This presentation introduces four educational technology tools: Big Huge Labs, Blendspace, Hstry.co, and Bio Digital Human. It provides an overview and demonstration of each tool, highlighting their potential uses in aligning with secondary curriculum standards and engaging students. Limitations of the tools regarding access and functionality are also discussed. The presentation concludes with opportunities for questions.
TOK - Theory of Knowledge presentation script (To what extent does sense perc...Sarah Lee
1) An experiment showed that people responded physically and emotionally differently to Jackson Pollock's abstract paintings, with some finding them relaxing.
2) A presentation analyzed elements/principles in Pollock's works and their relationship to emotional responses through a survey.
3) The survey found that different elements/principles elicited different emotions, though responses also depended on individual characteristics and level of knowledge. While sense perception influences emotions, it is not the sole factor in responses to abstract expressionist works.
This document provides guidance for teachers on integrating technology into the 21st century classroom. It discusses why technology should be used in classrooms and offers simple steps to begin, such as assessing available resources like computers, software, and teacher/student skills. Specific ideas are offered for curriculum integration, like using word processing for writing or digital cameras for slideshows. Safety tips are also included, such as recommending sites that teach online safety and ethics. Examples demonstrate how technologies like Smartboards, digital cameras, and websites can be applied across the curriculum.
The document summarizes the sessions and presentations from the NYSCATE conference. Key points include:
- The first session discussed using 21st century tools like stationary studios and animation to promote student creativity.
- The first keynote talked about how innovation develops over long periods with social networks and diverse friend groups. Recommended the website Devonthink.
- Breakout sessions demonstrated education tools like Discovery Education, Wordle, Blabberize, and Animoto for interactive lessons.
- The second keynote discussed curriculum mapping and using technology for communication and collaboration.
- The final session encouraged rethinking leadership roles and advocating for 21st century learning and new technologies in classrooms.
- Hardware
The document summarizes the sessions and presentations from the NYSCATE conference. The first breakout session discussed using 21st century tools to promote creativity, including brain exercises and digital art/storytelling tools. The first keynote talked about environments that foster innovation and the importance of social networks. The second breakout session highlighted free resources on the Discovery Education website for creating videos, photo stories, and accessing historical information. The second keynote discussed curriculum mapping and using technology for communication and collaboration. The third breakout encouraged rethinking leadership roles and advocating for 21st century learning. Hardware demonstrations included an interactive tablet and typing software. The conference was informative for extending knowledge of educational technologies.
This document provides an overview for participants in a hybrid summer cohort program for a Master of Arts in Educational Technology (MAET) program. The summary is:
The cohort has two goals: to learn about technology and figure out how to apply technological knowledge to help students learn. Participants will take three integrated courses over six weeks to earn 9 credits toward the MAET degree. They will learn on campus for two weeks, then online for four weeks, and reconvene at the end to share what they learned. The program emphasizes developing creativity in teaching and using technologies that have not yet been invented to prepare students for unknown future problems and jobs. Participants are assigned projects involving lesson planning, digital stories, and exploring how their beliefs about
From the Metaverse to NFTs, from blockchain to GPT-3, from YOLO economy to crowdfunding, we witness a Cambrian explosion of intelligence and accelerated innovation. The world is changing too fast and our educational systems are stuck in the past. How can we design customized learning journeys that celebrate the unique talents and passions of our students? How can we inspire our students to unleash their creativity and create their own assets? I decided to wear four new hats of an entrepreneur, an artist, a futurist, and a content creator. I aim to enable learning moments driven by curiosity, excitement, and fun. I aim to share a glimpse of my own journey in this workshop.
This lesson plan is for a mixed ability 7th grade class studying The Hunger Games. The learning goals are to discuss 21st century problems, explain the term "dystopian novel," explain how The Hunger Games fits this category, and create their own dystopia. Students will work collaboratively to define dystopia, discuss real world issues, analyze dystopian elements in reality TV, and craft their own dystopian worlds using senses. Formative assessment includes listing 21st century problems and examples of dystopian novels/films. Students will peer review each other's dystopias using a 5 point rating scale.
Integrating Creativity into Core Content Jasper 2014Lisa Rubenstein
This document outlines an agenda for a workshop on integrating creativity into core content. The day includes sessions on storytelling, creating intellectual need through mysterious problems, brainstorming and freedom using techniques like analogical thinking and SCAMPER, and creative problem solving. Visual thinking strategies like storyboarding are discussed as ways to help students make sense of and illustrate concepts. The importance of understanding challenges is also covered to ensure ideas generated will be relevant.
TOK - Theory of Knowledge presentation script (To what extent does sense perc...Sarah Lee
1) An experiment showed that people responded physically and emotionally differently to Jackson Pollock's abstract paintings, with some finding them relaxing.
2) A presentation analyzed elements/principles in Pollock's works and their relationship to emotional responses through a survey.
3) The survey found that different elements/principles elicited different emotions, though responses also depended on individual characteristics and level of knowledge. While sense perception influences emotions, it is not the sole factor in responses to abstract expressionist works.
This document provides guidance for teachers on integrating technology into the 21st century classroom. It discusses why technology should be used in classrooms and offers simple steps to begin, such as assessing available resources like computers, software, and teacher/student skills. Specific ideas are offered for curriculum integration, like using word processing for writing or digital cameras for slideshows. Safety tips are also included, such as recommending sites that teach online safety and ethics. Examples demonstrate how technologies like Smartboards, digital cameras, and websites can be applied across the curriculum.
The document summarizes the sessions and presentations from the NYSCATE conference. Key points include:
- The first session discussed using 21st century tools like stationary studios and animation to promote student creativity.
- The first keynote talked about how innovation develops over long periods with social networks and diverse friend groups. Recommended the website Devonthink.
- Breakout sessions demonstrated education tools like Discovery Education, Wordle, Blabberize, and Animoto for interactive lessons.
- The second keynote discussed curriculum mapping and using technology for communication and collaboration.
- The final session encouraged rethinking leadership roles and advocating for 21st century learning and new technologies in classrooms.
- Hardware
The document summarizes the sessions and presentations from the NYSCATE conference. The first breakout session discussed using 21st century tools to promote creativity, including brain exercises and digital art/storytelling tools. The first keynote talked about environments that foster innovation and the importance of social networks. The second breakout session highlighted free resources on the Discovery Education website for creating videos, photo stories, and accessing historical information. The second keynote discussed curriculum mapping and using technology for communication and collaboration. The third breakout encouraged rethinking leadership roles and advocating for 21st century learning. Hardware demonstrations included an interactive tablet and typing software. The conference was informative for extending knowledge of educational technologies.
This document provides an overview for participants in a hybrid summer cohort program for a Master of Arts in Educational Technology (MAET) program. The summary is:
The cohort has two goals: to learn about technology and figure out how to apply technological knowledge to help students learn. Participants will take three integrated courses over six weeks to earn 9 credits toward the MAET degree. They will learn on campus for two weeks, then online for four weeks, and reconvene at the end to share what they learned. The program emphasizes developing creativity in teaching and using technologies that have not yet been invented to prepare students for unknown future problems and jobs. Participants are assigned projects involving lesson planning, digital stories, and exploring how their beliefs about
From the Metaverse to NFTs, from blockchain to GPT-3, from YOLO economy to crowdfunding, we witness a Cambrian explosion of intelligence and accelerated innovation. The world is changing too fast and our educational systems are stuck in the past. How can we design customized learning journeys that celebrate the unique talents and passions of our students? How can we inspire our students to unleash their creativity and create their own assets? I decided to wear four new hats of an entrepreneur, an artist, a futurist, and a content creator. I aim to enable learning moments driven by curiosity, excitement, and fun. I aim to share a glimpse of my own journey in this workshop.
This lesson plan is for a mixed ability 7th grade class studying The Hunger Games. The learning goals are to discuss 21st century problems, explain the term "dystopian novel," explain how The Hunger Games fits this category, and create their own dystopia. Students will work collaboratively to define dystopia, discuss real world issues, analyze dystopian elements in reality TV, and craft their own dystopian worlds using senses. Formative assessment includes listing 21st century problems and examples of dystopian novels/films. Students will peer review each other's dystopias using a 5 point rating scale.
Integrating Creativity into Core Content Jasper 2014Lisa Rubenstein
This document outlines an agenda for a workshop on integrating creativity into core content. The day includes sessions on storytelling, creating intellectual need through mysterious problems, brainstorming and freedom using techniques like analogical thinking and SCAMPER, and creative problem solving. Visual thinking strategies like storyboarding are discussed as ways to help students make sense of and illustrate concepts. The importance of understanding challenges is also covered to ensure ideas generated will be relevant.
How to find and seize opportunities within learning spaces that you don’t see today. Elliot Felix (brightspot strategy), Alex O'Briant (Ennead Architects), and David Woodbury (North Carolina State University) presented Hack-in-Action at SXSWedu 2017.
The document outlines the schedule and sessions for the ASTE 2012 conference taking place from February 25-28 at the Hotel Captain Cook in Anchorage, Alaska. On Saturday February 25th, there are morning and afternoon hands-on sessions covering topics like mobile learning, STEM education using MapTEACH, data-driven classroom decisions, digital storytelling with iMovie, and publishing with new media literacy. Participants are advised to bring their own laptops as only a few will be available to check out.
Open Education Resources (OERs): An ODL future that has already happened (ODP...Wayne Mackintosh
- Open Educational Resources (OERs) are learning materials that can be freely used, modified, and shared. COL is helping developing nations improve access to quality education through OERs.
- OERs may change the future of distance education by making study guides openly available for anyone to use, modify and adapt. This could help widen access to education.
- WikiEducator is COL's initiative to develop OERs through collaboration on an online wiki platform. It has grown significantly since being established in 2006 and is used to plan education projects and develop free content.
This document summarizes a presentation on creative outlets and plugging students into technology. It includes an agenda for workshops on creativity and innovation. It discusses how in a digital economy, the focus is on creating and producing rather than just using. Creativity is as important as literacy. Examples are given of student projects using technology creatively, such as podcasts, websites, animations and simulations. Technologies discussed for fostering creativity include Scratch, Picocricket, and digital portfolios. The conclusion emphasizes that every generation has a chance to change the world through their ideas.
This document evaluates the use of the Scratch programming environment to introduce programming to young children (8 years old) in their ICT class over 8 lessons. Cognitive progress was measured through class tests, and affective impact was measured through pupil and teacher feedback. The results showed that the children were able to write basic programs in Scratch and enjoyed doing so. An interview with their teacher indicated that some pupils performed surprisingly well beyond expectations. While cognitive progress was moderate, the main benefit of Scratch seemed to be that its enjoyability made learning programming a positive experience unlike traditional methods.
Open Education Resources (OERs): An ODL future that has already happened?Wayne Mackintosh
- Open Educational Resources (OERs) are learning materials that can be freely used, modified, and shared. The Commonwealth of Learning promotes the development and sharing of OERs to improve access to education.
- A future with widespread adoption of OERs has already begun according to predictions from the 1960s. OERs allow the costs of educational resources to be shared among institutions and make materials more accessible.
- WikiEducator is the Commonwealth of Learning's initiative to support the creation and sharing of OERs through an online wiki platform. It has grown significantly since being established in 2006 and supports various international collaborative projects.
The document discusses using Google Sketch-Up in classrooms. It includes an agenda for a presentation that involves a KWL chart about Sketch-Up, a video tutorial, showing student work, and a discussion on using Sketch-Up. Students are given a task to create a 3D swimming pool in Sketch-Up. Additional features like textures and steps are suggested. Student work is displayed and ways to engage higher-order thinking through design tasks are discussed. Teachers are asked to plan a design task for their class using Sketch-Up.
A non designers guide to creating memorable visual slides by vismeMy Huong Nguyen
This document provides an overview of how to plan and structure an effective presentation. It discusses:
1) The importance of starting with brainstorming your key message and ideas on paper before beginning your slides, in order to generate creative ideas freely without constraints.
2) Ways to weave facts and stories into your narrative by alternating between "what is" and "what could be" to create suspense and inspire your audience. This follows a three-act story structure with a beginning, middle, and end.
3) The four main purposes of communication - to inform, entertain, inspire, or persuade - and how presentations can accomplish more than one objective by combining storytelling and factual information.
A non designeris guide to creating memorable visual slides.
If you’re like most people, you’ve probably created dozens of presentations in your lifetime, and many of these in just under a few hours. But ask yourself: Do you really know how to design a memorable presentation that will stick in your viewers’ minds for months, even years to come?
The answer is probably no. Most of us have never actually learned the design principles necessary to impact audiences through visual storytelling. Perhaps the closest we have ever come to crafting a visual message is a PowerPoint presentation full of bullet points, overused stock photos and bland color schemes.
But these kinds of presentations rarely inspire real change, especially in this new age of visual communication.
This document outlines an agenda and objectives for a workshop that introduces participants to strategies for persuasive writing and media literacy. Participants will engage in reading and analyzing articles on using mobile technologies in classrooms. They will work in groups to develop persuasive media projects and present them to a mock board of education. The goal is to produce strategies for persuasive writing through hands-on media literacy activities and projects.
The Adventures of the Library Lady Presentation Scriptmelwill104
This document provides a slide script for a presentation titled "The Adventures of the Library Lady" that introduces various digital tools for teachers. The presentation discusses tools like Big Huge Labs for photo editing, Piktochart for creating infographics, PowToon for making animated videos, Pixton for comic creation, and audio tools Vocaroo and Voki. The goal is to demonstrate how these free digital tools can be used to enhance learning and engage students while integrating technology into existing lesson plans and curricula.
How to integrate technology into your classroomtnjestes
This document provides an overview of a workshop on integrating technology into K-8 classrooms. The workshop will introduce educators to reasons for and methods of technology integration, and provide resources to help develop lesson plans incorporating technology. Educators will learn about ideas like using PowerPoint, online games and simulations, virtual field trips, and more. They will be asked to modify an existing lesson plan to integrate one of the workshop concepts. The goal is to help educators prepare students for an increasingly technology-focused world.
How to integrate technology into your classroomtnjestes
This document provides an overview of a workshop on integrating technology into K-8 classrooms. The workshop introduces teachers to reasons why technology is important, ideas for incorporating it, and resources to support lesson planning. Teachers will learn about standards for technology use, participate in a lesson planning activity, and provide feedback through an evaluation. Suggestions are given for daily technology integration like using online resources and creating ebooks. Specific programs like PowerPoint, gaming sites, and virtual field trips are also discussed.
This document provides an overview of different teaching methods and tools that can be used to teach computer science concepts to students. It discusses unplugged activities that use materials like cards and string to introduce topics like binary numbers and algorithms without requiring the use of computers. It also describes using graph paper and arrows to have students instruct each other to draw pictures as a way to introduce programming concepts. Additional sections explain using the Scratch programming language, Bee-Bots and Blue-Bots for sequencing and navigation activities, and Lego Mindstorms kits for hands-on robotics projects. The teacher's role is as a guide and facilitator, while the student's role is to engage in creative hands-on projects exploring coding concepts.
Effect of reaserch materiarls on intercultural communicative competence.pptxNataliaKarinaRodrgue
The document discusses how language teachers can adapt materials to develop intercultural communicative competence (ICC) in students. It explains that the main objective is to demonstrate how to adapt materials for ICC development, with specific objectives of explaining the importance of materials, presenting the ICC concept, and providing examples of adapted materials. It then discusses ICC and examples of intercultural communication incidents without awareness, definitions of multicultural vs intercultural, dimensions of ICC, and examples of culture bump activities and how they contribute to ICC development.
This presentation gives you an explanation of decentralised teaching.
After watching this presentation you will know what decentralised teaching is, how to do it, and how it could improve your teaching.
The document summarizes the Worldwide ADE Institute 2016 conference held in Berlin, Germany. It includes workshops on topics such as bringing Swift Playgrounds into the classroom, delivering compelling presentations, and hands on social media concepts. Spotlight sessions are also mentioned on topics like sketchnotes for visualizing learning and the myth of the digital native. Quotes from various presenters are provided that discuss using green screens without a studio, collaborative spaces encouraging critical thinking, and artistic prototypes seeking answers to social, ecological, and economic questions.
The document describes a task for students to create an interactive multimedia poster using the web tool Glogster. Students will first participate in a Jigsaw activity to learn about different separation techniques. They will then work in groups, with each student becoming an expert on one technique to teach the others. Finally, the groups will create Glogster posters combining information on all the techniques. Links provided include the Glogster website for creating posters, YouTube for videos, and a Glogster tutorial video.
Powerful presentations for kids full scripthjohn011
This document provides an overview of different presentation tools that can be used by students to create technology-enhanced presentations, including Smore, infographics, Big Huge Labs, and Blabberize. It describes several ideas for how each tool can be used in the classroom, such as using Smore to create book reviews, classroom newsletters, or student introductions. With Big Huge Labs, students could make maps, puzzles, trading cards, or magazine covers. Blabberize allows adding audio to presentations and could be used for vocabulary, poetry, or collaborative projects. Infographics help provide visual explanations and could showcase math or science concepts. Overall, the document suggests these tools as engaging ways for students to demonstrate their understanding through multimedia
The document discusses how technology can be integrated into instruction as a tool to help prepare students for the 21st century workforce. It provides various examples of how schools can access technology through laptop carts, computer labs, and workstations. It then outlines specific ways teachers can use technology to enhance learning, from collaboration projects to computer-assisted design, programming, robotics, and digital storytelling. The goal is to engage students and help them develop skills applicable to their future.
This presentation was provided by Steph Pollock of The American Psychological Association’s Journals Program, and Damita Snow, of The American Society of Civil Engineers (ASCE), for the initial session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session One: 'Setting Expectations: a DEIA Primer,' was held June 6, 2024.
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How to find and seize opportunities within learning spaces that you don’t see today. Elliot Felix (brightspot strategy), Alex O'Briant (Ennead Architects), and David Woodbury (North Carolina State University) presented Hack-in-Action at SXSWedu 2017.
The document outlines the schedule and sessions for the ASTE 2012 conference taking place from February 25-28 at the Hotel Captain Cook in Anchorage, Alaska. On Saturday February 25th, there are morning and afternoon hands-on sessions covering topics like mobile learning, STEM education using MapTEACH, data-driven classroom decisions, digital storytelling with iMovie, and publishing with new media literacy. Participants are advised to bring their own laptops as only a few will be available to check out.
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- Open Educational Resources (OERs) are learning materials that can be freely used, modified, and shared. COL is helping developing nations improve access to quality education through OERs.
- OERs may change the future of distance education by making study guides openly available for anyone to use, modify and adapt. This could help widen access to education.
- WikiEducator is COL's initiative to develop OERs through collaboration on an online wiki platform. It has grown significantly since being established in 2006 and is used to plan education projects and develop free content.
This document summarizes a presentation on creative outlets and plugging students into technology. It includes an agenda for workshops on creativity and innovation. It discusses how in a digital economy, the focus is on creating and producing rather than just using. Creativity is as important as literacy. Examples are given of student projects using technology creatively, such as podcasts, websites, animations and simulations. Technologies discussed for fostering creativity include Scratch, Picocricket, and digital portfolios. The conclusion emphasizes that every generation has a chance to change the world through their ideas.
This document evaluates the use of the Scratch programming environment to introduce programming to young children (8 years old) in their ICT class over 8 lessons. Cognitive progress was measured through class tests, and affective impact was measured through pupil and teacher feedback. The results showed that the children were able to write basic programs in Scratch and enjoyed doing so. An interview with their teacher indicated that some pupils performed surprisingly well beyond expectations. While cognitive progress was moderate, the main benefit of Scratch seemed to be that its enjoyability made learning programming a positive experience unlike traditional methods.
Open Education Resources (OERs): An ODL future that has already happened?Wayne Mackintosh
- Open Educational Resources (OERs) are learning materials that can be freely used, modified, and shared. The Commonwealth of Learning promotes the development and sharing of OERs to improve access to education.
- A future with widespread adoption of OERs has already begun according to predictions from the 1960s. OERs allow the costs of educational resources to be shared among institutions and make materials more accessible.
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The document discusses using Google Sketch-Up in classrooms. It includes an agenda for a presentation that involves a KWL chart about Sketch-Up, a video tutorial, showing student work, and a discussion on using Sketch-Up. Students are given a task to create a 3D swimming pool in Sketch-Up. Additional features like textures and steps are suggested. Student work is displayed and ways to engage higher-order thinking through design tasks are discussed. Teachers are asked to plan a design task for their class using Sketch-Up.
A non designers guide to creating memorable visual slides by vismeMy Huong Nguyen
This document provides an overview of how to plan and structure an effective presentation. It discusses:
1) The importance of starting with brainstorming your key message and ideas on paper before beginning your slides, in order to generate creative ideas freely without constraints.
2) Ways to weave facts and stories into your narrative by alternating between "what is" and "what could be" to create suspense and inspire your audience. This follows a three-act story structure with a beginning, middle, and end.
3) The four main purposes of communication - to inform, entertain, inspire, or persuade - and how presentations can accomplish more than one objective by combining storytelling and factual information.
A non designeris guide to creating memorable visual slides.
If you’re like most people, you’ve probably created dozens of presentations in your lifetime, and many of these in just under a few hours. But ask yourself: Do you really know how to design a memorable presentation that will stick in your viewers’ minds for months, even years to come?
The answer is probably no. Most of us have never actually learned the design principles necessary to impact audiences through visual storytelling. Perhaps the closest we have ever come to crafting a visual message is a PowerPoint presentation full of bullet points, overused stock photos and bland color schemes.
But these kinds of presentations rarely inspire real change, especially in this new age of visual communication.
This document outlines an agenda and objectives for a workshop that introduces participants to strategies for persuasive writing and media literacy. Participants will engage in reading and analyzing articles on using mobile technologies in classrooms. They will work in groups to develop persuasive media projects and present them to a mock board of education. The goal is to produce strategies for persuasive writing through hands-on media literacy activities and projects.
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This document provides a slide script for a presentation titled "The Adventures of the Library Lady" that introduces various digital tools for teachers. The presentation discusses tools like Big Huge Labs for photo editing, Piktochart for creating infographics, PowToon for making animated videos, Pixton for comic creation, and audio tools Vocaroo and Voki. The goal is to demonstrate how these free digital tools can be used to enhance learning and engage students while integrating technology into existing lesson plans and curricula.
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This document provides an overview of a workshop on integrating technology into K-8 classrooms. The workshop will introduce educators to reasons for and methods of technology integration, and provide resources to help develop lesson plans incorporating technology. Educators will learn about ideas like using PowerPoint, online games and simulations, virtual field trips, and more. They will be asked to modify an existing lesson plan to integrate one of the workshop concepts. The goal is to help educators prepare students for an increasingly technology-focused world.
How to integrate technology into your classroomtnjestes
This document provides an overview of a workshop on integrating technology into K-8 classrooms. The workshop introduces teachers to reasons why technology is important, ideas for incorporating it, and resources to support lesson planning. Teachers will learn about standards for technology use, participate in a lesson planning activity, and provide feedback through an evaluation. Suggestions are given for daily technology integration like using online resources and creating ebooks. Specific programs like PowerPoint, gaming sites, and virtual field trips are also discussed.
This document provides an overview of different teaching methods and tools that can be used to teach computer science concepts to students. It discusses unplugged activities that use materials like cards and string to introduce topics like binary numbers and algorithms without requiring the use of computers. It also describes using graph paper and arrows to have students instruct each other to draw pictures as a way to introduce programming concepts. Additional sections explain using the Scratch programming language, Bee-Bots and Blue-Bots for sequencing and navigation activities, and Lego Mindstorms kits for hands-on robotics projects. The teacher's role is as a guide and facilitator, while the student's role is to engage in creative hands-on projects exploring coding concepts.
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This document provides an overview of different presentation tools that can be used by students to create technology-enhanced presentations, including Smore, infographics, Big Huge Labs, and Blabberize. It describes several ideas for how each tool can be used in the classroom, such as using Smore to create book reviews, classroom newsletters, or student introductions. With Big Huge Labs, students could make maps, puzzles, trading cards, or magazine covers. Blabberize allows adding audio to presentations and could be used for vocabulary, poetry, or collaborative projects. Infographics help provide visual explanations and could showcase math or science concepts. Overall, the document suggests these tools as engaging ways for students to demonstrate their understanding through multimedia
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This presentation includes basic of PCOS their pathology and treatment and also Ayurveda correlation of PCOS and Ayurvedic line of treatment mentioned in classics.
This slide is special for master students (MIBS & MIFB) in UUM. Also useful for readers who are interested in the topic of contemporary Islamic banking.
How to Build a Module in Odoo 17 Using the Scaffold MethodCeline George
Odoo provides an option for creating a module by using a single line command. By using this command the user can make a whole structure of a module. It is very easy for a beginner to make a module. There is no need to make each file manually. This slide will show how to create a module using the scaffold method.
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.
1. Final Presentation:“Fall IntoTechnology”
Presenter:MargaretMcCay
Audience andSetting:Professional Developmentfor SecondaryLevelLibrariansandTeachers
Time Frame:Fall of the 2015-2016 school year
Approximate Time:45 minutes
Proposal:
Fall intotechnologywasdesignedtogive staff atthe secondarylevel asamplingof fourtechnologies.
Thissamplingshowshowtheycanbe usedandtiedto the SOLs.As we all know studentsgetboredjust
takingnotes,these toolswillallow themtoengage withthe instruction.
Script:
(0:30)Slide 1 (Openasteachersenterthe room) GoodMorning everyone.Todaywe will examinefour
toolsthat will enhance yourteachingandstudentlearning.(clicktothe nextslide)
(1:00) Slide 2 For those that don’tknowme, I am Margaret McCay. Thisis a magazine coverthat I
createdaboutmyself usingBigHugeLabs.com.Ihave beenteaching Special Educationfor15 years and
am startingmy final semesterof the LibraryMediaSpecialistprogramatOldDominionUniversity.Ihave
beenmarriedfor30 yearsto my bestfriend.Ihave one son,twostepdaughtersandone stepson.These
fourkidshave blessedme with10 beautiful grandbabiesranginginage from16 to 2 months.Iam an
avidreader,quilter,crafter, andseamstress.I have readso manybooksthat myhusbandboughtme an
iPadmini todo my readingon because we ran outof bookshelvesforthe books.Imake dressesformy3
granddaughtersandquiltsforChristmaspresents. Ialsoenjoyscrapbookingandcrafting. (clicktonext
slide)
(0:30) Slide 3 The four toolsI have chosentopreview includeBigHuge Labs,Blendspace, Hstry.coand
BioDigital Human.We will lookatthe potential educational applicationforeachtool as well asits
limitations. (clicktothe nextslide)
(1:30) Slide 4 What isBig Huge Labs? Big Huge Labs is a collectionof free webtoolsthatallow usersto
turn digital images,eitheryourownimagesorthose foundonthe internet,intolearningtools.When
usingimagesfromthe internetmake sure youcite the source anduse creative commonsimages
wheneverpossible.The site doesnotrequire registration;userscancreate and downloadprojects
withoutanemail address.Teacherscancreate studentaccounts.Once teachershave createdstudent
accounts,studentsgettheirownlogininformationandcanaccess theiraccountswhereverthere is
internetaccess.Studentscantake imagesandturnthemintomagazine covers,puzzles,tradingcards,
2. etc.that enhance learningandengage students.The advantagesof anEducator’saccount isfree with
proof of employment,allowsstudentstosendtheirworktoyouwithone click,ad-free usage,PrintId
Cards forstudentsandteacherscan view anddownloadtheirstudent’swork.(Clicktothe nextslide)
(1:30) Slide 5Here are 12 of the 24 creationtoolsavailable withinBigHuge Labs.Motivatorallowsusers
to make motivational posterswhichcanbe usedforHealthclass.Healthclassesaskstudentstoexamine
the benefitsof followingthe dailyrequirementwhenchoosingdrinks,mealsandsnacks.Postercanbe
createdby studentstoinfluence theirpeerstomake healthychoices.The magazinecovercanbe used
as an introductiontool, todescribe ahistoricevent,create acharacteranalysisfora novel,ordescribing
the cause andeffectsof weathersystems. Movie postercanbe usedto create postersof historical
events,bookornovel study,characteranalysis,orposterspromotingphysical activity. Once aposteris
createda QR code couldbe attachedto give more informationonthe subject. PopArt,Hockneyizer,FX,
Mosaic Maker, photoboothandmatcan be usedinart classesto create worksof art usinga varietyof
media.The mapstool can be usedto create historical mapssuchas highlightingthe Confederate and
Unionstates,highlightingthe AxisandAlliednationsforWWII,label the areasassociatedwiththe
RomanEmpire as well aslocatingthe countriesinvolvedinthe capture,sale anduse of slavery. (Clickto
the nextslide)
(1:30) Slide 6 Here are the other12 creationtools.Lolcatgeneratorcan be usedto add famousquotes
to imagesof the speaker,forexample aphotoof Martin LutherKingJr. couldhave the quote “I have a
dream”or JFKwith“Asknot whatyour countrycan do for you,butwhat youcan dofor your country.”
BeadArt, Wallpaper,Framer,andpocketalbumcanbe usedinart classesto create worksof art. Badge
makercan be usedtohighlighthistorical figures,scientistsornovel characters.TradingCardscan be
usedforfacts about storms,explorers, famousscientists,historical figures,asbooktrailers,stepsto
solve amath problemormath facts. Cube can be usedto create learninggamestopractice math
concepts. CD Covercan be usedtocreate book jacketsforsummerreadingprojects. Billboardcanbe
usedto demonstrate knowledge of ancientcivilizations,the solarsystem, Sun-Earth-moonrelationship,
travel posters fornovel settingorcharactertrait. (Clicktothe nextslide)
(0:30) Slide 7 Thisis the bookcover of a bookI readthis summer.(clickonthe image) Here isa trading
card that I createdas a booktalkfor the book.These couldbe handedoutto studentsastheyleave the
library to be used as bookmarks.This couldhelppromote new orunderusedbooks.Forexample I
wouldgive thisoutto studentsduringthe time justbeforethe 7th
grade wasdue to start the uniton
Prohibition. (Clicktothe nextslide)
(0:30) Slide 8 Thisis a magazine coverI createdusinga photoof suffragists.Thiscoverconnectstothe
7th
grade HistorySOLUSII.4 The studentwill demonstrate knowledge of how lifechangedafterthe Civil
War bydescribingthe impactof the Progressive MovementonWomen’sSuffrage.Pauseforteachersto
readcover) (0:15) (Clicktothe nextslide)
(0:30) Slide 9 Thisis a motivational posterthatI createdusinga photoof the UnitedStatesDepartment
of Agriculture’sfoodpyramid.Thisposterconnectstothe 6th
Grade healthSOL 6.3 whichstatesstudents
will developpersonal strategiesandskillsforpersonal healthby analyzingthe influence of mediaon
3. issuesrelatedtobodyimage andweightmanagement.(Pause forteacherstoreadcover(0:15) Clickto
the nextslide)
(1:30) Slide 10 Limitations While the programsavesyourwork,youneedalinkto accessit,thengetting
back into editit isdifficult.The educator’saccountmakesiteasiertodo.The free accountswill allow
youto downloadthe creationandsave it as a “jpeg”file. Aswe all know gettingaccesstoa webbased
program meansyouneedthe internetand acomputerlab and/or iPador laptopcart. So that isa
limitationif youdon’tplanaheadandreserve the lab orcart. To create anythingonthisprogram, users
will needtohave accessto photostheytookor have alreadydownloadedandsavedphotosthey want
to use.Plustheywill alsoneedtocreate citationsforanyphotostakenfromthe web. Youwill thenneed
to openthat file toprintit. Upgradingthe accountgivesyoumore access to the featuresthatmake
usage more efficientand getsridof the ads youmustpay for an upgrade:$7 fora week,$15 for a
month,$25 for a year or $100 for a lifetime. (clicktothe nextslide)
(2:00) Slide 11 Does anyone have anyquestionsaboutthisTool.(Pause fornomore than1:30 min.)
(Clicktothe nextslide)
11:30
(1:00) Slide 12 Blendspace Nomore flippingbetween20tabs at the bottomof yourcomputerscreen
while teachingalesson.Blendspace isafree Webtool that allowsteacherstoorganize theirresources
inone location.Teacherscan share those resourceswithone link.The programalsohaspre-made
lessonsthatcan be searchedbytopic. Teacherscan alsosell theirlessonstootherteachers.Whata
great wayto make a fewextrabucks. The programhas builtinquizzesthatcan be part of your lessons
for the day.Instructioncan be differentiatedwhichwill allow teacherstotrackthe student’sprogress
and adaptto theirneedsquickly.Teacherscanuse thistoflipthe classroom;havingstudentswatch
lecturesathome freesupclasstime to planindividualandgroupactivities.Plushavingall of your
resourcesfora lessoninone locationallowsyoutopostor email a linktothe lessonforstudentswho
are absent. (Clicktothe nextslide)
(1:15) Slide 13 GettingStarted.Thisis blendspace gettingstartedvideo.Itshowshow easyitisto create
a lessonusingblendspace.(Clickonlogo) (Watchvideo) (Clickonthe nextslide)
(3:45) Slide 14 Math on myBlendspace Thisisa screenshotof myblendspace page foralessonIcreated
for 6th
grade math.As yousee the lessonisaboutthe Orderof OperationSOL6.8 whichrequires
studentstoevaluate whole numbernumerical expressionsusingthe orderof operation.Iaddeda6
minute videoof ateacherusinggesturestoreinforce the learning. Mystudentslove doingthis;some of
our gesturesare slightlydifferentthanhersbutthe kidsunderstandthe conceptandact alongwithher.
I thenaddeda 4:27 minute KhanAcademyvideoanda 2:36 minute musicvideofromYouTube thatis
hilarious.The kidslove these musicvideosanditmakesthemrememberthe stepseasier.We all
rememberlyricstosongssowheneverpossibleIfindsongsthatreinforce the lesson. (clickonthe
screenshotandwatchtab number3 the musicvideofororderof operation.)(clicktothe nextslide)
4. (2:30) Slide 15 Englishonmy Blendspace Thisisa screenshotof myblendspace forFigurative Language
for 6th
grade English SOL6.4 requiresstudentstoreal andlearnthe meaningsof unfamiliarwordsand
phraseswithinauthentictextsbyidentifyingandanalyzingfigurativelanguage.All of these resources
were pulledfromthe blendspace site. Thiscollectionhaslessons,videos,andmusicaboutfigurative
language.(Clickonthe screenshotandwatch tab 3 for 2:00 min.)(Clickto the nextslide)
(3:30) Slide 16 Science Thisisa screenshotof myblendspace forPhysical Science foralessononthe
periodictable,Physical Science .4whichstatesstudentswillunderstandthe organizationanduse of the
periodictable of elements includingsymbols,atomicnumbers,atomicmassandclassificationof
elements.All of these resourceswere pulledforthe blendspace site. (Clickonthe screeshotandwatch
tab 1 fora musicvideoonthe periodictable.) (Clicktothe nextslide)
(1:00) Slide 17 LimitationsBlendspace offersonlycontentnotinteractive links,whichmeansstudents
are mostpassive recipientsof the lessonwiththisformat.Againgettingaccess,shouldthe school lose
internetaccess,youwill notbe able toaccessyour lessonuntil the internetcomesbackup;however,if
youforgetyour computeryoucan still accessyourlessonwithaborrowedcomputer.The free account
allowsforunlimitedclassesbutonly35studentsperclass.The Premiumaccountisfour dollarsamonth
and providesthe abilitytocomplete groupwork,voice comments,unlimitedactive lessonsand
premiumfeaturesforall students. (clicktothe nextslide)
(2:00) Slide 18 Does anyone have anyquestionsaboutthisTool.(Pause fornomore than1:30 min.)
(Clicktothe nextslide)
(1:00) Slide 19 Hstry.co isan educational webtool thatallowsuserstocreate multimediatimelines.The
program worksonmultiple typesof devicessuchaslaptop,chromebook,iPad,andtablets.Teachers
access the programfor free.Once teacherscreate anaccount theycan create classesandadd students.
Teachersare thengivenacode for each studenttouse to access the timelinesthe teacherhasattached
to the class.Once the studentslogin,theycancreate timelinesaswell asinteractandcommentonthe
assignedtimelinesaswell astimelinesof theirpeers.A varietyof Mediacan be usedto create timelines.
This site takes a little time to learn how to navigate. Once you have set up your classrooms and given
the students codes to join, their names will automatically generate as soon as they log in for the first
time with the code. Students can log in using edmodo or google. (Click to the next slide)
(0:30) Slide 20 Using Hstry This program can be used for more than just history. There are timelines
available for teaching research skills. This program can be used for students to create timelines of
novels, cell development, math steps as well as putting historical events in chronological order. I can
see teachers setting this up with timelines for their students to view and assign quizzes at the end or
have assignments that they need to create after viewing the teacher's timeline. (Click to the next
slide)
(2:00) Slide 21 EnglishThisisan example of how the historytimelines canbe usedforan Englishclass.In
thiscase the timelinewasusedto provide backgroundinformationaboutthe depressionand
assignmentsforeachportionof the timeline andmeetsthe 8th
grade EnglishSOLwhichstatesstudents
will readandanalyze a varietyof fictionsl textsanduse priorandbackgroundknowledge ascontextfor
5. newlearning. The activityisculminatedwithawritingassignmentaboutempathybasedonaquote
fromScout. (clickonthe bookjacketto access the website.If thatdoesn’tworkloginto
http://edu.hstry.coanduse the code 6782; clickon To Kill A Mockingbird) (clicktothe nextslide)
(1:30) Slide 22 Healththisslide addressesanSOL7.2 of the 7th
grade Healthclasswhichstatesthat
studentswill use decisionmakingskillstopromote healthandpersonalwellnessbydescribinghow
healthyfoodchoicesandphysical activitykeepthe circulatorysystemhealthy.. (clickonthe image to
access the webpage oruse code 6782 and clickon HealthyEating) (Clicktothe nextslide)
(1:30) Slide 23 Virginia/USHistorythisslide addressesanSOL VUS.7 for 11th
grade history whichstates
studentswill demonstrateknowledge of the Civil WarandReconstructionEraand theirimportance as
majorturningpointsinAmericanhistorybyidentifyingthe majorevents. .(Clickonthe image toaccess
the webpage oruse code 6782 andclickon Civil War) (Clicktothe nextslide)
(1:00) Slide 24 World HistoryI Thisslide addresses anSOL WHI.5 for WorldHistory I whichstates
studentswill demonstrateknowledge of ancientGreece intermsof itsimpactonWesterncivilizationby
evaluatingthe significance of the PersianandPeloponnesianwars.(clickonthe image toaccessthe
webpage oruse code 6782 and clickon AncientGreece) (Clicktothe nextslide)
(1:00) Slide 25 LimitationsToaccesssome of the timelinesthe usermustpurchase apremiumaccount
whichis$15 a monthor $120 a year. Againaccess can limitthe usage.If studentdon’thave accessto
computersandinternetathome theywill notbe able touse the program.Withinschool teacherswill
have to schedule time inthe computerlabsorcarts to allow studentstoaccessthe program.I found
that thisprogram tooka while tolocate whatI was lookingfor.There isnosearchbar thatwouldallow
the usersto refine theirsearch.Italsotakestime tocreate your owntimelines.
(2:00) Slide 26 Does anyone have anyquestionsaboutthisTool.(Pause fornomore than1:30 min.)
(Clicktothe nextslide)
(0:30) Slide 27 Bio Digital HumanThiswebtool isa 3-D platformthatallowsuserstoexamine,
manipulate andunderstandthe humananatomy,disease andtreatments. Thissite allowsstudentsto
examine the systemsof the bodyviaa 3-D image.Userscan choose a male or female humanand
examine all of the systemsassociatedwiththatsex.Theycansave theirhumanmodels.Humanscanbe
builtone systemata time or by groupscalledcommunities.Usersare alsoable toexamine different
medical conditionsandhowtheyprogress. (clicktothe nextslide)
(3:00) Slide 28 Bio digital Humanisan amazingsite inwhichitis easyto getcaught up. I got caughtup in
the one on breastcancer and diabetes.Thissite hassomanyeducational uses.Iwouldinitially
recommendthatstudentsin7th grade Science inVirginiaorbiologycreate theirownaccount.Once
theycreatedtheiraccounttheycan buildthe humanfromthe skeletonuptothe skin.Thiswill allow
studentstosee howthe bodysystemsworktogether.Astheyprogressthroughthe classeachsystem
can be added.Thisprogramcan alsobe usedinHealthclassestoallow studentstosee how diseases
progressandgrow withinthe body.This3-D programis amazingforallowingstudentstolookat
6. featuredsystems,take quizzes,andedittheirhuman.Ican't sayenoughaboutthisprogram! (Clickon
the image to see a youtube videoof the program) (clicktothe nextslide)
(1:15) Slide 29 HealthThere are so manyapplicationsforthe fieldof healthandthisprogram.Student
are able tobuildtheirskeletonwiththe systemtheyare learningabout.Once theyloadthe systeminto
the skeletoninformation popsuptellingthe useraboutthe systemaswell aslinkstoconditionssuchas
diseases.Thisskeletonaddressesthe HealthSOL 7.2 for 7th
graders studyingthe circulatorysystem.
(Clickonthe image to accessthe linkforthe circulatorysystem) (Clicktothe nextslide)
(1:00) Slide 30 HealthAgainthisimage addressesaHealthSOL6.1 inthat 6th
gradersneedto knowabout
the urinarysystem,itsmajorstructuresand functionsaswell asstrategiestopromote renal health.
(Clickonthe image to accessthe linkforthe circulatorysystem) (Clicktothe nextslide)
(1:00) Slide 31 Biology Thisslide addressesabiologySOL BIO.4inthat studentsmustinvestigate the
humananatomyand healthissuesassociatedwiththe bodysystems.(Clickonthe image toaccess the
linkforthe circulatorysystem) (Clicktothe nextslide)
(1:00) Slide 32 LimitationsStudentsmusthave an account to access the program and save their human.
Access is again an issue with this program; who has computer and internet at home and which lab or
cart can be reserved.
(2:00) Slide 33 Are there anyquestionsaboutthistool.(Pause for1:30 to allow forquestions)(Clickto
the nextslide)
(0:15) Slide 34 Well nowthat youhave seenall of these cool webtoolsthat will engage studentlearning
and make lessonplanningeasierall thatisleftforyou to dois to sitback, relax andenjoyyourfree time.