Harriet Tubman's quote encourages the reader to pursue their dreams and change the world through passion and inner strength. It emphasizes that great achievements begin with vision and determination.
This document provides guidance for developing a story plan in groups. It instructs writers to present their initial plan to their group for feedback on themes, characters, setting, plot, and style. Writers are then told to incorporate the group's feedback, which should comment on whether the plan is interesting and what aspects are positive or need improvement. The document outlines taking turns developing plans and receiving feedback in a workshop format.
This document discusses player study and game design, focusing on difficulty curves. It covers:
- Types of players (killers, achievers, explorers, socializers), plays (agon, alea, mimicry, ilinx), and fun (sensation, fantasy, narration, etc.).
- Cognitive skills needed for games like spatial perception and pattern recognition.
- The importance of difficulty curves in presenting a game's progression and identifying its flow and pace.
- Ideal difficulty curves allow time to learn, play with new skills, and have rest spots, varying the flow. Standard curves keep difficulty increasing playably.
- First-time player experiences of learning controls and gameplay
The document outlines Thea Jennings' initial plans for a matching video game project. It includes mind maps of game ideas, a mood board analyzing matching game aesthetics, and a production schedule. References include Candy Crush, Water Splash, and articles about the mechanics and success of match-3 games to inform the planning and design of the project.
The document outlines Thea Jennings' initial plans for a matching game project, including creating a simple game like Candy Crush that uses shapes instead of drawings. A mind map and mood board were created focusing on bright colors and matching game images. The mood board will influence the final product to be a matching video game. A schedule was set with weeks dedicated to experiments, research, production, and evaluation. At least 7 sources were listed for reference including Candy Crush, similar games, and industry articles.
The document outlines an individual's initial plans for creating a new zombie-themed video game. It describes their early hesitation towards game development but growing interest after completing two games. It details brainstorming three game ideas and choosing zombies due to a preference for horror. A mind map is included of the zombie game concept. Images were collected for a mood board to influence the final product's style and tone. A production schedule was drafted across five weeks to research, plan, develop and evaluate the game. Seven existing zombie-focused video games and films were listed as sources of inspiration and audience research.
The document outlines Jack Bevens' initial plans for creating a new video game. It details his past experiences creating games, which he initially disliked but found more enjoyable with experience. For his new game, he created mind maps with ideas for horror, action, and adventure games, and decided on a zombie horror game. He wrote down more ideas for the zombie game and was happy with his concept. He also created a mood board to influence the look and feel of the final product and outlined a 5-week schedule to develop the game.
The document outlines Imogen Minto's pre-production plan for a game project. It includes details on the style sheet with text and color scheme choices to make the game easy to read and colorful. Potential image and layout options are suggested. Contingency plans are listed for issues like software crashes or health problems. A schedule is provided with tasks like designing menus, blocks and backgrounds planned over 8 days using Photoshop. Safety measures are mentioned to prevent eye strain, back pain and spills from affecting the work.
This proposal is for a family-friendly interactive media product called "Ghosting Away." It is a game where players control a ghost character who jumps between blocks, defeats enemies, collects coins, and completes levels. The target audience is kids, teenagers, and families aged 7+ because it contains no violence and aims to be fun. For the production, the proposal mentions using character designs from planning, researching effective colors, and including varied enemy weapons and block patterns/colors from planning. Legal considerations are that the product will not include offensive material and will be sufficiently different from existing IPs to avoid copyright issues.
This document provides guidance for developing a story plan in groups. It instructs writers to present their initial plan to their group for feedback on themes, characters, setting, plot, and style. Writers are then told to incorporate the group's feedback, which should comment on whether the plan is interesting and what aspects are positive or need improvement. The document outlines taking turns developing plans and receiving feedback in a workshop format.
This document discusses player study and game design, focusing on difficulty curves. It covers:
- Types of players (killers, achievers, explorers, socializers), plays (agon, alea, mimicry, ilinx), and fun (sensation, fantasy, narration, etc.).
- Cognitive skills needed for games like spatial perception and pattern recognition.
- The importance of difficulty curves in presenting a game's progression and identifying its flow and pace.
- Ideal difficulty curves allow time to learn, play with new skills, and have rest spots, varying the flow. Standard curves keep difficulty increasing playably.
- First-time player experiences of learning controls and gameplay
The document outlines Thea Jennings' initial plans for a matching video game project. It includes mind maps of game ideas, a mood board analyzing matching game aesthetics, and a production schedule. References include Candy Crush, Water Splash, and articles about the mechanics and success of match-3 games to inform the planning and design of the project.
The document outlines Thea Jennings' initial plans for a matching game project, including creating a simple game like Candy Crush that uses shapes instead of drawings. A mind map and mood board were created focusing on bright colors and matching game images. The mood board will influence the final product to be a matching video game. A schedule was set with weeks dedicated to experiments, research, production, and evaluation. At least 7 sources were listed for reference including Candy Crush, similar games, and industry articles.
The document outlines an individual's initial plans for creating a new zombie-themed video game. It describes their early hesitation towards game development but growing interest after completing two games. It details brainstorming three game ideas and choosing zombies due to a preference for horror. A mind map is included of the zombie game concept. Images were collected for a mood board to influence the final product's style and tone. A production schedule was drafted across five weeks to research, plan, develop and evaluate the game. Seven existing zombie-focused video games and films were listed as sources of inspiration and audience research.
The document outlines Jack Bevens' initial plans for creating a new video game. It details his past experiences creating games, which he initially disliked but found more enjoyable with experience. For his new game, he created mind maps with ideas for horror, action, and adventure games, and decided on a zombie horror game. He wrote down more ideas for the zombie game and was happy with his concept. He also created a mood board to influence the look and feel of the final product and outlined a 5-week schedule to develop the game.
The document outlines Imogen Minto's pre-production plan for a game project. It includes details on the style sheet with text and color scheme choices to make the game easy to read and colorful. Potential image and layout options are suggested. Contingency plans are listed for issues like software crashes or health problems. A schedule is provided with tasks like designing menus, blocks and backgrounds planned over 8 days using Photoshop. Safety measures are mentioned to prevent eye strain, back pain and spills from affecting the work.
This proposal is for a family-friendly interactive media product called "Ghosting Away." It is a game where players control a ghost character who jumps between blocks, defeats enemies, collects coins, and completes levels. The target audience is kids, teenagers, and families aged 7+ because it contains no violence and aims to be fun. For the production, the proposal mentions using character designs from planning, researching effective colors, and including varied enemy weapons and block patterns/colors from planning. Legal considerations are that the product will not include offensive material and will be sufficiently different from existing IPs to avoid copyright issues.
The document provides an initial plan and reaction for a 2D pixel art game project targeting 16-19 year olds. It discusses exploring handheld or mobile platforms as the author has experience with PC games. Due to the pixel art style, the game must be simple but allow for detail. The author wants to move away from their previous endless runner style game and try a puzzle or match-3 game instead. They will aim to create a unisex game different from their previous male-focused work. The schedules outlines 5 weeks of production including research, proposal, development, and evaluation. The bibliography lists 7 example games from various publishers in related genres to use for inspiration and research.
The document outlines Jessie Bourke's initial plans for an animation game project. Some potential game ideas are a coin collection game or a switch and match game. Jessie is considering setting the game around defeating a boss. A mood board analysis found that most collected game images used dark colors and had cartoon-like or realistic styles. The tone of the games was often childish or included some violence. The mood board may influence the background and characters in Jessie's game. A schedule is included, outlining plans and tasks for production over 5 weeks, including research, proposal, planning, production, and evaluation. Potential research sources are also listed.
This document discusses three existing platform game products that the author researched and plans to draw inspiration from for their own final product. It summarizes the key features of each existing product, including use of colors, textures, shapes, health bars, levels, coins, Halloween themes/details, Christmas themes/details, and background designs. It notes that the audience would enjoy these products due to their detailed nature, challenging gameplay, and holiday themes. The author analyzes the common features of the researched products and which aspects they will include in their own work, such as health bars, characters, enemies, blocks, and background design.
Educators as Game Designers Workshop - 3Bernard Bull
The document discusses embracing the role of game designer and provides guidance on designing educational games. It defines key elements of games, such as goals, rules, feedback, and voluntary participation. Tips are provided for game design, such as starting small and involving students. A process for 15-minute game design is outlined that includes defining the learning goal, story, game goal, rules, and feedback system. Principles of educational simulations are presented, such as having a theme, clear goal, challenges, and providing frequent feedback. Questions are provided to guide the design of an educational simulation or scavenger hunt. The importance of play and its role in learning and development is emphasized through a Benjamin Franklin quote.
Educators as Game Designers Workshop - 1Bernard Bull
This document discusses how educators can design games for learning. It begins by defining what makes something a game, noting they usually have goals, rules, feedback, and voluntary participation. It then discusses four categories of games and learning: games in education, repurposing non-educational games, gameful learning which takes inspiration from good games, and game-based learning which designs games for specific learning goals. The document emphasizes how games keep people engaged through constant feedback, challenges at an appropriate level, collaboration, and flow. It suggests educators can apply these principles when creating their own educational simulations.
The document outlines Thea Jennings' initial plans for a video game project, including creating a simple matching game inspired by Candy Crush and Pokémon Shuffle using shaped characters instead of drawings. A mind map and mood board were created focusing on bright colors and matching game images to influence the final product. A schedule was set with weekly tasks over 5 weeks including production experiments, product research, a proposal, planning and evaluation. At least 7 sources for the project were identified including Candy Crush, video game overviews, articles about match-3 games, the King website and lists of similar games.
The document provides an evaluation of an FMP (Final Major Project) involving the production of a game. Strengths included extensive research on other games, planning based on released games, and managing time to complete the project. Weaknesses included spending too much time on research and difficulty planning animations with no experience. The game uses dark colors with a simplistic design and clear objective. Peer feedback praised the music, objective, and simplistic design, but suggested improving animations and adding more levels of play. The creator agrees animations could be smoother but not more levels as it aims to be casual gaming.
Beth plans to create magazines focused on different topics: landscape photography, portraits, films, and games. She will include articles discussing photo techniques, camera equipment, editing processes, models, and film reviews. Her target audiences will be 15-25 year olds for the photography magazines and both males and females aged 15-35 for the other magazines. She will use mood boards to help decide on visual styles, colors, and model poses for her magazines.
Oliver Ingham outlines initial plans for an animation project. He considers point-and-click adventure games as they are simple to create with the given animation tools. Horror games would be difficult. While not artistic, the animation style allows creating a good product. A mood board includes repeated themes of current world events portrayed in a comedic twist. Research sources planned include YouTube channels, news articles, and films to influence the final animation.
Oliver Ingham outlines initial plans for an animation project. He considers point-and-click adventure games as they are simple to create with the given animation tools. Horror games would be difficult. While not artistic, the animation style allows creating a good product. Oliver's mood board includes repeated dark themes like global conflicts and environmental crises, and he aims to add comedy. The mood board will influence the final product. Oliver's schedule includes research, proposal, production, evaluation, and using sources like YouTube, news sites for audience research.
This proposal outlines a horror survival video game called "Survive The Night" or "The Nightmare". The target audience is males aged 18-30 from working and middle class backgrounds, as survival horror games typically appeal to this demographic. Drawing on skills learned creating an advergame and knowledge of the video game genre, the creator plans to develop a game similar to the Resident Evil franchise where the player must navigate a mansion, solve puzzles, and manage limited resources while fighting zombies. Research will include analyzing Resident Evil and other similar games to identify effective elements to incorporate. Ongoing self-evaluation and peer feedback will help the creator analyze strengths and weaknesses to improve their work and develop skills relevant to further study and careers
The document describes 3 management games to promote team building and problem solving skills. Game 1 has employees create marketing plans to sell random office items. Game 2 has employees take tissue paper squares and share personal facts in return. Game 3 challenges a group to lower a stick from waist level to the ground while maintaining contact, testing communication, planning, and concentration. The purpose is to encourage bonding, creativity, and evaluate how teams work together to solve problems.
This document provides tips and tools to help achieve goals through persistence and perseverance. It emphasizes maintaining desire and determination in spite of obstacles or failures. Key points include setting incremental goals, using positive affirmations and self-talk, enlisting an accountability partner, creating visualizations of goals, and experiencing small successes to maintain motivation toward achieving dreams.
Growth_Mindset Training for Teaching Staff.pptxStevenYuan18
This document discusses Carol Dweck's research on growth mindset. It defines growth mindset as the belief that abilities and intelligence can be developed through effort. People with a growth mindset embrace challenges, see effort as the path to mastery, and learn from criticism. In contrast, a fixed mindset involves believing abilities are innate and unchanging. The document provides examples of the different mindsets and strategies teachers can use to cultivate a growth mindset in students, such as teaching the power of "yet" and setting goals.
This document discusses motivation and provides lessons on how to stay motivated. It defines motivation as an inner state that activates individuals to satisfy needs and desires. Motivation can come from internal or external factors and be intrinsic, driven by interest or enjoyment, or extrinsic, driven by external rewards. The document outlines elements that motivate like vision, goals, and independence. It provides stories and lessons on developing dreams and goals, overcoming failures, and maintaining motivated behavior. Tips are given on motivating subordinates, bosses, and as a team member. Characteristics of achievement-oriented people are listed as well as myths about motivation.
This document provides guidance for teachers on incorporating virtues into their classroom. It defines virtue as a morally good trait and lists examples like acceptance, honesty, and kindness. It recommends selecting virtues to emphasize, modeling them, and integrating them into the regular curriculum. Specific activities are outlined like discussing the virtue of the week, role plays, games, and service projects. Teachers are encouraged to acknowledge when students demonstrate virtues and to frame corrections in terms of virtues. The goal is to build a community focused on mutual respect.
Goal-setting matters. Breaking down dreams into achievable steps is an important skill. It empowers kids to create a clear path from where they are to where they want to go!
The book "You Can Win" by Shiv Khera discusses principles for success. It covers topics like attitude, motivation, self-esteem, goal-setting and more. The author is an entrepreneur who founded Qualified Learning Systems. He believes success comes from cultivating a positive attitude and strong work ethic. The book provides strategies to help readers develop these traits and achieve their goals.
This document provides guidance on effective goal setting and developing persistence. It discusses defining goals that are specific, measurable, achievable, relevant and time-bound. Short-term and long-term goals as well as fixed and flexible goals are described. Tips for overcoming obstacles, taking initial steps, and maintaining focus are provided. Bad habits like using phones in bed, multitasking, gossiping and comparing oneself to others are identified as hindering sleep, productivity and happiness. The importance of persistence to success rather than talent, education or other factors is emphasized.
This document discusses how surroundings and the subconscious mind influence decision making. It notes that perceptions are shaped by the physical characteristics of stimuli, their context, and individual conditions. Learning experiences, attitudes, personality, and self-image directly impact perception and thus decisions. The subconscious mind and intuitions also guide decision making in crises or important choices. Making the best decision requires training one's intuition and considering all pros and cons with an open yet analytical mind.
The document discusses the power of hope and provides strategies for cultivating hope. It defines hope as having both willpower (determination to achieve goals) and waypower (ability to find ways to achieve goals). It recommends breaking goals into subgoals, taking baby steps, learning needed skills, and maintaining support systems to increase willpower. To increase waypower, it suggests considering multiple options and real options with clear criteria. The document concludes by outlining the acronym H.O.P.E. for cultivating hope through help from others, considering options, having a clear purpose, incorporating play, and striving for excellence.
This document describes several youth camp Bible study curricula provided by Creative Youth Ideas, including "Whale of a Tale", "Who Do You Say that I AM?", "Fruit of the Spirit", and "The Great Adventure". Each curriculum consists of multiple Bible study sessions focused on a particular Biblical theme and designed for use at summer youth camps.
The document provides an initial plan and reaction for a 2D pixel art game project targeting 16-19 year olds. It discusses exploring handheld or mobile platforms as the author has experience with PC games. Due to the pixel art style, the game must be simple but allow for detail. The author wants to move away from their previous endless runner style game and try a puzzle or match-3 game instead. They will aim to create a unisex game different from their previous male-focused work. The schedules outlines 5 weeks of production including research, proposal, development, and evaluation. The bibliography lists 7 example games from various publishers in related genres to use for inspiration and research.
The document outlines Jessie Bourke's initial plans for an animation game project. Some potential game ideas are a coin collection game or a switch and match game. Jessie is considering setting the game around defeating a boss. A mood board analysis found that most collected game images used dark colors and had cartoon-like or realistic styles. The tone of the games was often childish or included some violence. The mood board may influence the background and characters in Jessie's game. A schedule is included, outlining plans and tasks for production over 5 weeks, including research, proposal, planning, production, and evaluation. Potential research sources are also listed.
This document discusses three existing platform game products that the author researched and plans to draw inspiration from for their own final product. It summarizes the key features of each existing product, including use of colors, textures, shapes, health bars, levels, coins, Halloween themes/details, Christmas themes/details, and background designs. It notes that the audience would enjoy these products due to their detailed nature, challenging gameplay, and holiday themes. The author analyzes the common features of the researched products and which aspects they will include in their own work, such as health bars, characters, enemies, blocks, and background design.
Educators as Game Designers Workshop - 3Bernard Bull
The document discusses embracing the role of game designer and provides guidance on designing educational games. It defines key elements of games, such as goals, rules, feedback, and voluntary participation. Tips are provided for game design, such as starting small and involving students. A process for 15-minute game design is outlined that includes defining the learning goal, story, game goal, rules, and feedback system. Principles of educational simulations are presented, such as having a theme, clear goal, challenges, and providing frequent feedback. Questions are provided to guide the design of an educational simulation or scavenger hunt. The importance of play and its role in learning and development is emphasized through a Benjamin Franklin quote.
Educators as Game Designers Workshop - 1Bernard Bull
This document discusses how educators can design games for learning. It begins by defining what makes something a game, noting they usually have goals, rules, feedback, and voluntary participation. It then discusses four categories of games and learning: games in education, repurposing non-educational games, gameful learning which takes inspiration from good games, and game-based learning which designs games for specific learning goals. The document emphasizes how games keep people engaged through constant feedback, challenges at an appropriate level, collaboration, and flow. It suggests educators can apply these principles when creating their own educational simulations.
The document outlines Thea Jennings' initial plans for a video game project, including creating a simple matching game inspired by Candy Crush and Pokémon Shuffle using shaped characters instead of drawings. A mind map and mood board were created focusing on bright colors and matching game images to influence the final product. A schedule was set with weekly tasks over 5 weeks including production experiments, product research, a proposal, planning and evaluation. At least 7 sources for the project were identified including Candy Crush, video game overviews, articles about match-3 games, the King website and lists of similar games.
The document provides an evaluation of an FMP (Final Major Project) involving the production of a game. Strengths included extensive research on other games, planning based on released games, and managing time to complete the project. Weaknesses included spending too much time on research and difficulty planning animations with no experience. The game uses dark colors with a simplistic design and clear objective. Peer feedback praised the music, objective, and simplistic design, but suggested improving animations and adding more levels of play. The creator agrees animations could be smoother but not more levels as it aims to be casual gaming.
Beth plans to create magazines focused on different topics: landscape photography, portraits, films, and games. She will include articles discussing photo techniques, camera equipment, editing processes, models, and film reviews. Her target audiences will be 15-25 year olds for the photography magazines and both males and females aged 15-35 for the other magazines. She will use mood boards to help decide on visual styles, colors, and model poses for her magazines.
Oliver Ingham outlines initial plans for an animation project. He considers point-and-click adventure games as they are simple to create with the given animation tools. Horror games would be difficult. While not artistic, the animation style allows creating a good product. A mood board includes repeated themes of current world events portrayed in a comedic twist. Research sources planned include YouTube channels, news articles, and films to influence the final animation.
Oliver Ingham outlines initial plans for an animation project. He considers point-and-click adventure games as they are simple to create with the given animation tools. Horror games would be difficult. While not artistic, the animation style allows creating a good product. Oliver's mood board includes repeated dark themes like global conflicts and environmental crises, and he aims to add comedy. The mood board will influence the final product. Oliver's schedule includes research, proposal, production, evaluation, and using sources like YouTube, news sites for audience research.
This proposal outlines a horror survival video game called "Survive The Night" or "The Nightmare". The target audience is males aged 18-30 from working and middle class backgrounds, as survival horror games typically appeal to this demographic. Drawing on skills learned creating an advergame and knowledge of the video game genre, the creator plans to develop a game similar to the Resident Evil franchise where the player must navigate a mansion, solve puzzles, and manage limited resources while fighting zombies. Research will include analyzing Resident Evil and other similar games to identify effective elements to incorporate. Ongoing self-evaluation and peer feedback will help the creator analyze strengths and weaknesses to improve their work and develop skills relevant to further study and careers
The document describes 3 management games to promote team building and problem solving skills. Game 1 has employees create marketing plans to sell random office items. Game 2 has employees take tissue paper squares and share personal facts in return. Game 3 challenges a group to lower a stick from waist level to the ground while maintaining contact, testing communication, planning, and concentration. The purpose is to encourage bonding, creativity, and evaluate how teams work together to solve problems.
This document provides tips and tools to help achieve goals through persistence and perseverance. It emphasizes maintaining desire and determination in spite of obstacles or failures. Key points include setting incremental goals, using positive affirmations and self-talk, enlisting an accountability partner, creating visualizations of goals, and experiencing small successes to maintain motivation toward achieving dreams.
Growth_Mindset Training for Teaching Staff.pptxStevenYuan18
This document discusses Carol Dweck's research on growth mindset. It defines growth mindset as the belief that abilities and intelligence can be developed through effort. People with a growth mindset embrace challenges, see effort as the path to mastery, and learn from criticism. In contrast, a fixed mindset involves believing abilities are innate and unchanging. The document provides examples of the different mindsets and strategies teachers can use to cultivate a growth mindset in students, such as teaching the power of "yet" and setting goals.
This document discusses motivation and provides lessons on how to stay motivated. It defines motivation as an inner state that activates individuals to satisfy needs and desires. Motivation can come from internal or external factors and be intrinsic, driven by interest or enjoyment, or extrinsic, driven by external rewards. The document outlines elements that motivate like vision, goals, and independence. It provides stories and lessons on developing dreams and goals, overcoming failures, and maintaining motivated behavior. Tips are given on motivating subordinates, bosses, and as a team member. Characteristics of achievement-oriented people are listed as well as myths about motivation.
This document provides guidance for teachers on incorporating virtues into their classroom. It defines virtue as a morally good trait and lists examples like acceptance, honesty, and kindness. It recommends selecting virtues to emphasize, modeling them, and integrating them into the regular curriculum. Specific activities are outlined like discussing the virtue of the week, role plays, games, and service projects. Teachers are encouraged to acknowledge when students demonstrate virtues and to frame corrections in terms of virtues. The goal is to build a community focused on mutual respect.
Goal-setting matters. Breaking down dreams into achievable steps is an important skill. It empowers kids to create a clear path from where they are to where they want to go!
The book "You Can Win" by Shiv Khera discusses principles for success. It covers topics like attitude, motivation, self-esteem, goal-setting and more. The author is an entrepreneur who founded Qualified Learning Systems. He believes success comes from cultivating a positive attitude and strong work ethic. The book provides strategies to help readers develop these traits and achieve their goals.
This document provides guidance on effective goal setting and developing persistence. It discusses defining goals that are specific, measurable, achievable, relevant and time-bound. Short-term and long-term goals as well as fixed and flexible goals are described. Tips for overcoming obstacles, taking initial steps, and maintaining focus are provided. Bad habits like using phones in bed, multitasking, gossiping and comparing oneself to others are identified as hindering sleep, productivity and happiness. The importance of persistence to success rather than talent, education or other factors is emphasized.
This document discusses how surroundings and the subconscious mind influence decision making. It notes that perceptions are shaped by the physical characteristics of stimuli, their context, and individual conditions. Learning experiences, attitudes, personality, and self-image directly impact perception and thus decisions. The subconscious mind and intuitions also guide decision making in crises or important choices. Making the best decision requires training one's intuition and considering all pros and cons with an open yet analytical mind.
The document discusses the power of hope and provides strategies for cultivating hope. It defines hope as having both willpower (determination to achieve goals) and waypower (ability to find ways to achieve goals). It recommends breaking goals into subgoals, taking baby steps, learning needed skills, and maintaining support systems to increase willpower. To increase waypower, it suggests considering multiple options and real options with clear criteria. The document concludes by outlining the acronym H.O.P.E. for cultivating hope through help from others, considering options, having a clear purpose, incorporating play, and striving for excellence.
This document describes several youth camp Bible study curricula provided by Creative Youth Ideas, including "Whale of a Tale", "Who Do You Say that I AM?", "Fruit of the Spirit", and "The Great Adventure". Each curriculum consists of multiple Bible study sessions focused on a particular Biblical theme and designed for use at summer youth camps.
The document provides examples of events from the author's life that highlighted their strengths and areas where they felt most fulfilled. The first example discusses their success with public speaking competitions in 4H as a child. The second example talks about making movies with friends in junior high and enjoying writing scripts and acting. The third example describes their role as goalkeeper for an elite soccer team and enjoying the pressure and leadership aspects of the position. The final example discusses coaching the soccer team after their playing career. The author finds satisfaction in expressing themselves, working with others on creative projects, performing under pressure, and being a leader.
This document provides information about a youth camp activity called "Shared Vision" that is meant to illustrate the importance of having a shared vision. The activity involves giving participants pairs of words or phrases and having them choose the correct answer, but without providing enough context for them to know what the right answers are. This causes frustration. Revealing that the answers relate to a flag helps the group realize they need to share an understanding to be on the same page. The lesson is that a shared vision allows people to make the right choices and work together effectively.
Project & Business Planning Workshop - 2008AIngerman
(Presentation Materials from the Free PCPCP workshop Nov 2008)
Are you a creative professional (Am, Pro-Am or Pro!) without a plan? So many of us are! How do you define your current situation? What are your creative goals? How are you making those goals happen?
Not sure? That’s ok! Sometimes it takes an analytical solution to a creative problem and we’re here to help!
The document discusses goal setting and provides guidance on how to effectively set goals. It defines goals and different types of goals such as long-term, short-term, and immediate goals. It emphasizes that goals should be specific, measurable, action-oriented, realistic, and tangible. Goals also need to be reviewed on an ongoing basis. The document outlines steps for setting goals, including identifying goals, strategies to achieve them, selecting the best strategies, and making specific plans. It stresses the importance of writing goals down and developing motivation and commitment to achieving goals.
Goal Mapping Keynote Presentation - Brian Mayne IIBA UK Chapter
The document discusses the power of positive thinking and goal setting. It outlines a 7-step process for goal mapping that involves dreaming about what you want, prioritizing goals, using imagery to visualize goals, identifying motivations, setting timelines, planning actions, and determining who can help. The steps ascend from raising awareness to fully involving others to evolve. Rituals like signing, visualizing, speaking affirmations and sharing goals with others can help achieve mapped goals. Examples of individual and team goal maps are provided.
GO! How to Get Going and Achieve your Goals and DreamsMarciaKMorgan
The document discusses how women and girls often experience "dream drain", which is the evaporation of one's goals and dreams over time due to life circumstances. It recommends creating "goal objects" (GO!), which are special objects selected to represent one's goals, as a way to stay mindful of goals and prevent dream drain. The process of creating and regularly viewing a display of goal objects can provide inspiration, motivation, and a plan to achieve one's dreams. The document provides examples of goal objects and outlines four steps to create them: identifying goals, finding a container, assembling the display, and creating an action plan.
Drop everything and write spring term 2021 accessiblervhstl
This document provides information about a weekly writing exercise called "Drop Everything And Write" or DEAW. It contains the following key points:
1. DEAW takes place every Friday for 20 minutes and involves independent writing prompts linked to the weekly theme and vocabulary word.
2. The goals of DEAW are to improve students' writing skills, stamina, and vocabulary in preparation for their GCSE exams.
3. A variety of writing prompts and tasks are provided that mimic exam questions and aim to develop formal writing style.
This document provides tips and guidance for new students at the Open University (OU) on developing a growth mindset, managing time effectively, and maximizing study time. It discusses Carol Dweck's research on fixed and growth mindsets, emphasizing the importance of believing that intelligence can be developed through effort. The document also suggests keeping a learning journal to reflect on progress, setting goals for the first six weeks of study, prioritizing tasks, and using time efficiently.
This document describes a youth camp activity called "A Shared Vision" that is meant to illustrate the importance of having a shared vision or understanding. The activity involves giving participants seemingly random choices to select between and then realizing they were meant to represent elements of a shared symbol, like a national flag. It is meant to show how frustrating it is to make choices without full context or understanding of the goal, but that choices become easier when working towards a common vision everyone understands. The document also provides examples of how the concept applies to business, personal life, relationships and spiritually.
CapTechTalks Webinar Slides June 2024 Donovan Wright.pptxCapitolTechU
Slides from a Capitol Technology University webinar held June 20, 2024. The webinar featured Dr. Donovan Wright, presenting on the Department of Defense Digital Transformation.
How to Manage Reception Report in Odoo 17Celine George
A business may deal with both sales and purchases occasionally. They buy things from vendors and then sell them to their customers. Such dealings can be confusing at times. Because multiple clients may inquire about the same product at the same time, after purchasing those products, customers must be assigned to them. Odoo has a tool called Reception Report that can be used to complete this assignment. By enabling this, a reception report comes automatically after confirming a receipt, from which we can assign products to orders.
A Free 200-Page eBook ~ Brain and Mind Exercise.pptxOH TEIK BIN
(A Free eBook comprising 3 Sets of Presentation of a selection of Puzzles, Brain Teasers and Thinking Problems to exercise both the mind and the Right and Left Brain. To help keep the mind and brain fit and healthy. Good for both the young and old alike.
Answers are given for all the puzzles and problems.)
With Metta,
Bro. Oh Teik Bin 🙏🤓🤔🥰
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!
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.
THE SACRIFICE HOW PRO-PALESTINE PROTESTS STUDENTS ARE SACRIFICING TO CHANGE T...indexPub
The recent surge in pro-Palestine student activism has prompted significant responses from universities, ranging from negotiations and divestment commitments to increased transparency about investments in companies supporting the war on Gaza. This activism has led to the cessation of student encampments but also highlighted the substantial sacrifices made by students, including academic disruptions and personal risks. The primary drivers of these protests are poor university administration, lack of transparency, and inadequate communication between officials and students. This study examines the profound emotional, psychological, and professional impacts on students engaged in pro-Palestine protests, focusing on Generation Z's (Gen-Z) activism dynamics. This paper explores the significant sacrifices made by these students and even the professors supporting the pro-Palestine movement, with a focus on recent global movements. Through an in-depth analysis of printed and electronic media, the study examines the impacts of these sacrifices on the academic and personal lives of those involved. The paper highlights examples from various universities, demonstrating student activism's long-term and short-term effects, including disciplinary actions, social backlash, and career implications. The researchers also explore the broader implications of student sacrifices. The findings reveal that these sacrifices are driven by a profound commitment to justice and human rights, and are influenced by the increasing availability of information, peer interactions, and personal convictions. The study also discusses the broader implications of this activism, comparing it to historical precedents and assessing its potential to influence policy and public opinion. The emotional and psychological toll on student activists is significant, but their sense of purpose and community support mitigates some of these challenges. However, the researchers call for acknowledging the broader Impact of these sacrifices on the future global movement of FreePalestine.
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.
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إضغ بين إيديكم من أقوى الملازم التي صممتها
ملزمة تشريح الجهاز الهيكلي (نظري 3)
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تتميز هذهِ الملزمة بعِدة مُميزات :
1- مُترجمة ترجمة تُناسب جميع المستويات
2- تحتوي على 78 رسم توضيحي لكل كلمة موجودة بالملزمة (لكل كلمة !!!!)
#فهم_ماكو_درخ
3- دقة الكتابة والصور عالية جداً جداً جداً
4- هُنالك بعض المعلومات تم توضيحها بشكل تفصيلي جداً (تُعتبر لدى الطالب أو الطالبة بإنها معلومات مُبهمة ومع ذلك تم توضيح هذهِ المعلومات المُبهمة بشكل تفصيلي جداً
5- الملزمة تشرح نفسها ب نفسها بس تكلك تعال اقراني
6- تحتوي الملزمة في اول سلايد على خارطة تتضمن جميع تفرُعات معلومات الجهاز الهيكلي المذكورة في هذهِ الملزمة
واخيراً هذهِ الملزمة حلالٌ عليكم وإتمنى منكم إن تدعولي بالخير والصحة والعافية فقط
كل التوفيق زملائي وزميلاتي ، زميلكم محمد الذهبي 💊💊
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1. “Every great dream begins with a dreamer. Always remember, you
have within you the strength, the patience, and the passion to
reach for the stars to change the world.”
Harriet Tubman
By: Brad Emerine
2. Webster's Definition
Personal definition
Types of goals
F.R.A.M.E
Setting your goals
My Goals
Stay Motivated
Instructions
References
3. The terminal point of a race
An area to be reached safely in children's games
The end toward which effort is directed : aim
An area or object toward which players in various
games attempt to advance a ball or puck and usually
through or into which it must go to score points
The act or action of causing a ball or puck to go
through or into such a goal
The score resulting from such an act
5. Short Term Goals Long Term Goals
Getting an A on a test Perfect Attendance all
Having a Good Day Year
Making the Team Making the Honor Roll
Making the Honor Roll Making the Team
Employee of the week Graduating with honors
Employee of the year
6.
7. On a piece of paper please write down 2 short term goals
and 2 long term goals. To the side of each goal explain
what you can do to help you achieve your goal.
i.e. Goal = Make the Honor role (review material
everyday)
8.
9. People often say that motivation doesn't last. Well, neither does bathing-
that's why we recommend it daily.
“Zig Ziegler”
10. Now that you have a few goals in mind, make copies of your goals and place them
beside your bed, in your car, in your locker, on your mirror, on the refrigerator, in your
purse/wallet/book-bag. Put them in places that you visit several times a day so that
you have a constant reminder of your goals.