4-H (20)
Zodiac Signs and Food Preferences_ What Your Sign Says About Your Tastemy Pandit
Know what your zodiac sign says about your taste in food! Explore how the 12 zodiac signs influence your culinary preferences with insights from MyPandit. Dive into astrology and flavors!
Discover the Beauty and Functionality of The Expert Remodeling Serviceobriengroupinc04
Unlock your kitchen's true potential with expert remodeling services from O'Brien Group Inc. Transform your space into a functional, modern, and luxurious haven with their experienced professionals. From layout reconfiguration to high-end upgrades, they deliver stunning results tailored to your style and needs. Visit obriengroupinc.com to elevate your kitchen's beauty and functionality today.
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During the budget session of 2024-25, the finance minister, Nirmala Sitharaman, introduced the “solar Rooftop scheme,” also known as “PM Surya Ghar Muft Bijli Yojana.” It is a subsidy offered to those who wish to put up solar panels in their homes using domestic power systems. Additionally, adopting photovoltaic technology at home allows you to lower your monthly electricity expenses. Today in this blog we will talk all about what is the PM Surya Ghar Muft Bijli Yojana. How does it work? Who is eligible for this yojana and all the other things related to this scheme?
Unveiling the Dynamic Personalities, Key Dates, and Horoscope Insights: Gemin...my Pandit
Explore the fascinating world of the Gemini Zodiac Sign. Discover the unique personality traits, key dates, and horoscope insights of Gemini individuals. Learn how their sociable, communicative nature and boundless curiosity make them the dynamic explorers of the zodiac. Dive into the duality of the Gemini sign and understand their intellectual and adventurous spirit.
The Steadfast and Reliable Bull: Taurus Zodiac Signmy Pandit
Explore the steadfast and reliable nature of the Taurus Zodiac Sign. Discover the personality traits, key dates, and horoscope insights that define the determined and practical Taurus, and learn how their grounded nature makes them the anchor of the zodiac.
[To download this presentation, visit:
https://www.oeconsulting.com.sg/training-presentations]
This presentation is a curated compilation of PowerPoint diagrams and templates designed to illustrate 20 different digital transformation frameworks and models. These frameworks are based on recent industry trends and best practices, ensuring that the content remains relevant and up-to-date.
Key highlights include Microsoft's Digital Transformation Framework, which focuses on driving innovation and efficiency, and McKinsey's Ten Guiding Principles, which provide strategic insights for successful digital transformation. Additionally, Forrester's framework emphasizes enhancing customer experiences and modernizing IT infrastructure, while IDC's MaturityScape helps assess and develop organizational digital maturity. MIT's framework explores cutting-edge strategies for achieving digital success.
These materials are perfect for enhancing your business or classroom presentations, offering visual aids to supplement your insights. Please note that while comprehensive, these slides are intended as supplementary resources and may not be complete for standalone instructional purposes.
Frameworks/Models included:
Microsoft’s Digital Transformation Framework
McKinsey’s Ten Guiding Principles of Digital Transformation
Forrester’s Digital Transformation Framework
IDC’s Digital Transformation MaturityScape
MIT’s Digital Transformation Framework
Gartner’s Digital Transformation Framework
Accenture’s Digital Strategy & Enterprise Frameworks
Deloitte’s Digital Industrial Transformation Framework
Capgemini’s Digital Transformation Framework
PwC’s Digital Transformation Framework
Cisco’s Digital Transformation Framework
Cognizant’s Digital Transformation Framework
DXC Technology’s Digital Transformation Framework
The BCG Strategy Palette
McKinsey’s Digital Transformation Framework
Digital Transformation Compass
Four Levels of Digital Maturity
Design Thinking Framework
Business Model Canvas
Customer Journey Map
NIMA2024 | De toegevoegde waarde van DEI en ESG in campagnes | Nathalie Lam |...BBPMedia1
Nathalie zal delen hoe DEI en ESG een fundamentele rol kunnen spelen in je merkstrategie en je de juiste aansluiting kan creëren met je doelgroep. Door middel van voorbeelden en simpele handvatten toont ze hoe dit in jouw organisatie toegepast kan worden.
Cover Story - China's Investment Leader - Dr. Alyce SUmsthrill
In World Expo 2010 Shanghai – the most visited Expo in the World History
https://www.britannica.com/event/Expo-Shanghai-2010
China’s official organizer of the Expo, CCPIT (China Council for the Promotion of International Trade https://en.ccpit.org/) has chosen Dr. Alyce Su as the Cover Person with Cover Story, in the Expo’s official magazine distributed throughout the Expo, showcasing China’s New Generation of Leaders to the World.
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Prescriptive analytics BA4206 Anna University PPTFreelance
Business analysis - Prescriptive analytics Introduction to Prescriptive analytics
Prescriptive Modeling
Non Linear Optimization
Demonstrating Business Performance Improvement
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Industrial Tech SW: Category Renewal and CreationChristian Dahlen
Every industrial revolution has created a new set of categories and a new set of players.
Multiple new technologies have emerged, but Samsara and C3.ai are only two companies which have gone public so far.
Manufacturing startups constitute the largest pipeline share of unicorns and IPO candidates in the SF Bay Area, and software startups dominate in Germany.
2. Providing Emergency Response Data
• Gives an easy, quick digital building plan
• Allows first responders and incident commanders to quickly assess the
scene, plan a route and prepare for all possibilities.
• Makes a large scale evacuation easier and faster to manage
• Also creates school awareness to emergency situations
Time
Lives!
3. Take a paper floor plan
Add outlines for walls and directions
for which way doors swing. Then go
to the school and do a walk through
to verify floor map
Anchor it to a digital Satellite Image Map with ArcGIS
5. Creating a Digital Building Map
1. Start with the basic floor plan. Add walls, rooms, and Doors.
Do a walk through of building to verify the floor plan accuracy
and map additional points such as fire
alarms, extinguishers, tornado shelters and security
cameras.
2. Add attributes like a picture and details for a certain room.
Attributes can be room number, room usage, number of
students, and teacher name.
3. Then we would add a layer called emergency point layer.
This is to show where the fire alarms and
extinguishers, tornado shelters and security cameras are
located.
4. Then another layer for utilities shut off.
6. Why this is so important!
• Due to recent events, there is a serious need to have access to a
digital emergency situation model for public buildings.
• Most schools are not prepared for emergency responders to
come in and know where to go.
• This model gives schools and law enforcement a reason to get
active and create an emergency situation model.
• This model provides an opportunity for high school students to
take a part in mapping the school.
• Saving time with this emergency model can save lives of many
people.