presentation explaining gamification in education and its importance in the 21st century. It also provides examples of some games teachers could use to create an interesting learning environment that is learner-centered
Edutainment is not a new concept, but its significance has grown exponentially in recent years with advancements in technology and a deeper understanding of how people learn. At its core, It seeks to make education more engaging, interactive, and enjoyable by incorporating elements of entertainment into the learning process.
This document discusses implementing STEM in elementary classrooms. It describes similarities and differences between normal and STEM classrooms and provides links for instructional STEM ideas and a Kahoot game. Google Slides, Classroom, and presentation platforms like Slides are highlighted as helpful digital tools for sharing resources, providing personalized learning, and creating engaging lessons. Potential downsides include requiring a Google account and students lacking devices to access online content.
Nicola Whitton ARGs In Charity And EducationAdrian Hon
Alternate reality games (ARGs) can be used for student orientation and induction by providing an active, collaborative, experiential learning experience through an overarching narrative. The ARGOSI project piloted an ARG for student induction that included a reusable framework and software with sub-plots linked to learning outcomes. Lessons learned found that timing, external motivation, appropriate challenges, accessibility across platforms, and support requirements must be balanced for educational ARGs to effectively motivate players and support the development of autonomy and reflection.
Practical Game Mechanics for Learning and EngagementKim Flintoff
This workshop document discusses using game mechanics and challenges to improve student engagement and achievement. The Strategic Innovations team at Curtin University has embraced challenge-based learning and digital badges to transform teaching and learning. This workshop will provide practical insights into innovations like Curtin's new Challenge platform, learning analytics strategies, and serious games used in classrooms.
As benefits of animation in education is gradually being increasing in recent days. Let’s take a look on how it is useful for many academic institutions.
https://mapsystemsindia.com/resources/animation-in-education.html
The document discusses integrating technology into the curriculum to support 21st century learning skills. It describes 21st century learning as focusing on skills like collaboration, problem-solving, and digital literacy. Different perspectives are provided on what 21st century learning means in practice and how it can leverage technology. Challenges of technology adoption are also covered, emphasizing the need to thoughtfully integrate technology with pedagogy and curriculum. The document concludes by matching 21st century skills to objectives for learner use of technology and providing models for systematic ICT integration into topics and lessons.
The document discusses integrating ICT into the curriculum to support 21st century learning skills. It defines 21st century learning as skills like collaboration, digital literacy, critical thinking, and problem solving. There are differing perspectives on what 21st century learning should look like and how much it should rely on technology. The document outlines 11 characteristics of 21st century learning and discusses how ICT can support skills like problem solving, critical thinking, and collaboration. It provides a framework and recommends systematically planning ICT integration into topics and lessons.
Edutainment is not a new concept, but its significance has grown exponentially in recent years with advancements in technology and a deeper understanding of how people learn. At its core, It seeks to make education more engaging, interactive, and enjoyable by incorporating elements of entertainment into the learning process.
This document discusses implementing STEM in elementary classrooms. It describes similarities and differences between normal and STEM classrooms and provides links for instructional STEM ideas and a Kahoot game. Google Slides, Classroom, and presentation platforms like Slides are highlighted as helpful digital tools for sharing resources, providing personalized learning, and creating engaging lessons. Potential downsides include requiring a Google account and students lacking devices to access online content.
Nicola Whitton ARGs In Charity And EducationAdrian Hon
Alternate reality games (ARGs) can be used for student orientation and induction by providing an active, collaborative, experiential learning experience through an overarching narrative. The ARGOSI project piloted an ARG for student induction that included a reusable framework and software with sub-plots linked to learning outcomes. Lessons learned found that timing, external motivation, appropriate challenges, accessibility across platforms, and support requirements must be balanced for educational ARGs to effectively motivate players and support the development of autonomy and reflection.
Practical Game Mechanics for Learning and EngagementKim Flintoff
This workshop document discusses using game mechanics and challenges to improve student engagement and achievement. The Strategic Innovations team at Curtin University has embraced challenge-based learning and digital badges to transform teaching and learning. This workshop will provide practical insights into innovations like Curtin's new Challenge platform, learning analytics strategies, and serious games used in classrooms.
As benefits of animation in education is gradually being increasing in recent days. Let’s take a look on how it is useful for many academic institutions.
https://mapsystemsindia.com/resources/animation-in-education.html
The document discusses integrating technology into the curriculum to support 21st century learning skills. It describes 21st century learning as focusing on skills like collaboration, problem-solving, and digital literacy. Different perspectives are provided on what 21st century learning means in practice and how it can leverage technology. Challenges of technology adoption are also covered, emphasizing the need to thoughtfully integrate technology with pedagogy and curriculum. The document concludes by matching 21st century skills to objectives for learner use of technology and providing models for systematic ICT integration into topics and lessons.
The document discusses integrating ICT into the curriculum to support 21st century learning skills. It defines 21st century learning as skills like collaboration, digital literacy, critical thinking, and problem solving. There are differing perspectives on what 21st century learning should look like and how much it should rely on technology. The document outlines 11 characteristics of 21st century learning and discusses how ICT can support skills like problem solving, critical thinking, and collaboration. It provides a framework and recommends systematically planning ICT integration into topics and lessons.
Using gamification principles like badges and leaderboards, this study evaluated the impact on learner engagement in online university preparatory courses on Moodle. Data from 193 participants showed learners spent 25% more time on gamified course activities compared to non-gamified ones. The study suggests gamification can increase learner motivation and performance by rewarding accomplishments and progress through levels with badges. Educators should consider building gamification tools to enhance student engagement in an entertaining learning environment.
Dr. C.Muthuraja's Presentation on Technology Integration and Empowering TeachersChinnasamy Muthuraja
Presentation on Technology Integration and Empowering Teachers-Reaching the Unreached in One Week National Level Faculty Development Program on 'Empowering Teachers with Multi-dimensional Teaching Skills' organized by Periyar Maniyammai Institute of Science and Technology (Deemed to be University), Thanjavur on 29.1.21
Rules and Functions of Educational Technology in the 21st Century EducationSpookyfy0898
The document discusses considerations for preparing students for the 21st century. It emphasizes that education needs to shift from a focus on teachers lecturing to students learning how to learn through collaboration, problem solving, and applying skills to real-world situations. Technology allows 24/7 access to information and opportunities for social interaction and digital content creation. Schools must offer engaging learning opportunities for students to develop 21st century skills and apply their knowledge in meaningful ways. Teachers require training on 21st century skills to be effective facilitators in this new model of education.
- Ludic or game-based learning (GBL) can help engage students by meeting them in the game world and incorporating learning through play into teaching pedagogy. Before formal schooling, children learn naturally through play, exploration, and inquiry.
- For GBL to be successful, the culture of learning must change, requiring buy-in from faculty, administrators, and students. Faculty must embrace GBL methodologies and show they improve outcomes. Administrators must champion new instructional approaches. Students must find GBL engaging and motivating.
- Surveys show a gap between students' extensive technology skills and faculty's more limited skills. Students are ready for technology-based GBL solutions, using devices extensively
ILASCD The Key to Technology Integrationdavisbrock
The document discusses keys to infusing technology into teaching 21st century students. It outlines essential conditions for effective technology infusion in schools, including having a shared vision, equitable access, skilled personnel, professional development, and support policies. It contrasts 20th century education models with what is needed for 21st century learning and discusses how technology can be a lever for change if the focus is on students rather than the tools themselves.
1 need and significance of teaching mathematicsAngel Rathnabai
This document discusses the need and significance of teaching mathematics. It notes that improving education quality is key to achieving universal education goals. Mathematics is an essential skill for the knowledge society, providing benefits like technology literacy, collaboration, creativity, effective communication, and critical thinking. Teaching mathematics is necessary for the birth of a new digital native generation that is surrounded by technology and multi-tasks. Educational systems need to evolve from a conventional teacher-centered model to a new learner-centered model that facilitates inquiry-based, collaborative, and technology-enhanced learning. Policies recommend teaching mathematics with ICT to fulfill its significance and necessity, as well as to develop a deeper understanding through appropriate technology use.
Engaging Our Kiddos: Teaching Special Education During the Covid-19 Pandemi Mechelle
1) The document provides strategies for engaging special education students during the COVID-19 pandemic, including using choice menus, showcasing student work, and advocating for access to address the digital divide.
2) It discusses designing interactive lessons using tools like Google Slides and Classroom that incorporate student choice, accessibility features, and multimodal learning through projects and animation.
3) Strategies for assessment and building community are presented, such as using virtual worlds to teach story elements, creating social stories with families, and sharing classroom experiences through an Instagram page.
The document discusses 21st century learning design, which aims to promote critical thinking and problem-solving skills. It encourages teachers to collaboratively design new learning experiences and students to collaboratively create knowledge-based products. The main 21st century learning skills are the 4Cs of communication, collaboration, creativity and critical thinking. Literacy skills include information, technology and media literacy. Life skills include flexibility, leadership, productivity and social skills. The role of teachers is to encourage collaboration, knowledge construction, self-regulation and real-world problem solving, while students collaborate using technology to complete real-world tasks. Learning spaces should be flexible, future-proofed, supportive and enterprising to motivate learners.
The Rise of Gamification in Education Engaging Students in Learning.pdfBirtikendrajit
Discover how gamification is transforming education by integrating game elements into the classroom experience. Explore the benefits, practical strategies, and real-world examples of using gamified learning to engage and motivate students.
The document discusses how digital technologies are changing the way we learn and interact. It argues that classrooms need to shift from passive learning to active, collaborative learning where students play, connect, create and engage using technology. Key points include: students are already using technology in their personal lives and it needs to be incorporated into classrooms; teaching must change to develop skills like digital literacy, collective intelligence, and learning across media; the future of learning will emphasize discovery, meaning-making and creativity over memorization of facts.
Trends in Education in Relation to Science and TechnologyHamza Yousaf
The document discusses current trends in educational technology and how technology has changed education. It outlines trends like e-learning through online platforms, video-assisted learning using educational videos, use of artificial intelligence for tasks like grading, data management and analytics to track student performance, collaborative learning bridged by technology, immersive learning through augmented and virtual reality, gamification to increase student engagement, use of social media as a communication tool, and a shift to more student-centered learning focused on problem-solving and formative assessment.
Roles and Functions of Educational Technology in the 21st Century EducationRhoeAdarna
The document discusses the role of educational technology in the 21st century. It states that creating a 21st century education system is about preparing students to succeed in a competitive world and maximizing the impact of technology to develop 21st century skills. It also discusses how education should be student-centered, collaborative, and provide context for learning. The role of technology is to provide 24/7 access to information, constant social interaction, and easily created and shared digital content. Educational technology should be integrated fundamentally to develop 21st century skills, support innovative teaching and learning, and create robust education support systems.
ROLES and FUNCTION of EDUCATIONAL TECHNOLOGY in the 21st century EDUCATIONjinkySalingaro
The document discusses the roles and functions of educational technology in 21st century education. It states that educational technology can help maximize the impact of technology to develop 21st century skills, support innovative teaching and learning, and create robust education support systems. It recommends that instruction should be student-centered, education should be collaborative, and learning should have context. Educational technology allows for 24/7 access to information, constant social interaction, and easily created and shared digital content. It can be used comprehensively to develop 21st century skills, support innovative teaching and learning, and create robust education support systems.
Here are various student engagement strategies: 1. Active Learning Techniques 2. Technology Integration 3. Flipped Classroom Model 4. Establishing a Positive Classroom Culture
Character education involves teaching traits like respect, responsibility, and kindness. It helps mold students into good citizens. While not new, character education is still important today. Technology tools like webquests, videos, posters, digital imaging, and blogs can be used to creatively implement character education lessons and keep students engaged. These tools allow students to explore and promote character education topics in hands-on ways.
Game based learning – the new approach to e learningMagic Marks
In light of this understanding, many digital learning developers are developing games that are able to convey specific learning outcomes. This technique proves especially useful in case of young audience profiles. The cost and time involved in its development is typically high.
The document discusses the role of technology in developing student-centered learning and higher-order thinking skills. It explains that technology can support constructivist and social constructivist learning frameworks by allowing students to discover and construct knowledge both individually and collaboratively. Examples of how technology facilitates student-centered learning include word processing, creating presentations, conducting online research, and enabling individualized and interactive instruction.
Chapter wise All Notes of First year Basic Civil Engineering.pptxDenish Jangid
Chapter wise All Notes of First year Basic Civil Engineering
Syllabus
Chapter-1
Introduction to objective, scope and outcome the subject
Chapter 2
Introduction: Scope and Specialization of Civil Engineering, Role of civil Engineer in Society, Impact of infrastructural development on economy of country.
Chapter 3
Surveying: Object Principles & Types of Surveying; Site Plans, Plans & Maps; Scales & Unit of different Measurements.
Linear Measurements: Instruments used. Linear Measurement by Tape, Ranging out Survey Lines and overcoming Obstructions; Measurements on sloping ground; Tape corrections, conventional symbols. Angular Measurements: Instruments used; Introduction to Compass Surveying, Bearings and Longitude & Latitude of a Line, Introduction to total station.
Levelling: Instrument used Object of levelling, Methods of levelling in brief, and Contour maps.
Chapter 4
Buildings: Selection of site for Buildings, Layout of Building Plan, Types of buildings, Plinth area, carpet area, floor space index, Introduction to building byelaws, concept of sun light & ventilation. Components of Buildings & their functions, Basic concept of R.C.C., Introduction to types of foundation
Chapter 5
Transportation: Introduction to Transportation Engineering; Traffic and Road Safety: Types and Characteristics of Various Modes of Transportation; Various Road Traffic Signs, Causes of Accidents and Road Safety Measures.
Chapter 6
Environmental Engineering: Environmental Pollution, Environmental Acts and Regulations, Functional Concepts of Ecology, Basics of Species, Biodiversity, Ecosystem, Hydrological Cycle; Chemical Cycles: Carbon, Nitrogen & Phosphorus; Energy Flow in Ecosystems.
Water Pollution: Water Quality standards, Introduction to Treatment & Disposal of Waste Water. Reuse and Saving of Water, Rain Water Harvesting. Solid Waste Management: Classification of Solid Waste, Collection, Transportation and Disposal of Solid. Recycling of Solid Waste: Energy Recovery, Sanitary Landfill, On-Site Sanitation. Air & Noise Pollution: Primary and Secondary air pollutants, Harmful effects of Air Pollution, Control of Air Pollution. . Noise Pollution Harmful Effects of noise pollution, control of noise pollution, Global warming & Climate Change, Ozone depletion, Greenhouse effect
Text Books:
1. Palancharmy, Basic Civil Engineering, McGraw Hill publishers.
2. Satheesh Gopi, Basic Civil Engineering, Pearson Publishers.
3. Ketki Rangwala Dalal, Essentials of Civil Engineering, Charotar Publishing House.
4. BCP, Surveying volume 1
Using gamification principles like badges and leaderboards, this study evaluated the impact on learner engagement in online university preparatory courses on Moodle. Data from 193 participants showed learners spent 25% more time on gamified course activities compared to non-gamified ones. The study suggests gamification can increase learner motivation and performance by rewarding accomplishments and progress through levels with badges. Educators should consider building gamification tools to enhance student engagement in an entertaining learning environment.
Dr. C.Muthuraja's Presentation on Technology Integration and Empowering TeachersChinnasamy Muthuraja
Presentation on Technology Integration and Empowering Teachers-Reaching the Unreached in One Week National Level Faculty Development Program on 'Empowering Teachers with Multi-dimensional Teaching Skills' organized by Periyar Maniyammai Institute of Science and Technology (Deemed to be University), Thanjavur on 29.1.21
Rules and Functions of Educational Technology in the 21st Century EducationSpookyfy0898
The document discusses considerations for preparing students for the 21st century. It emphasizes that education needs to shift from a focus on teachers lecturing to students learning how to learn through collaboration, problem solving, and applying skills to real-world situations. Technology allows 24/7 access to information and opportunities for social interaction and digital content creation. Schools must offer engaging learning opportunities for students to develop 21st century skills and apply their knowledge in meaningful ways. Teachers require training on 21st century skills to be effective facilitators in this new model of education.
- Ludic or game-based learning (GBL) can help engage students by meeting them in the game world and incorporating learning through play into teaching pedagogy. Before formal schooling, children learn naturally through play, exploration, and inquiry.
- For GBL to be successful, the culture of learning must change, requiring buy-in from faculty, administrators, and students. Faculty must embrace GBL methodologies and show they improve outcomes. Administrators must champion new instructional approaches. Students must find GBL engaging and motivating.
- Surveys show a gap between students' extensive technology skills and faculty's more limited skills. Students are ready for technology-based GBL solutions, using devices extensively
ILASCD The Key to Technology Integrationdavisbrock
The document discusses keys to infusing technology into teaching 21st century students. It outlines essential conditions for effective technology infusion in schools, including having a shared vision, equitable access, skilled personnel, professional development, and support policies. It contrasts 20th century education models with what is needed for 21st century learning and discusses how technology can be a lever for change if the focus is on students rather than the tools themselves.
1 need and significance of teaching mathematicsAngel Rathnabai
This document discusses the need and significance of teaching mathematics. It notes that improving education quality is key to achieving universal education goals. Mathematics is an essential skill for the knowledge society, providing benefits like technology literacy, collaboration, creativity, effective communication, and critical thinking. Teaching mathematics is necessary for the birth of a new digital native generation that is surrounded by technology and multi-tasks. Educational systems need to evolve from a conventional teacher-centered model to a new learner-centered model that facilitates inquiry-based, collaborative, and technology-enhanced learning. Policies recommend teaching mathematics with ICT to fulfill its significance and necessity, as well as to develop a deeper understanding through appropriate technology use.
Engaging Our Kiddos: Teaching Special Education During the Covid-19 Pandemi Mechelle
1) The document provides strategies for engaging special education students during the COVID-19 pandemic, including using choice menus, showcasing student work, and advocating for access to address the digital divide.
2) It discusses designing interactive lessons using tools like Google Slides and Classroom that incorporate student choice, accessibility features, and multimodal learning through projects and animation.
3) Strategies for assessment and building community are presented, such as using virtual worlds to teach story elements, creating social stories with families, and sharing classroom experiences through an Instagram page.
The document discusses 21st century learning design, which aims to promote critical thinking and problem-solving skills. It encourages teachers to collaboratively design new learning experiences and students to collaboratively create knowledge-based products. The main 21st century learning skills are the 4Cs of communication, collaboration, creativity and critical thinking. Literacy skills include information, technology and media literacy. Life skills include flexibility, leadership, productivity and social skills. The role of teachers is to encourage collaboration, knowledge construction, self-regulation and real-world problem solving, while students collaborate using technology to complete real-world tasks. Learning spaces should be flexible, future-proofed, supportive and enterprising to motivate learners.
The Rise of Gamification in Education Engaging Students in Learning.pdfBirtikendrajit
Discover how gamification is transforming education by integrating game elements into the classroom experience. Explore the benefits, practical strategies, and real-world examples of using gamified learning to engage and motivate students.
The document discusses how digital technologies are changing the way we learn and interact. It argues that classrooms need to shift from passive learning to active, collaborative learning where students play, connect, create and engage using technology. Key points include: students are already using technology in their personal lives and it needs to be incorporated into classrooms; teaching must change to develop skills like digital literacy, collective intelligence, and learning across media; the future of learning will emphasize discovery, meaning-making and creativity over memorization of facts.
Trends in Education in Relation to Science and TechnologyHamza Yousaf
The document discusses current trends in educational technology and how technology has changed education. It outlines trends like e-learning through online platforms, video-assisted learning using educational videos, use of artificial intelligence for tasks like grading, data management and analytics to track student performance, collaborative learning bridged by technology, immersive learning through augmented and virtual reality, gamification to increase student engagement, use of social media as a communication tool, and a shift to more student-centered learning focused on problem-solving and formative assessment.
Roles and Functions of Educational Technology in the 21st Century EducationRhoeAdarna
The document discusses the role of educational technology in the 21st century. It states that creating a 21st century education system is about preparing students to succeed in a competitive world and maximizing the impact of technology to develop 21st century skills. It also discusses how education should be student-centered, collaborative, and provide context for learning. The role of technology is to provide 24/7 access to information, constant social interaction, and easily created and shared digital content. Educational technology should be integrated fundamentally to develop 21st century skills, support innovative teaching and learning, and create robust education support systems.
ROLES and FUNCTION of EDUCATIONAL TECHNOLOGY in the 21st century EDUCATIONjinkySalingaro
The document discusses the roles and functions of educational technology in 21st century education. It states that educational technology can help maximize the impact of technology to develop 21st century skills, support innovative teaching and learning, and create robust education support systems. It recommends that instruction should be student-centered, education should be collaborative, and learning should have context. Educational technology allows for 24/7 access to information, constant social interaction, and easily created and shared digital content. It can be used comprehensively to develop 21st century skills, support innovative teaching and learning, and create robust education support systems.
Here are various student engagement strategies: 1. Active Learning Techniques 2. Technology Integration 3. Flipped Classroom Model 4. Establishing a Positive Classroom Culture
Character education involves teaching traits like respect, responsibility, and kindness. It helps mold students into good citizens. While not new, character education is still important today. Technology tools like webquests, videos, posters, digital imaging, and blogs can be used to creatively implement character education lessons and keep students engaged. These tools allow students to explore and promote character education topics in hands-on ways.
Game based learning – the new approach to e learningMagic Marks
In light of this understanding, many digital learning developers are developing games that are able to convey specific learning outcomes. This technique proves especially useful in case of young audience profiles. The cost and time involved in its development is typically high.
The document discusses the role of technology in developing student-centered learning and higher-order thinking skills. It explains that technology can support constructivist and social constructivist learning frameworks by allowing students to discover and construct knowledge both individually and collaboratively. Examples of how technology facilitates student-centered learning include word processing, creating presentations, conducting online research, and enabling individualized and interactive instruction.
Chapter wise All Notes of First year Basic Civil Engineering.pptxDenish Jangid
Chapter wise All Notes of First year Basic Civil Engineering
Syllabus
Chapter-1
Introduction to objective, scope and outcome the subject
Chapter 2
Introduction: Scope and Specialization of Civil Engineering, Role of civil Engineer in Society, Impact of infrastructural development on economy of country.
Chapter 3
Surveying: Object Principles & Types of Surveying; Site Plans, Plans & Maps; Scales & Unit of different Measurements.
Linear Measurements: Instruments used. Linear Measurement by Tape, Ranging out Survey Lines and overcoming Obstructions; Measurements on sloping ground; Tape corrections, conventional symbols. Angular Measurements: Instruments used; Introduction to Compass Surveying, Bearings and Longitude & Latitude of a Line, Introduction to total station.
Levelling: Instrument used Object of levelling, Methods of levelling in brief, and Contour maps.
Chapter 4
Buildings: Selection of site for Buildings, Layout of Building Plan, Types of buildings, Plinth area, carpet area, floor space index, Introduction to building byelaws, concept of sun light & ventilation. Components of Buildings & their functions, Basic concept of R.C.C., Introduction to types of foundation
Chapter 5
Transportation: Introduction to Transportation Engineering; Traffic and Road Safety: Types and Characteristics of Various Modes of Transportation; Various Road Traffic Signs, Causes of Accidents and Road Safety Measures.
Chapter 6
Environmental Engineering: Environmental Pollution, Environmental Acts and Regulations, Functional Concepts of Ecology, Basics of Species, Biodiversity, Ecosystem, Hydrological Cycle; Chemical Cycles: Carbon, Nitrogen & Phosphorus; Energy Flow in Ecosystems.
Water Pollution: Water Quality standards, Introduction to Treatment & Disposal of Waste Water. Reuse and Saving of Water, Rain Water Harvesting. Solid Waste Management: Classification of Solid Waste, Collection, Transportation and Disposal of Solid. Recycling of Solid Waste: Energy Recovery, Sanitary Landfill, On-Site Sanitation. Air & Noise Pollution: Primary and Secondary air pollutants, Harmful effects of Air Pollution, Control of Air Pollution. . Noise Pollution Harmful Effects of noise pollution, control of noise pollution, Global warming & Climate Change, Ozone depletion, Greenhouse effect
Text Books:
1. Palancharmy, Basic Civil Engineering, McGraw Hill publishers.
2. Satheesh Gopi, Basic Civil Engineering, Pearson Publishers.
3. Ketki Rangwala Dalal, Essentials of Civil Engineering, Charotar Publishing House.
4. BCP, Surveying volume 1
Gender and Mental Health - Counselling and Family Therapy Applications and In...PsychoTech Services
A proprietary approach developed by bringing together the best of learning theories from Psychology, design principles from the world of visualization, and pedagogical methods from over a decade of training experience, that enables you to: Learn better, faster!
Walmart Business+ and Spark Good for Nonprofits.pdfTechSoup
"Learn about all the ways Walmart supports nonprofit organizations.
You will hear from Liz Willett, the Head of Nonprofits, and hear about what Walmart is doing to help nonprofits, including Walmart Business and Spark Good. Walmart Business+ is a new offer for nonprofits that offers discounts and also streamlines nonprofits order and expense tracking, saving time and money.
The webinar may also give some examples on how nonprofits can best leverage Walmart Business+.
The event will cover the following::
Walmart Business + (https://business.walmart.com/plus) is a new shopping experience for nonprofits, schools, and local business customers that connects an exclusive online shopping experience to stores. Benefits include free delivery and shipping, a 'Spend Analytics” feature, special discounts, deals and tax-exempt shopping.
Special TechSoup offer for a free 180 days membership, and up to $150 in discounts on eligible orders.
Spark Good (walmart.com/sparkgood) is a charitable platform that enables nonprofits to receive donations directly from customers and associates.
Answers about how you can do more with Walmart!"
ISO/IEC 27001, ISO/IEC 42001, and GDPR: Best Practices for Implementation and...PECB
Denis is a dynamic and results-driven Chief Information Officer (CIO) with a distinguished career spanning information systems analysis and technical project management. With a proven track record of spearheading the design and delivery of cutting-edge Information Management solutions, he has consistently elevated business operations, streamlined reporting functions, and maximized process efficiency.
Certified as an ISO/IEC 27001: Information Security Management Systems (ISMS) Lead Implementer, Data Protection Officer, and Cyber Risks Analyst, Denis brings a heightened focus on data security, privacy, and cyber resilience to every endeavor.
His expertise extends across a diverse spectrum of reporting, database, and web development applications, underpinned by an exceptional grasp of data storage and virtualization technologies. His proficiency in application testing, database administration, and data cleansing ensures seamless execution of complex projects.
What sets Denis apart is his comprehensive understanding of Business and Systems Analysis technologies, honed through involvement in all phases of the Software Development Lifecycle (SDLC). From meticulous requirements gathering to precise analysis, innovative design, rigorous development, thorough testing, and successful implementation, he has consistently delivered exceptional results.
Throughout his career, he has taken on multifaceted roles, from leading technical project management teams to owning solutions that drive operational excellence. His conscientious and proactive approach is unwavering, whether he is working independently or collaboratively within a team. His ability to connect with colleagues on a personal level underscores his commitment to fostering a harmonious and productive workplace environment.
Date: May 29, 2024
Tags: Information Security, ISO/IEC 27001, ISO/IEC 42001, Artificial Intelligence, GDPR
-------------------------------------------------------------------------------
Find out more about ISO training and certification services
Training: ISO/IEC 27001 Information Security Management System - EN | PECB
ISO/IEC 42001 Artificial Intelligence Management System - EN | PECB
General Data Protection Regulation (GDPR) - Training Courses - EN | PECB
Webinars: https://pecb.com/webinars
Article: https://pecb.com/article
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Website: https://pecb.com/
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Facebook: https://www.facebook.com/PECBInternational/
Slideshare: http://www.slideshare.net/PECBCERTIFICATION
Philippine Edukasyong Pantahanan at Pangkabuhayan (EPP) CurriculumMJDuyan
(𝐓𝐋𝐄 𝟏𝟎𝟎) (𝐋𝐞𝐬𝐬𝐨𝐧 𝟏)-𝐏𝐫𝐞𝐥𝐢𝐦𝐬
𝐃𝐢𝐬𝐜𝐮𝐬𝐬 𝐭𝐡𝐞 𝐄𝐏𝐏 𝐂𝐮𝐫𝐫𝐢𝐜𝐮𝐥𝐮𝐦 𝐢𝐧 𝐭𝐡𝐞 𝐏𝐡𝐢𝐥𝐢𝐩𝐩𝐢𝐧𝐞𝐬:
- Understand the goals and objectives of the Edukasyong Pantahanan at Pangkabuhayan (EPP) curriculum, recognizing its importance in fostering practical life skills and values among students. Students will also be able to identify the key components and subjects covered, such as agriculture, home economics, industrial arts, and information and communication technology.
𝐄𝐱𝐩𝐥𝐚𝐢𝐧 𝐭𝐡𝐞 𝐍𝐚𝐭𝐮𝐫𝐞 𝐚𝐧𝐝 𝐒𝐜𝐨𝐩𝐞 𝐨𝐟 𝐚𝐧 𝐄𝐧𝐭𝐫𝐞𝐩𝐫𝐞𝐧𝐞𝐮𝐫:
-Define entrepreneurship, distinguishing it from general business activities by emphasizing its focus on innovation, risk-taking, and value creation. Students will describe the characteristics and traits of successful entrepreneurs, including their roles and responsibilities, and discuss the broader economic and social impacts of entrepreneurial activities on both local and global scales.
How to Setup Warehouse & Location in Odoo 17 InventoryCeline George
In this slide, we'll explore how to set up warehouses and locations in Odoo 17 Inventory. This will help us manage our stock effectively, track inventory levels, and streamline warehouse operations.
This document provides an overview of wound healing, its functions, stages, mechanisms, factors affecting it, and complications.
A wound is a break in the integrity of the skin or tissues, which may be associated with disruption of the structure and function.
Healing is the body’s response to injury in an attempt to restore normal structure and functions.
Healing can occur in two ways: Regeneration and Repair
There are 4 phases of wound healing: hemostasis, inflammation, proliferation, and remodeling. This document also describes the mechanism of wound healing. Factors that affect healing include infection, uncontrolled diabetes, poor nutrition, age, anemia, the presence of foreign bodies, etc.
Complications of wound healing like infection, hyperpigmentation of scar, contractures, and keloid formation.
Elevate Your Nonprofit's Online Presence_ A Guide to Effective SEO Strategies...TechSoup
Whether you're new to SEO or looking to refine your existing strategies, this webinar will provide you with actionable insights and practical tips to elevate your nonprofit's online presence.
Level 3 NCEA - NZ: A Nation In the Making 1872 - 1900 SML.pptHenry Hollis
The History of NZ 1870-1900.
Making of a Nation.
From the NZ Wars to Liberals,
Richard Seddon, George Grey,
Social Laboratory, New Zealand,
Confiscations, Kotahitanga, Kingitanga, Parliament, Suffrage, Repudiation, Economic Change, Agriculture, Gold Mining, Timber, Flax, Sheep, Dairying,
2. Education in the 21st
Century
• In order to increase engagement,
involvement, and learning in educational
settings that are not gaming
environments, gamification is used
(Mullich, 2013).
3. Gamification
• The most effective teaching method of
the twenty-first century is gamification
since it engages students and takes into
account most of their learning
preferences (Sunder & Higham, 2014).
5. Gamification
Cont.
G A M I F I C A T I O N I N
E D U C A T I O N I S
G U I D E D B Y A S E T
O F R U L E S A N D
P R I N C I P L E S
6. Difference between
gamification and
playing
G A M I F I C A T I O N I S
C O N F I N E D W I T H I N A
S P A C E A N D H A S A S E T
O F R U L E S , W H E R E A S
P L A Y I N G I S O P E N -
E N D E D W I T H O U T A N Y
R U L E S (Pickett, 2015)
7. Why
Gamification?
Gamification in the classroom
context ensures that the
learners’ interest is captured.
That, in turn, personalizes the
learners' learning experiences.
According to MakersEmpire
(2021), gamification helps
learners feel connected to their
learning.
8. Why gamification?
• Gamification in the classroom
encourages students to interact with
the learning material. Achievements,
such as points or badges, serve as
a catalyst for this drive.
9. Why Gamification?
L E A R N E R M O T I V A T I O N C A N B E
A R E S U L T O F G A M I F I C A T I O N I N
E D U C A T I O N . R E W A R D S A N D
P E N A L T I E S , M A S T E R Y ,
A U T O N O M Y , A N D P U R P O S E A L L
S E R V E T O P R O M O T E T H I S
D E S I R E .
10. Why gamification?
• Gamification gives students the 21st-century skills
they need, lets them show their understanding, and
gets them interested in the material (Cahill, 2012).
12. Why gamification
• Mullich (2013) emphasizes the
value of gaming since it fosters
diversity and collaboration in
schools.
13. Examples of
educational
games • Kahoot, an interactive educational game
that provides learners with multiple choice
questions. Picture by (Kahoot, 2022)
14. Example of educational game
• Quizlet is another interactive educational
game that allows learners to answer different
types quizzes created by the teacher. Picture
by (ItalianPills, 2015)
15. To Conclude…
• In order to maintain the learner-centered nature of the
classroom in the twenty-first century, one must provide students
the freedom to direct their own learning. Gamification as a
teaching strategy promotes student engagement and interest in
class activities.
16. References
• Cahill, C., 2012. Gamification and game-based learning. [Online]
Available at: https://www.slideshare.net/CCahillMN/gamification-game-basedlearning
[Accessed 21 August 2022].
• ItalianPills, 2015. quizlet-Smart Italian Learning. [Online]
Available at: https://italianpills.com/blog/2021/06/07/10-easy-and-practical-ways-to-be-
fluent-in-italian/quizlet/
[Accessed 20 August 2022].
• Kahoot, 2022. Kahoot! Zoom App marketplace. [Online]
Available at: https://marketplace.zoom.us/apps/A0sB0dqISbKae5vrcr0csQ
[Accessed 21 August 2022].
17. References
• MakersEmpire, 2021. 8 ways teachers and students can benefit from gamification in the
classroom. [Online]
Available at: https://www.makersempire.com/8-ways-teachers-and-students-can-benefit-
from-gamification-in-the-classroom/
• Mullich, D., 2013. Gamification of the classroom. [Online]
Available at: https://www.slideshare.net/dmullich/gamification-of-the-classroom
[Accessed 20 August 2022].
• Pickett, A. M., 2015. Gamification in the Classroom. [Online]
Available at: https://www.slideshare.net/alexandrapickett/gamification-in-the-classroom
[Accessed 20 August 2022]
18. Reference
• Sunder, S. & Higham, J., 2014. Game-based learning Webiner by Greenbooks &
Gamelearn. [Online]
Available at: https://www.slideshare.net/roiindia/gamebased-learning-webinar-by-
greenbooks-gamelearn
[Accessed 19 August 2022].