The document outlines the goals, evaluation criteria, process, and rules for a game design competition where teams have 2 hours to build an educational game. The goals are to build a playable educational game in under 2 hours, and games will be evaluated on effectiveness in 5 categories: goals, rules, feedback, choice, and playfulness. The process involves determining a concept, implementing a quick design, testing it, learning lessons to inform a new design, and repeating until time runs out. Teams of 3-5 people will design a game applying one randomly selected category with a scoring multiplier.
Nick Burton and Tom Hill from Rare spoke about working with graduates, reiterating the point that graduates aren't cheap labour and giving many tips on how a studio can maintain good relations with universities.
The document summarizes a trip across America taken by Lauren Gilmore and Kaila Manca. They made stops in Los Angeles, Salt Lake City, Stars Hollow, Washington D.C., and Orlando. In Los Angeles, they visited Hollywood and hung out with Brad and Orlando. In Salt Lake City, they won Olympic medals and met celebrities. In Stars Hollow, they hung out with the Gilmore Girls cast. In Washington D.C. they toured the White House and Department of Homeland Security. Their final stop was Orlando where they went to SeaWorld, Disney World, and dressed as Disney characters.
This document provides guidance for using business simulations in the classroom. It outlines a step-by-step process for introducing and playing a simulation over multiple class periods. The process includes introducing the simulation, having students play the first round, reviewing results, and assigning further play for homework. In subsequent classes, instructors should review previous rounds, have students play in groups, and provide guidance as they play. By the fourth class, the learning curve should be overcome and students will be analyzing and synthesizing the simulation at higher levels. The document concludes by recommending celebrating the winning students and assessing the simulation experience.
The document outlines the goals, evaluation criteria, process, and rules for a game design competition where teams have 2 hours to build an educational game. The goals are to build a playable educational game in under 2 hours, and games will be evaluated on effectiveness in 5 categories: goals, rules, feedback, choice, and playfulness. The process involves determining a concept, implementing a quick design, testing it, learning lessons to inform a new design, and repeating until time runs out. Teams of 3-5 people will design a game applying one randomly selected category with a scoring multiplier.
Nick Burton and Tom Hill from Rare spoke about working with graduates, reiterating the point that graduates aren't cheap labour and giving many tips on how a studio can maintain good relations with universities.
The document summarizes a trip across America taken by Lauren Gilmore and Kaila Manca. They made stops in Los Angeles, Salt Lake City, Stars Hollow, Washington D.C., and Orlando. In Los Angeles, they visited Hollywood and hung out with Brad and Orlando. In Salt Lake City, they won Olympic medals and met celebrities. In Stars Hollow, they hung out with the Gilmore Girls cast. In Washington D.C. they toured the White House and Department of Homeland Security. Their final stop was Orlando where they went to SeaWorld, Disney World, and dressed as Disney characters.
This document provides guidance for using business simulations in the classroom. It outlines a step-by-step process for introducing and playing a simulation over multiple class periods. The process includes introducing the simulation, having students play the first round, reviewing results, and assigning further play for homework. In subsequent classes, instructors should review previous rounds, have students play in groups, and provide guidance as they play. By the fourth class, the learning curve should be overcome and students will be analyzing and synthesizing the simulation at higher levels. The document concludes by recommending celebrating the winning students and assessing the simulation experience.
This document discusses group work assessment and challenges in three sections. It begins by outlining reasons for doing group work, such as developing job-relevant skills, and common problems that arise like freeloading members and assigning fair grades. Several solutions are proposed, including clear expectations, tracking individual contributions, and incorporating peer reviews. Benefits of group work are then highlighted, like improved engagement and soft skills. The document concludes that while group work causes issues, it is worthwhile for building student resilience and employability.
This document outlines an assignment on photosynthesis given by Prof. Ntsibande. The assignment has multiple learning outcomes, including understanding photosynthesis, its importance, and developing research, presentation, and collaboration skills. Students will research how the environment impacts photosynthesis and human activity impacts the environment. They will create a photo collage and poster presenting their findings and reflect on their work. Their presentation will count for 40% of their term grade and will be assessed based on a provided rubric focusing on participation, creativity, and lesson proficiency.
This document outlines an authentic task for grade 9 students on the topic of platonic solids in geometry. It consists of 3 activities to be completed individually and in groups. In activity 1, students watch an educational video on platonic solids and complete a table summarizing the solids. In activity 2, students work in groups to create nets and models of platonic solids, and design a product using different shapes. Activity 3 has groups present their product design to the class. Reflections are required after each activity. The task aims to develop students' understanding and application of 3D shapes through creative and collaborative work.
Flying by the Seat of your Pants: Experiences Experimenting in Games EducationJose Zagal
This document outlines lessons learned from experimenting with game education courses and programs over many years. Some key lessons include finding experiential gaps in programs to fill with new courses, drawing inspiration from what motivates faculty to create exciting new offerings for students, aligning course goals and assessments with student expectations, and treating students like junior colleagues to help guide course improvements. The document advocates frequently updating and innovating courses through a process of maintenance to continually meet student and industry needs.
National University: Can We Make Online Group Projects Work?National University
- The document discusses challenges with online group projects and strategies to address them, drawing from examples in economics and sustainability management courses. It emphasizes the importance of clear expectations, project management, individual accountability, and addressing issues promptly to ensure success. Faculty play a key role in supporting collaborative work through their guidance and availability.
1. The document summarizes a workshop on curriculum design, assessment and feedback that used interactive activities and worksheets to prompt reflection and discussion.
2. Participants worked in groups to identify objectives and map principles from prompt cards onto a student timeline to develop plans for addressing assessment and feedback.
3. Groups then shared their outputs and plans with the whole workshop, providing examples of objectives and ideas around dissertation standards, feedback methods, and student engagement.
Dr Alan Masson (Magee Campus) and Catherine O’Donnell (Jordanstown Campus) delivered ‘Week 6: Assessment and Feedback’ on the Postgraduate Certificate in Higher Education Course (PgCHEP) course on 27th October 2010.
This document provides an overview of flipped classrooms, including definitions, benefits, teacher responsibilities, lesson planning steps, and examples of in-class activities. A flipped classroom model moves lectures outside of class, typically in the form of videos for students to watch at home. This frees up class time for active learning activities like discussions and projects. The teacher is responsible for ensuring students understand the material before class and monitoring participation during interactive activities. Effective lesson planning involves determining learning objectives and sorting content into material for home versus in-class work. Sample in-class activities described are discussions, applications, problem-solving, and using student responses to tailor instruction. Tips for implementing flipped teaching and addressing potential obstacles are also outlined.
1. This document provides an introduction and overview for an engineering problem solving module, including learning outcomes, assessment details, and information about the IMechE design challenge competition.
2. Students will work in teams to solve engineering problems, develop solutions, and present their work. The module aims to develop skills in problem identification, solution generation, and evaluation of solutions.
3. Assessment includes a problem solving portfolio due in November and a group presentation in December. Students are expected to attend all sessions, work independently and with their team, and use resources like Blackboard.
Workplace Simulated Courses - Course Technology Computing Conference
Presenter: Angie Rudd & Kelly Hinson, Gaston College
What do our students need to learn to be productive in the workplace, to get a job, what skills do they need? The workplace has changed, leadership has changed, and the future is collaboration. This presentation will discuss the methods and tools used in two online project classes. We will show you how we take our learning outcomes and design online classes to simulate a workplace environment. These courses are designed to give students the most realistic workplace environment that we can in an academic setting. One course teaches Emerging Technologies by using teamwork and collaboration environments. The other course uses the System Development Lifecycle as a guide for students to complete an individual project with feedback and brainstorming from other students. The goals for the session are: demonstrating and discussing collaboration, showing how to include useful teamwork in an online environment, working as a collective team, sharing information and knowledge, encouraging suggestions and ideas, brainstorming, building in frustration on purpose, using peer feedback in projects, enabling team resources, and embracing roles and responsibilities. Attendees will walk away with a template of how to design a course for a workplace environment while meeting the learning objectives of the course.
Functionalities to be coded and estimated complexity Manager SusanaFurman449
Functionalities to be coded and estimated complexity
Manager: auditor registration 20pts
As a manager I want to register new managers for the system so they can use the platform
Manager: manager registration 20 pts
As a manager I want to register new managers for the system so they can use the platform
Manager: client registration 20pts
As a manager I want to register new managers for the system so they can use the platform
Manager: Notified of unusual trading70pts
As a manager I want to be notified of unusual trading activities that might indicate insider trading so I can be compliant with the law
Manager: Set Activity logic 90pts
As a manager I want to be able to dynamically set the logic for unusual activities so I can respond to new insider trading tactics
Manager: Set threshold logic 90pts
As a manager I want to be able to dynamically set the logic for unusual thresholds so I can respond to new insider trading tactics
Audior: Query Transactions 40pts
As an auditor I want to be able to query all transactions completed between specific dates by specific clients to ensure the clients are performing in a way that is legal.
Manager: Make Premium 20pts
As a manager I want the ability to make clients premium clients
Manager: Add Funds 20pts
As a manager I want to add funds to a client account
Manager: Deregister
Software Engineering Fundamentals 2020 Semester 1 Group AssignmentProject Objective
Software engineering Fundamentals is a hybrid project based course where the group project plays a major role in building student capabilities. It requires you to analyse the requirements of various stakeholders as a team and resolve any conflicts (or vague requirements) with the tutor acting as the product owner, before synthesising your solution iteratively, applying the software engineering principles taught. One major goal of this software engineering assignment is to facilitate teamwork and you will be expected to use techniques such as CRC cards to effectively distribute responsibilities across classes and individual team members. Your team and technical experience in this project will help to meet the course and the program level objectives as well as act as a cornerstone project. The milestone and face-to-face sessions are designed to improve your communication skills. You will also be exposed to tools common in the industry (Git, Trello, LucidChart, JUnit) that foster teamwork and individual accountability.
Overview of Project and Assessment
You will get both formative (continuous) and summative (final) assessments as part of this project and this section briefly explains the assessment structure and the role it plays in building your capabilities.
Assessment
Role
Marks
1.
Weekly progress marks
Weeks 3-12
Measuring your progress as an individual and as a team and giving feedback
10 x 1
2.
Milestones Week 7 and 12
Present your requirements, design and implementation as a team and as an individual member to get fe ...
Ethical Decision-Making Framework Model
Assessment
Summary
Alternatives
Analysis
Application
Action
Notes
Ethical Assessment #1
Ethical Assessment #2
Ethical Assessment #3
Week One Summary
Week Two Summary
Week Three Summary
Week Four Summary
Week Five Summary
Week Six Summary
Week Seven Summary
Week Eight Summary
Instructions: Below (on page 2) is a sample of the template data to assist you in your creative thinking for week one! On the weekly ethics portfolio, you are welcome to submit it along with the week one assignment, however it is not required. It is a note taking template. I highly encourage everyone to submit it each week, as this helps to keep you on track, but again, it is not required. You will use the template note-taking document to assist you in the final ethics portfolio assignment.
Additional Guidance:
For the week one assessment results, please add them to the template that you will use for the final course project. This template is a type of “note taking” document. For the formal final assignment, you will need to have your final project in paragraph format, proper APA format, etc. For the purpose of the week one assignment, etc. you are welcome to just include bullet point comments, as a note taking type record of your thoughts. Or you may elect to begin to formalize the document in paragraph format. You will not be deducted credit if you submit bullet point format for week one.
The instructions on this assignment are intentionally somewhat “loose” to not box you in on your thinking. You can begin to relate some of your assessment results to the template information. As you build this template document over the next several weeks, it will begin to “come together” and make sense and you continue to record your thoughts on all the items required each week. It may not seem to full start to make sense until week three or four, but it will!
The week one assessment results serve as somewhat of a foundational start and you will continue to build on those elements for the future weeks. You are welcome to discuss the results “overall” and conceptually. You do not need to box your thinking into what only the results say in black and white. Please feel free to expand on your thinking of what you believe the results mean to you.
The great thing about an ethics class, is that there is really not a “wrong” answer! You just need to show that you are outlining your thinking and that you continue to correlate your thinking to the assignments each week. Sometimes you may say, “I didn’t really agree with everyone” And that is ok! Or you may say, “My response this week didn’t directly tie into my assessment results, but for this topic, I do feel differently because…” And that is ok!
Example:
Assessment Summary
Alternatives
Analysis
Application
Action
Notes
Ethical Assessment #1
If I had chosen ABC then my results may have been XYZ. If I had not selected ABC then my ethical outlook ...
The document summarizes a workshop that aimed to encourage creativity and reflection in curriculum design using Viewpoints, a series of reflective tools. Participants were split into groups to address scenarios relating to assessment, information skills, or creativity using worksheet prompts. They mapped principles to a student timeline, selected implementation ideas, and discussed tailoring solutions. Groups then shared their key outputs. The presenters concluded by discussing next steps to refine the workshop format, develop an online tool, and disseminate examples.
This document outlines Francesco Carrión's mastery journey timeline at Full Sail University. Over the course of 12 months, he will take courses to develop skills in areas like research methods, team dynamics, project management, game design, user experience, game production tools, prototyping, quality assurance, asset management, usability testing, and a capstone project. He also lists industry connections, companies to follow, the Full Sail community, and definitions of mastery from Robert Greene's book. The timeline will help him gain the knowledge and experience to present a successful product by applying the skills learned throughout the program.
EuroSTAR Software Testing Conference 2010 presentation on Weekend Testing, Skilled Software Testing Unleashed by Ajay Balamnrugadas. See more at: http://conference.eurostarsoftwaretesting.com/past-presentations/
Assignment 2: Fink Step 3
Due Week 7 and worth 200 points
For this assignment, you will look at the technology you have integrated into your unit/training and develop ways to assess student performance when they use those technologies.
Often, educators find a great new technology or app to use with their students but then have no idea how to evaluate if it is actually helping students learn. Or, educators find that grading student performance using the new technology is cumbersome and doesn’t actually save any time or provide any value.
For example, if students have an assignment to create a PowerPoint presentation, how will they submit it to you? How will you check to make sure they didn’t just copy it from someplace on the Internet? If students are working on a group project, how can you assess student contributions? These are some issues you will need to think about when you apply technology to your lessons.
First, provide a brief (1-2 pages) description of the specific education technology you intend to incorporate into your unit/training. Include links to the product or app and describe how the students will use it. You do not need to provide specific lesson plans, but need to demonstrate that you have a clear idea of what you want the students to use and how they will use it.
For example, if you were to start using MS Office in the classroom, you could describe how you would allow students to type their papers using MS Word and create presentations using MS PowerPoint instead of hand-writing papers and doing traditional poster projects.
Next, complete the questions for Step 3 of page 15 of Fink’s guide. Include the following information when you answer each question in the worksheet. You will have to copy each question to a new Word document in order to answer it.
1. Forward-looking Assessment: The key is that you have students work on real-world problems. Think about how they will apply the knowledge you are teaching as well as how they will use the technology in the future. How can you create assessments such as a class project, portfolio assignment, a case-study, or other activity where they apply their knowledge?
2. Criteria & Standards: Think about what qualifies as poor work that does not meet your standards, satisfactory work that does meet your standards, and excellent work that exceeds your standards. Be specific. Look at your assignment rubrics for examples of this.
3. Self-Assessment: Students should have some idea of how they are doing without having to ask the teacher or instructor. How will you help them evaluate their own work and learning as they work on their assignments?
4. “FIDeLity” Feedback: This will be the formal feedback that you will give to students as well as informal feedback you will give them as they work on their assignments and assessments.
It would be a good idea to use the information that you provided for the discussion questions in the following weeks. (Note: you are not expected to use all of it if ...
This document describes a simulated games industry placement module delivered at the University of Chester to enhance students' employability. Key aspects of the module included forming student teams that mirrored real game development studios, assigning commercial game project briefs, incorporating industry methodologies like Scrum and Kanban, providing industry mentors and talks, and attempting to simulate real-world studio conditions. Student feedback indicated that the module helped develop relevant practical skills and provided experience that would appeal to employers. The creators plan to continue evolving the module based on lessons learned and student input.
Learn how to use Study Island's data for action! Make connections with parents using scheduled reports, and build custom assessments using the question library!
This presentation is part of an interactive workshop session delivered at the 3rd CAMEL meeting between University of Ulster, University of Strathclyde and Open University. It gives a taster of the Viewpoints Information Skills and Assessment and Feedback workshop sessions.
The document lists various roles and careers related to being an artist in the game industry, including level designer, game designer, technical artist, management, and others. It also lists other related fields like film/TV, advertising, architecture, design studios, software engineering, interaction design, and many artistic mediums and skills. The rest of the document provides various links and quotes about games, game development, and the future of the industry.
This document discusses group work assessment and challenges in three sections. It begins by outlining reasons for doing group work, such as developing job-relevant skills, and common problems that arise like freeloading members and assigning fair grades. Several solutions are proposed, including clear expectations, tracking individual contributions, and incorporating peer reviews. Benefits of group work are then highlighted, like improved engagement and soft skills. The document concludes that while group work causes issues, it is worthwhile for building student resilience and employability.
This document outlines an assignment on photosynthesis given by Prof. Ntsibande. The assignment has multiple learning outcomes, including understanding photosynthesis, its importance, and developing research, presentation, and collaboration skills. Students will research how the environment impacts photosynthesis and human activity impacts the environment. They will create a photo collage and poster presenting their findings and reflect on their work. Their presentation will count for 40% of their term grade and will be assessed based on a provided rubric focusing on participation, creativity, and lesson proficiency.
This document outlines an authentic task for grade 9 students on the topic of platonic solids in geometry. It consists of 3 activities to be completed individually and in groups. In activity 1, students watch an educational video on platonic solids and complete a table summarizing the solids. In activity 2, students work in groups to create nets and models of platonic solids, and design a product using different shapes. Activity 3 has groups present their product design to the class. Reflections are required after each activity. The task aims to develop students' understanding and application of 3D shapes through creative and collaborative work.
Flying by the Seat of your Pants: Experiences Experimenting in Games EducationJose Zagal
This document outlines lessons learned from experimenting with game education courses and programs over many years. Some key lessons include finding experiential gaps in programs to fill with new courses, drawing inspiration from what motivates faculty to create exciting new offerings for students, aligning course goals and assessments with student expectations, and treating students like junior colleagues to help guide course improvements. The document advocates frequently updating and innovating courses through a process of maintenance to continually meet student and industry needs.
National University: Can We Make Online Group Projects Work?National University
- The document discusses challenges with online group projects and strategies to address them, drawing from examples in economics and sustainability management courses. It emphasizes the importance of clear expectations, project management, individual accountability, and addressing issues promptly to ensure success. Faculty play a key role in supporting collaborative work through their guidance and availability.
1. The document summarizes a workshop on curriculum design, assessment and feedback that used interactive activities and worksheets to prompt reflection and discussion.
2. Participants worked in groups to identify objectives and map principles from prompt cards onto a student timeline to develop plans for addressing assessment and feedback.
3. Groups then shared their outputs and plans with the whole workshop, providing examples of objectives and ideas around dissertation standards, feedback methods, and student engagement.
Dr Alan Masson (Magee Campus) and Catherine O’Donnell (Jordanstown Campus) delivered ‘Week 6: Assessment and Feedback’ on the Postgraduate Certificate in Higher Education Course (PgCHEP) course on 27th October 2010.
This document provides an overview of flipped classrooms, including definitions, benefits, teacher responsibilities, lesson planning steps, and examples of in-class activities. A flipped classroom model moves lectures outside of class, typically in the form of videos for students to watch at home. This frees up class time for active learning activities like discussions and projects. The teacher is responsible for ensuring students understand the material before class and monitoring participation during interactive activities. Effective lesson planning involves determining learning objectives and sorting content into material for home versus in-class work. Sample in-class activities described are discussions, applications, problem-solving, and using student responses to tailor instruction. Tips for implementing flipped teaching and addressing potential obstacles are also outlined.
1. This document provides an introduction and overview for an engineering problem solving module, including learning outcomes, assessment details, and information about the IMechE design challenge competition.
2. Students will work in teams to solve engineering problems, develop solutions, and present their work. The module aims to develop skills in problem identification, solution generation, and evaluation of solutions.
3. Assessment includes a problem solving portfolio due in November and a group presentation in December. Students are expected to attend all sessions, work independently and with their team, and use resources like Blackboard.
Workplace Simulated Courses - Course Technology Computing Conference
Presenter: Angie Rudd & Kelly Hinson, Gaston College
What do our students need to learn to be productive in the workplace, to get a job, what skills do they need? The workplace has changed, leadership has changed, and the future is collaboration. This presentation will discuss the methods and tools used in two online project classes. We will show you how we take our learning outcomes and design online classes to simulate a workplace environment. These courses are designed to give students the most realistic workplace environment that we can in an academic setting. One course teaches Emerging Technologies by using teamwork and collaboration environments. The other course uses the System Development Lifecycle as a guide for students to complete an individual project with feedback and brainstorming from other students. The goals for the session are: demonstrating and discussing collaboration, showing how to include useful teamwork in an online environment, working as a collective team, sharing information and knowledge, encouraging suggestions and ideas, brainstorming, building in frustration on purpose, using peer feedback in projects, enabling team resources, and embracing roles and responsibilities. Attendees will walk away with a template of how to design a course for a workplace environment while meeting the learning objectives of the course.
Functionalities to be coded and estimated complexity Manager SusanaFurman449
Functionalities to be coded and estimated complexity
Manager: auditor registration 20pts
As a manager I want to register new managers for the system so they can use the platform
Manager: manager registration 20 pts
As a manager I want to register new managers for the system so they can use the platform
Manager: client registration 20pts
As a manager I want to register new managers for the system so they can use the platform
Manager: Notified of unusual trading70pts
As a manager I want to be notified of unusual trading activities that might indicate insider trading so I can be compliant with the law
Manager: Set Activity logic 90pts
As a manager I want to be able to dynamically set the logic for unusual activities so I can respond to new insider trading tactics
Manager: Set threshold logic 90pts
As a manager I want to be able to dynamically set the logic for unusual thresholds so I can respond to new insider trading tactics
Audior: Query Transactions 40pts
As an auditor I want to be able to query all transactions completed between specific dates by specific clients to ensure the clients are performing in a way that is legal.
Manager: Make Premium 20pts
As a manager I want the ability to make clients premium clients
Manager: Add Funds 20pts
As a manager I want to add funds to a client account
Manager: Deregister
Software Engineering Fundamentals 2020 Semester 1 Group AssignmentProject Objective
Software engineering Fundamentals is a hybrid project based course where the group project plays a major role in building student capabilities. It requires you to analyse the requirements of various stakeholders as a team and resolve any conflicts (or vague requirements) with the tutor acting as the product owner, before synthesising your solution iteratively, applying the software engineering principles taught. One major goal of this software engineering assignment is to facilitate teamwork and you will be expected to use techniques such as CRC cards to effectively distribute responsibilities across classes and individual team members. Your team and technical experience in this project will help to meet the course and the program level objectives as well as act as a cornerstone project. The milestone and face-to-face sessions are designed to improve your communication skills. You will also be exposed to tools common in the industry (Git, Trello, LucidChart, JUnit) that foster teamwork and individual accountability.
Overview of Project and Assessment
You will get both formative (continuous) and summative (final) assessments as part of this project and this section briefly explains the assessment structure and the role it plays in building your capabilities.
Assessment
Role
Marks
1.
Weekly progress marks
Weeks 3-12
Measuring your progress as an individual and as a team and giving feedback
10 x 1
2.
Milestones Week 7 and 12
Present your requirements, design and implementation as a team and as an individual member to get fe ...
Ethical Decision-Making Framework Model
Assessment
Summary
Alternatives
Analysis
Application
Action
Notes
Ethical Assessment #1
Ethical Assessment #2
Ethical Assessment #3
Week One Summary
Week Two Summary
Week Three Summary
Week Four Summary
Week Five Summary
Week Six Summary
Week Seven Summary
Week Eight Summary
Instructions: Below (on page 2) is a sample of the template data to assist you in your creative thinking for week one! On the weekly ethics portfolio, you are welcome to submit it along with the week one assignment, however it is not required. It is a note taking template. I highly encourage everyone to submit it each week, as this helps to keep you on track, but again, it is not required. You will use the template note-taking document to assist you in the final ethics portfolio assignment.
Additional Guidance:
For the week one assessment results, please add them to the template that you will use for the final course project. This template is a type of “note taking” document. For the formal final assignment, you will need to have your final project in paragraph format, proper APA format, etc. For the purpose of the week one assignment, etc. you are welcome to just include bullet point comments, as a note taking type record of your thoughts. Or you may elect to begin to formalize the document in paragraph format. You will not be deducted credit if you submit bullet point format for week one.
The instructions on this assignment are intentionally somewhat “loose” to not box you in on your thinking. You can begin to relate some of your assessment results to the template information. As you build this template document over the next several weeks, it will begin to “come together” and make sense and you continue to record your thoughts on all the items required each week. It may not seem to full start to make sense until week three or four, but it will!
The week one assessment results serve as somewhat of a foundational start and you will continue to build on those elements for the future weeks. You are welcome to discuss the results “overall” and conceptually. You do not need to box your thinking into what only the results say in black and white. Please feel free to expand on your thinking of what you believe the results mean to you.
The great thing about an ethics class, is that there is really not a “wrong” answer! You just need to show that you are outlining your thinking and that you continue to correlate your thinking to the assignments each week. Sometimes you may say, “I didn’t really agree with everyone” And that is ok! Or you may say, “My response this week didn’t directly tie into my assessment results, but for this topic, I do feel differently because…” And that is ok!
Example:
Assessment Summary
Alternatives
Analysis
Application
Action
Notes
Ethical Assessment #1
If I had chosen ABC then my results may have been XYZ. If I had not selected ABC then my ethical outlook ...
The document summarizes a workshop that aimed to encourage creativity and reflection in curriculum design using Viewpoints, a series of reflective tools. Participants were split into groups to address scenarios relating to assessment, information skills, or creativity using worksheet prompts. They mapped principles to a student timeline, selected implementation ideas, and discussed tailoring solutions. Groups then shared their key outputs. The presenters concluded by discussing next steps to refine the workshop format, develop an online tool, and disseminate examples.
This document outlines Francesco Carrión's mastery journey timeline at Full Sail University. Over the course of 12 months, he will take courses to develop skills in areas like research methods, team dynamics, project management, game design, user experience, game production tools, prototyping, quality assurance, asset management, usability testing, and a capstone project. He also lists industry connections, companies to follow, the Full Sail community, and definitions of mastery from Robert Greene's book. The timeline will help him gain the knowledge and experience to present a successful product by applying the skills learned throughout the program.
EuroSTAR Software Testing Conference 2010 presentation on Weekend Testing, Skilled Software Testing Unleashed by Ajay Balamnrugadas. See more at: http://conference.eurostarsoftwaretesting.com/past-presentations/
Assignment 2: Fink Step 3
Due Week 7 and worth 200 points
For this assignment, you will look at the technology you have integrated into your unit/training and develop ways to assess student performance when they use those technologies.
Often, educators find a great new technology or app to use with their students but then have no idea how to evaluate if it is actually helping students learn. Or, educators find that grading student performance using the new technology is cumbersome and doesn’t actually save any time or provide any value.
For example, if students have an assignment to create a PowerPoint presentation, how will they submit it to you? How will you check to make sure they didn’t just copy it from someplace on the Internet? If students are working on a group project, how can you assess student contributions? These are some issues you will need to think about when you apply technology to your lessons.
First, provide a brief (1-2 pages) description of the specific education technology you intend to incorporate into your unit/training. Include links to the product or app and describe how the students will use it. You do not need to provide specific lesson plans, but need to demonstrate that you have a clear idea of what you want the students to use and how they will use it.
For example, if you were to start using MS Office in the classroom, you could describe how you would allow students to type their papers using MS Word and create presentations using MS PowerPoint instead of hand-writing papers and doing traditional poster projects.
Next, complete the questions for Step 3 of page 15 of Fink’s guide. Include the following information when you answer each question in the worksheet. You will have to copy each question to a new Word document in order to answer it.
1. Forward-looking Assessment: The key is that you have students work on real-world problems. Think about how they will apply the knowledge you are teaching as well as how they will use the technology in the future. How can you create assessments such as a class project, portfolio assignment, a case-study, or other activity where they apply their knowledge?
2. Criteria & Standards: Think about what qualifies as poor work that does not meet your standards, satisfactory work that does meet your standards, and excellent work that exceeds your standards. Be specific. Look at your assignment rubrics for examples of this.
3. Self-Assessment: Students should have some idea of how they are doing without having to ask the teacher or instructor. How will you help them evaluate their own work and learning as they work on their assignments?
4. “FIDeLity” Feedback: This will be the formal feedback that you will give to students as well as informal feedback you will give them as they work on their assignments and assessments.
It would be a good idea to use the information that you provided for the discussion questions in the following weeks. (Note: you are not expected to use all of it if ...
This document describes a simulated games industry placement module delivered at the University of Chester to enhance students' employability. Key aspects of the module included forming student teams that mirrored real game development studios, assigning commercial game project briefs, incorporating industry methodologies like Scrum and Kanban, providing industry mentors and talks, and attempting to simulate real-world studio conditions. Student feedback indicated that the module helped develop relevant practical skills and provided experience that would appeal to employers. The creators plan to continue evolving the module based on lessons learned and student input.
Learn how to use Study Island's data for action! Make connections with parents using scheduled reports, and build custom assessments using the question library!
This presentation is part of an interactive workshop session delivered at the 3rd CAMEL meeting between University of Ulster, University of Strathclyde and Open University. It gives a taster of the Viewpoints Information Skills and Assessment and Feedback workshop sessions.
The document lists various roles and careers related to being an artist in the game industry, including level designer, game designer, technical artist, management, and others. It also lists other related fields like film/TV, advertising, architecture, design studios, software engineering, interaction design, and many artistic mediums and skills. The rest of the document provides various links and quotes about games, game development, and the future of the industry.
This document provides information about Microsoft programs that can help students become more successful, including XNA Game Studio which allows students to create and publish their own games on Xbox Live Indie Games. It also summarizes a trip where 15 UK students competed in 5 competitions in Cairo, with one team winning 3rd place in a games design competition. Contact information is provided to learn more.
The document summarizes information about the International Game Developers Association (IGDA) Education Special Interest Group (EdSIG) and the Global Game Jam event. It discusses the history and goals of IGDA EdSIG in developing curriculum standards for game education programs. It also provides details about the Global Game Jam, including its growth in participants since 2009 and positive feedback from attendees. Hosting requirements and benefits of participating in the Global Game Jam for both students and researchers are outlined.
Sony Computer Entertainment Europe provides updates on their academic development programs for PSP and PS3. The programs offer real devkits, software tools, middleware access and support to help students learn. Students gain industry contacts and feedback through studio visits, talks and potential job shadowing. The PS3 program additionally provides a game engine with documentation and samples to help students learn multi-core optimization.
This document discusses teaching new tricks to senior dogs. As dogs age, their ability to learn new commands can decrease, but it is still possible with patience. The key is keeping training sessions positive, short and focused on commands the dog has already mastered at first. Praise and treats can help motivate older dogs. While it may take longer, with consistency even senior dogs can continue learning well into their golden years.
Kim Blake has organized university open days at Blitz Games Studios since 2006 to address graduate quality issues and provide opportunities for students. The events include presentations from industry professionals, studio tours, and feedback sessions. They benefit both students and Blitz through recruiting and PR. Analysis of registrations and submissions over the years shows variability between universities and disciplines in converting to invitations. Student feedback indicates the events help gauge course quality and career preparation. Blitz will continue the open days and is launching a new website to further support students securing jobs in the industry.
The Scottish Centre for Excellence in Computer Games Education is located at the Institute of Arts, Media and Computer Games at Abertay University. It received £8.8 million over 3 years to build out over 4000 square meters of space with 270 PC and Mac workstations to support their 6 undergraduate programs, 3 postgraduate programs, and Dare to be Digital initiative serving over 740 full time students and 150 graduating students per year. The Center aims to provide institutional, sector, and agency commitment to excellence in computer games education through specialized programs, mentorship, and professional development opportunities.
The document discusses why games are an effective medium for education according to a survey of over 1,100 teens. It finds that 97% of teens play games and at least half play daily, with little gender difference. It lists five reasons why games are good for education: 1) Teens enjoy games 2) Games can teach any subject 3) Games are still evolving 4) Games can be profitable 5) Games replace TV time. It then outlines an education game development plan focusing on annual themes and working with UK indie developers to target an "interesting" price range. A number of completed and upcoming games are listed along with evaluation metrics.
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive functioning. Exercise causes chemical changes in the brain that may help protect against mental illness and improve symptoms.
Games:EDU:08 South: Jolyon Webb and Heather Williamspixellab
The document summarizes a presentation given by an art manager from Blitz Games Studios and a senior lecturer from De Montfort University on fostering collaboration between the games industry and education. Some key points they discussed include the benefits of industry guests bringing real work for students to learn from, keeping student projects focused and briefs simple, the challenges of student motivation and skills, and how communication can help education programs evolve and prepare students for careers in games. The overall message is that strong collaboration between industry and education requires open communication and managing expectations to be mutually beneficial.
(Slides are readable with fullscreen setting)
Mark Morris, owner and director of Introversion software, gave extensive case studies of the companies' recent projects.
Ernest unfortunately had to compress this down to a mere 15 minutes, but as a result it was an exceptionally snappy talk and the audience enjoyed it greatly.
This document discusses situated learning theory and its key principles of authentic learning environments. Situated learning promotes authentic activities that reflect real-world tasks, allows learners to observe expert modeling and receive coaching, and encourages collaboration, reflection and articulation of ideas. It emphasizes social learning through communities of practice and zones of proximal development to scaffold learning. The document questions whether this approach to teaching and learning is effective.
The document discusses how digital media, social media, blogging, and new technologies are changing the ways that people consume information and how businesses communicate. It notes that boundaries are blurring between different types of media, such as news becoming entertainment and vice versa. It then lists many popular social media platforms and web tools in no particular order, including Twitter, Facebook, blogs, YouTube, Flickr, and services for video, photos, self-publishing, and mobile content sharing.
David Hayward of Pixel-Lab gave this keynote on games culture at Under The Mask. Most images licensed by creative commons, link to credits on last slide.
Experience the thrill of Progressive Puzzle Adventures, like Scavenger Hunt Games and Escape Room Activities combined Solve Treasure Hunt Puzzles online.
Orpah Winfrey Dwayne Johnson: Titans of Influence and Inspirationgreendigital
Introduction
In the realm of entertainment, few names resonate as Orpah Winfrey Dwayne Johnson. Both figures have carved unique paths in the industry. achieving unparalleled success and becoming iconic symbols of perseverance, resilience, and inspiration. This article delves into the lives, careers. and enduring legacies of Orpah Winfrey Dwayne Johnson. exploring how their journeys intersect and what we can learn from their remarkable stories.
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Early Life and Backgrounds
Orpah Winfrey: From Humble Beginnings to Media Mogul
Orpah Winfrey, often known as Oprah due to a misspelling on her birth certificate. was born on January 29, 1954, in Kosciusko, Mississippi. Raised in poverty by her grandmother, Winfrey's early life was marked by hardship and adversity. Despite these challenges. she demonstrated a keen intellect and an early talent for public speaking.
Winfrey's journey to success began with a scholarship to Tennessee State University. where she studied communication. Her first job in media was as a co-anchor for the local evening news in Nashville. This role paved the way for her eventual transition to talk show hosting. where she found her true calling.
Dwayne Johnson: From Wrestling Royalty to Hollywood Superstar
Dwayne Johnson, also known by his ring name "The Rock," was born on May 2, 1972, in Hayward, California. He comes from a family of professional wrestlers, with both his father, Rocky Johnson. and his grandfather, Peter Maivia, being notable figures in the wrestling world. Johnson's early life was spent moving between New Zealand and the United States. experiencing a variety of cultural influences.
Before entering the world of professional wrestling. Johnson had aspirations of becoming a professional football player. He played college football at the University of Miami. where he was part of a national championship team. But, injuries curtailed his football career, leading him to follow in his family's footsteps and enter the wrestling ring.
Career Milestones
Orpah Winfrey: The Queen of All Media
Winfrey's career breakthrough came in 1986 when she launched "The Oprah Winfrey Show." The show became a cultural phenomenon. drawing millions of viewers daily and earning many awards. Winfrey's empathetic and candid interviewing style resonated with audiences. helping her tackle diverse and often challenging topics.
Beyond her talk show, Winfrey expanded her empire to include the creation of Harpo Productions. a multimedia production company. She also launched "O, The Oprah Magazine" and OWN: Oprah Winfrey Network, further solidifying her status as a media mogul.
Dwayne Johnson: From The Ring to The Big Screen
Dwayne Johnson's wrestling career took off in the late 1990s. when he became one of the most charismatic and popular figures in WWE. His larger-than-life persona and catchphrases endeared him to fans. making him a household name. But, Johnson had ambitions beyond the wrestling ring.
In the early 20
The Unbelievable Tale of Dwayne Johnson Kidnapping: A Riveting Sagagreendigital
Introduction
The notion of Dwayne Johnson kidnapping seems straight out of a Hollywood thriller. Dwayne "The Rock" Johnson, known for his larger-than-life persona, immense popularity. and action-packed filmography, is the last person anyone would envision being a victim of kidnapping. Yet, the bizarre and riveting tale of such an incident, filled with twists and turns. has captured the imagination of many. In this article, we delve into the intricate details of this astonishing event. exploring every aspect, from the dramatic rescue operation to the aftermath and the lessons learned.
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The Origins of the Dwayne Johnson Kidnapping Saga
Dwayne Johnson: A Brief Background
Before discussing the specifics of the kidnapping. it is crucial to understand who Dwayne Johnson is and why his kidnapping would be so significant. Born May 2, 1972, Dwayne Douglas Johnson is an American actor, producer, businessman. and former professional wrestler. Known by his ring name, "The Rock," he gained fame in the World Wrestling Federation (WWF, now WWE) before transitioning to a successful career in Hollywood.
Johnson's filmography includes blockbuster hits such as "The Fast and the Furious" series, "Jumanji," "Moana," and "San Andreas." His charismatic personality, impressive physique. and action-star status have made him a beloved figure worldwide. Thus, the news of his kidnapping would send shockwaves across the globe.
Setting the Scene: The Day of the Kidnapping
The incident of Dwayne Johnson's kidnapping began on an ordinary day. Johnson was filming his latest high-octane action film set to break box office records. The location was a remote yet scenic area. chosen for its rugged terrain and breathtaking vistas. perfect for the film's climactic scenes.
But, beneath the veneer of normalcy, a sinister plot was unfolding. Unbeknownst to Johnson and his team, a group of criminals had planned his abduction. hoping to leverage his celebrity status for a hefty ransom. The stage was set for an event that would soon dominate worldwide headlines and social media feeds.
The Abduction: Unfolding the Dwayne Johnson Kidnapping
The Moment of Capture
On the day of the kidnapping, everything seemed to be proceeding as usual on set. Johnson and his co-stars and crew were engrossed in shooting a particularly demanding scene. As the day wore on, the production team took a short break. providing the kidnappers with the perfect opportunity to strike.
The abduction was executed with military precision. A group of masked men, armed and organized, infiltrated the set. They created chaos, taking advantage of the confusion to isolate Johnson. Johnson was outnumbered and caught off guard despite his formidable strength and fighting skills. The kidnappers overpowered him, bundled him into a waiting vehicle. and sped away, leaving everyone on set in a state of shock and disbelief.
The Immediate Aftermath
The immediate aftermath of the Dwayne Johnson kidnappin
The Evolution of the Leonardo DiCaprio Haircut: A Journey Through Style and C...greendigital
Leonardo DiCaprio, a name synonymous with Hollywood stardom and acting excellence. has captivated audiences for decades with his talent and charisma. But, the Leonardo DiCaprio haircut is one aspect of his public persona that has garnered attention. From his early days as a teenage heartthrob to his current status as a seasoned actor and environmental activist. DiCaprio's hairstyles have evolved. reflecting both his personal growth and the changing trends in fashion. This article delves into the many phases of the Leonardo DiCaprio haircut. exploring its significance and impact on pop culture.
At Digidev, we are working to be the leader in interactive streaming platforms of choice by smart device users worldwide.
Our goal is to become the ultimate distribution service of entertainment content. The Digidev application will offer the next generation television highway for users to discover and engage in a variety of content. While also providing a fresh and
innovative approach towards advertainment with vast revenue opportunities. Designed and developed by Joe Q. Bretz
Modern Radio Frequency Access Control Systems: The Key to Efficiency and SafetyAITIX LLC
Today's fast-paced environment worries companies of all sizes about efficiency and security. Businesses are constantly looking for new and better solutions to solve their problems, whether it's data security or facility access. RFID for access control technologies have revolutionized this.
Unveiling Paul Haggis Shaping Cinema Through Diversity. .pdfkenid14983
Paul Haggis is undoubtedly a visionary filmmaker whose work has not only shaped cinema but has also pushed boundaries when it comes to diversity and representation within the industry. From his thought-provoking scripts to his engaging directorial style, Haggis has become a prominent figure in the world of film.
_7 OTT App Builders to Support the Development of Your Video Applications_.pdfMega P
Due to their ability to produce engaging content more quickly, over-the-top (OTT) app builders have made the process of creating video applications more accessible. The invitation to explore these platforms emphasizes how over-the-top (OTT) applications hold the potential to transform digital entertainment.
Barbie Movie Review - The Astras.pdffffftheastras43
Barbie Movie Review has gotten brilliant surveys for its fun and creative story. Coordinated by Greta Gerwig, it stars Margot Robbie as Barbie and Ryan Gosling as Insight. Critics adore its perky humor, dynamic visuals, and intelligent take on the notorious doll's world. It's lauded for being engaging for both kids and grown-ups. The Astras profoundly prescribes observing the Barbie Review for a delightful and colorful cinematic involvement.https://theastras.com/hca-member-gradebooks/hca-gradebook-barbie/
240529_Teleprotection Global Market Report 2024.pdfMadhura TBRC
The teleprotection market size has grown
exponentially in recent years. It will grow from
$21.92 billion in 2023 to $28.11 billion in 2024 at a
compound annual growth rate (CAGR) of 28.2%. The
teleprotection market size is expected to see
exponential growth in the next few years. It will grow
to $70.77 billion in 2028 at a compound annual
growth rate (CAGR) of 26.0%.