Source code control is the most important practice that a software professional can do. This presentation introduces Git, the modern, distributed, version control designed for speed and efficiency.
This was delivered for a local Drupal user group.
I originally gave this presentation at the Drupal Self-Help Group meetup, in May 2012.
The document presents a series of creations made by human hands including those made with sand, plants, and ice, set to the tune of Ave Maria. It encourages the reader to enjoy man's creations and then concludes with "THE END".
My 2nd Grader's App Idea - Who wants in ? The road puzzle gameShashi Bellamkonda
My son is trying to pitch this idea to my friends. I think he has a good idea. send me an email if youa re interested and I will make the connection with this in-house entrepreneur shashib@gmail.com
Skanska 20111021 horizontal leadership, managing change and complexity handoutGunnar Westling
The document discusses the challenges of horizontal leadership across organizational boundaries. It notes that more business challenges are found between organizational boxes rather than within them. It also discusses how to lead horizontally without formal authority. Some key challenges discussed include creating value from the "interpersonal mush" that necessarily results from horizontal collaborations, and addressing the different experiences, thoughts, feelings, and perspectives of those involved. The document argues that mastering horizontal leadership requires understanding one's network and the different views within it. It recommends clarity in distinguishing observations, thoughts, feelings, and perspectives to overcome challenges.
The document describes the various sports and activities the author learned from ages 1 to 12, including walking at age 1, running at age 2, swimming at age 3, jump roping and ballet at age 4, cycling at age 5, ice skating at age 5, rollerblading at age 6, diving at age 7, chess at age 7, football at age 8, video games at age 9, volleyball at age 10, and tennis at age 11. The author is now 12 and wants to learn more sports.
California and Nevada CUL Presentationdarkwing1876
This document discusses how credit unions can build relationships with Generation Y (those born between 1980-1995 or 1976-2000 depending on definitions). It provides 4 key takeaways for attracting Gen Y: 1) Offer products that fit their needs like credit cards and savings accounts, 2) Simplify branding language and presentations, 3) Stimulate and facilitate conversation through social media and user generated content, 4) Stand for social causes relevant to the local community.
Source code control is the most important practice that a software professional can do. This presentation introduces Git, the modern, distributed, version control designed for speed and efficiency.
This was delivered for a local Drupal user group.
I originally gave this presentation at the Drupal Self-Help Group meetup, in May 2012.
The document presents a series of creations made by human hands including those made with sand, plants, and ice, set to the tune of Ave Maria. It encourages the reader to enjoy man's creations and then concludes with "THE END".
My 2nd Grader's App Idea - Who wants in ? The road puzzle gameShashi Bellamkonda
My son is trying to pitch this idea to my friends. I think he has a good idea. send me an email if youa re interested and I will make the connection with this in-house entrepreneur shashib@gmail.com
Skanska 20111021 horizontal leadership, managing change and complexity handoutGunnar Westling
The document discusses the challenges of horizontal leadership across organizational boundaries. It notes that more business challenges are found between organizational boxes rather than within them. It also discusses how to lead horizontally without formal authority. Some key challenges discussed include creating value from the "interpersonal mush" that necessarily results from horizontal collaborations, and addressing the different experiences, thoughts, feelings, and perspectives of those involved. The document argues that mastering horizontal leadership requires understanding one's network and the different views within it. It recommends clarity in distinguishing observations, thoughts, feelings, and perspectives to overcome challenges.
The document describes the various sports and activities the author learned from ages 1 to 12, including walking at age 1, running at age 2, swimming at age 3, jump roping and ballet at age 4, cycling at age 5, ice skating at age 5, rollerblading at age 6, diving at age 7, chess at age 7, football at age 8, video games at age 9, volleyball at age 10, and tennis at age 11. The author is now 12 and wants to learn more sports.
California and Nevada CUL Presentationdarkwing1876
This document discusses how credit unions can build relationships with Generation Y (those born between 1980-1995 or 1976-2000 depending on definitions). It provides 4 key takeaways for attracting Gen Y: 1) Offer products that fit their needs like credit cards and savings accounts, 2) Simplify branding language and presentations, 3) Stimulate and facilitate conversation through social media and user generated content, 4) Stand for social causes relevant to the local community.
This document provides guidance on post-natal fitness and exercise. It discusses common post-delivery physical impacts and injuries. It emphasizes the importance of pelvic floor muscle training and provides tips for safely strengthening the core and abdominal muscles. A sample two-day exercise plan is outlined focusing on cardio, strength training, and stretching different muscle groups.
The Power of Gaming: A Brief Why, What, and How of Video Games in LibrariesMaggie Hommel Thomann
The document discusses the growing popularity of video games and their potential benefits for libraries. It provides definitions of digital and complex games and outlines some of the educational benefits of games, such as improved problem solving skills. The document then addresses challenges libraries may face in starting a video game collection and programming, such as selecting consoles and titles, developing policies, and budgeting. Tips are provided for video game programming and promoting game design activities for all ages.
This document summarizes trends in ubiquitous multimedia computing. It discusses concepts like ubiquitous computing, ambient intelligence, and the internet of things. It outlines trends in areas like m-health, ubiquitous multimedia services, context awareness, and security issues. It also summarizes two European ICT projects focused on elderly care and alarm handling. Finally, it discusses the speaker's experiences with ubiquitous multimedia projects and their plans to apply that experience to solutions for e-health, e-learning, and e-management.
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive function. Exercise causes chemical changes in the brain that may help protect against mental illness and improve symptoms.
The document discusses conversational marketing and how companies need to engage in conversations with potential customers rather than treating them as nameless demographic sectors. It emphasizes that markets are made up of human beings, so conversations should sound human and be conducted in a human voice. Additionally, companies must join communities of discourse in order to create relationships and avoid potential failure. The document provides examples of how to have purposeful conversations and engage with both customers and detractors on social media through acknowledgement, apology, assertion, and assessing how to make others feel better.
Fanvids, or music videos constructed of recombined clips from movies or TV, have a 30-year history within a predominantly female subculture, and often make feminist and/or queer statements about their mass media source texts. Today, YouTube and its ilk render them more accessible and visible than ever before. The maturation of internet video sharing has enabled a riot of cross-pollination among moving image mashups, but this "mainstreaming" also carries the risk of detaching nuanced artworks from their interpretive context and diluting their vital underground community. Meanwhile, the media industry is becoming increasingly attuned to such fan production, both as lucrative promotional labor (when harnessed as "user-generated content") and as a target of takedown notices (when conducted outside proprietary control). Is profit the only axis of legitimacy for popular appropriations, and can queer viewing be monetized? Why is it that you've seen more Brokeback Mountain parodies than fanvids? Why does this material so often get TOSsed from YouTube, and what can you do about it? Finally, what can fanvids teach us about grassroots queer media, and about how to nurture it for the 21st century?
My talk at Voip2day 2016 in Madrid (organised by Avanzada 7 in Malaga).
This talks cover recent trends in realtime communication, from VoIP to WebRTC and Internet of Things
This document appears to be an excerpt from a graduate school term paper written in 2004 discussing the author's growing attraction to the character Olivia Benson from the TV show Law & Order: Special Victims Unit after being introduced to the show by another woman at a coffee shop. The author details how watching reruns of the show led them to see Olivia and another character, Alexandra Cabot, as objects of desire and speculation. They indicate this interest in the characters helped form a connection when they met the other woman again later. The excerpt is presented as a "cautionary tale" about becoming too immersed in fictional characters.
The document discusses how the SIP world is changing and the need to embrace new technologies. It highlights that SIP is 10 years old and was mostly used for PSTN over IP, but the network is now changing with more devices, multimedia capabilities, and an exploding number of users. New protocols like ICE, GRUU, and WebRTC are helping to address issues like NAT traversal and enable real-time communications between browsers. The future is moving to an open, unified communication system built on open standards, security, and new applications beyond just telephony.
This document provides an overview of effective communication strategies for non-profits in 2012. It discusses how people are overwhelmed with media messages and only pay attention to a small number. The rest of the document focuses on developing the right message for the right people by first segmenting audiences into relevant groups, then creating personas to represent those groups. It also discusses making messages rewarding, realistic and relevant to motivate action. Throughout, it emphasizes the importance of responsive, revealing and refreshing content to engage audiences.
"Media Temporalities: Genre, Queer Space, and Digital Archives in Transition"
Media in Transition 6 - MIT
April 25, 2009
A part of the above panel. I moderated; this is not my own presentation!
Transmedia Noir: Genre Continuity and Transformation Across Media
Louisa Stein
Louisa Stein is Assistant Professor of Film, Television, and New Media at San Diego State University. She has published essays on genre and on audience use of digital media. She is coeditor of the collection Teen Television: Essays on Programming and Fandom. Her current book project is entitled Millennial Noir.
This document discusses the history and technology of television from the post-World War II era of broadcast television to the 21st century transition to digital television. It examines how television has evolved as a medium influenced by both technological advances and social forces over time. The document also considers different perspectives on defining television as a medium from various scholars and explores how the technology has been portrayed in science fiction and video art.
The document discusses new features and changes to the Studywiz software. Key changes include:
- Quick Create allows users to easily create new activities from any location in the system.
- Crumbtrails displays the current location when creating new activities.
- The Resource/FastFile activity was overhauled with new features and improved usability.
- The Assignment activity was also overhauled with new features and improved usability.
Idees senzilles sobre FLIPPED Clasrrom
Punts interessants
Resum de l'experiència
És el primer document d'un seguit d'idees sobre Flipped i la relació amba altres metodologies, com ara PBL
Este documento ofrece una introducción al aprendizaje basado en problemas (PBL). Brevemente describe los antecedentes de PBL en figuras como Sócrates, Buda y Nietzsche. Luego resume la historia formal de PBL, los principales modelos como el de Maastricht y el modelo chino, y las bases teóricas como el aprendizaje significativo de Ausubel. Finalmente, discute consideraciones clave para la implementación de PBL como la necesidad de cambios en los espacios de aprendizaje y el rol del docente.
Este documento presenta varias herramientas y estrategias para el seguimiento y evaluación de estudiantes que aprenden mediante el método de aprendizaje basado en problemas (PBL). Describe cómo los tutores pueden utilizar blogs, wikis, portafolios y otras herramientas digitales para realizar el seguimiento del progreso de los estudiantes, así como técnicas como la autoevaluación, coevaluación y evaluación de problemas para evaluar el aprendizaje de los estudiantes.
Este documento describe varios aspectos clave de la metodología de aprendizaje basado en problemas (ABP). Explica que la motivación de los estudiantes es fundamental para el éxito del ABP y que los tutores juegan un papel de acompañamiento en la resolución de problemas. También describe los siete pasos típicos para resolver problemas en grupos, incluyendo la clarificación del problema, la lluvia de ideas y la presentación de la solución. Finalmente, recomienda varias herramientas digitales que pueden usarse para apoy
This document provides guidance on post-natal fitness and exercise. It discusses common post-delivery physical impacts and injuries. It emphasizes the importance of pelvic floor muscle training and provides tips for safely strengthening the core and abdominal muscles. A sample two-day exercise plan is outlined focusing on cardio, strength training, and stretching different muscle groups.
The Power of Gaming: A Brief Why, What, and How of Video Games in LibrariesMaggie Hommel Thomann
The document discusses the growing popularity of video games and their potential benefits for libraries. It provides definitions of digital and complex games and outlines some of the educational benefits of games, such as improved problem solving skills. The document then addresses challenges libraries may face in starting a video game collection and programming, such as selecting consoles and titles, developing policies, and budgeting. Tips are provided for video game programming and promoting game design activities for all ages.
This document summarizes trends in ubiquitous multimedia computing. It discusses concepts like ubiquitous computing, ambient intelligence, and the internet of things. It outlines trends in areas like m-health, ubiquitous multimedia services, context awareness, and security issues. It also summarizes two European ICT projects focused on elderly care and alarm handling. Finally, it discusses the speaker's experiences with ubiquitous multimedia projects and their plans to apply that experience to solutions for e-health, e-learning, and e-management.
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive function. Exercise causes chemical changes in the brain that may help protect against mental illness and improve symptoms.
The document discusses conversational marketing and how companies need to engage in conversations with potential customers rather than treating them as nameless demographic sectors. It emphasizes that markets are made up of human beings, so conversations should sound human and be conducted in a human voice. Additionally, companies must join communities of discourse in order to create relationships and avoid potential failure. The document provides examples of how to have purposeful conversations and engage with both customers and detractors on social media through acknowledgement, apology, assertion, and assessing how to make others feel better.
Fanvids, or music videos constructed of recombined clips from movies or TV, have a 30-year history within a predominantly female subculture, and often make feminist and/or queer statements about their mass media source texts. Today, YouTube and its ilk render them more accessible and visible than ever before. The maturation of internet video sharing has enabled a riot of cross-pollination among moving image mashups, but this "mainstreaming" also carries the risk of detaching nuanced artworks from their interpretive context and diluting their vital underground community. Meanwhile, the media industry is becoming increasingly attuned to such fan production, both as lucrative promotional labor (when harnessed as "user-generated content") and as a target of takedown notices (when conducted outside proprietary control). Is profit the only axis of legitimacy for popular appropriations, and can queer viewing be monetized? Why is it that you've seen more Brokeback Mountain parodies than fanvids? Why does this material so often get TOSsed from YouTube, and what can you do about it? Finally, what can fanvids teach us about grassroots queer media, and about how to nurture it for the 21st century?
My talk at Voip2day 2016 in Madrid (organised by Avanzada 7 in Malaga).
This talks cover recent trends in realtime communication, from VoIP to WebRTC and Internet of Things
This document appears to be an excerpt from a graduate school term paper written in 2004 discussing the author's growing attraction to the character Olivia Benson from the TV show Law & Order: Special Victims Unit after being introduced to the show by another woman at a coffee shop. The author details how watching reruns of the show led them to see Olivia and another character, Alexandra Cabot, as objects of desire and speculation. They indicate this interest in the characters helped form a connection when they met the other woman again later. The excerpt is presented as a "cautionary tale" about becoming too immersed in fictional characters.
The document discusses how the SIP world is changing and the need to embrace new technologies. It highlights that SIP is 10 years old and was mostly used for PSTN over IP, but the network is now changing with more devices, multimedia capabilities, and an exploding number of users. New protocols like ICE, GRUU, and WebRTC are helping to address issues like NAT traversal and enable real-time communications between browsers. The future is moving to an open, unified communication system built on open standards, security, and new applications beyond just telephony.
This document provides an overview of effective communication strategies for non-profits in 2012. It discusses how people are overwhelmed with media messages and only pay attention to a small number. The rest of the document focuses on developing the right message for the right people by first segmenting audiences into relevant groups, then creating personas to represent those groups. It also discusses making messages rewarding, realistic and relevant to motivate action. Throughout, it emphasizes the importance of responsive, revealing and refreshing content to engage audiences.
"Media Temporalities: Genre, Queer Space, and Digital Archives in Transition"
Media in Transition 6 - MIT
April 25, 2009
A part of the above panel. I moderated; this is not my own presentation!
Transmedia Noir: Genre Continuity and Transformation Across Media
Louisa Stein
Louisa Stein is Assistant Professor of Film, Television, and New Media at San Diego State University. She has published essays on genre and on audience use of digital media. She is coeditor of the collection Teen Television: Essays on Programming and Fandom. Her current book project is entitled Millennial Noir.
This document discusses the history and technology of television from the post-World War II era of broadcast television to the 21st century transition to digital television. It examines how television has evolved as a medium influenced by both technological advances and social forces over time. The document also considers different perspectives on defining television as a medium from various scholars and explores how the technology has been portrayed in science fiction and video art.
The document discusses new features and changes to the Studywiz software. Key changes include:
- Quick Create allows users to easily create new activities from any location in the system.
- Crumbtrails displays the current location when creating new activities.
- The Resource/FastFile activity was overhauled with new features and improved usability.
- The Assignment activity was also overhauled with new features and improved usability.
Idees senzilles sobre FLIPPED Clasrrom
Punts interessants
Resum de l'experiència
És el primer document d'un seguit d'idees sobre Flipped i la relació amba altres metodologies, com ara PBL
Este documento ofrece una introducción al aprendizaje basado en problemas (PBL). Brevemente describe los antecedentes de PBL en figuras como Sócrates, Buda y Nietzsche. Luego resume la historia formal de PBL, los principales modelos como el de Maastricht y el modelo chino, y las bases teóricas como el aprendizaje significativo de Ausubel. Finalmente, discute consideraciones clave para la implementación de PBL como la necesidad de cambios en los espacios de aprendizaje y el rol del docente.
Este documento presenta varias herramientas y estrategias para el seguimiento y evaluación de estudiantes que aprenden mediante el método de aprendizaje basado en problemas (PBL). Describe cómo los tutores pueden utilizar blogs, wikis, portafolios y otras herramientas digitales para realizar el seguimiento del progreso de los estudiantes, así como técnicas como la autoevaluación, coevaluación y evaluación de problemas para evaluar el aprendizaje de los estudiantes.
Este documento describe varios aspectos clave de la metodología de aprendizaje basado en problemas (ABP). Explica que la motivación de los estudiantes es fundamental para el éxito del ABP y que los tutores juegan un papel de acompañamiento en la resolución de problemas. También describe los siete pasos típicos para resolver problemas en grupos, incluyendo la clarificación del problema, la lluvia de ideas y la presentación de la solución. Finalmente, recomienda varias herramientas digitales que pueden usarse para apoy
Este documento trata sobre la formación a distancia de profesores utilizando el aprendizaje basado en problemas (PBL). Describe las experiencias y desafíos de diseñar cursos PBL en línea, incluyendo tareas complejas y ambiguas, y dificultades técnicas y del entorno. También presenta ejemplos de problemas y proyectos utilizados, y discute el uso de Moodle y complementos como Wikispaces para apoyar el aprendizaje colaborativo en línea.
Este documento resume las experiencias de Jordi Guim con diferentes herramientas para implementar el aprendizaje basado en problemas (PBL) en línea. Describe cómo ha utilizado foros, mapas mentales, círculos de Google+, Skype, YouTube, Google Docs, Wikis y blogs para facilitar la colaboración, compartir material y realizar presentaciones entre estudiantes y tutores de manera remota. Concluye que la motivación, la confianza, el trabajo en equipo y la disponibilidad son los pilares fundamentales de su enfoque de PBL en línea
Presentación realizada en Novadors http://novadors12.wikispaces.com/Programa Utilización de los mapas mentales y los mapas conceptuales como herramientas didácticas
Este documento describe el método de aprendizaje basado en problemas (ABP / PBL), incluida su historia, características y objetivos. El ABP se originó en la década de 1970 en escuelas de medicina en Canadá, Holanda y Australia. Se centra en usar problemas para impulsar el aprendizaje activo de los estudiantes a través de la colaboración y la solución de problemas. El documento también discute cómo el ABP podría aplicarse en diferentes niveles educativos como primaria, secundaria y formación profesional.
El documento habla sobre grupos de trabajo del Centro de Profesorado de Lebrija. El Centro de Profesorado organiza grupos de trabajo para el profesorado de PBL (Aprendizaje Basado en Problemas). Los grupos colaboran en el desarrollo de proyectos y materiales didácticos basados en el método PBL.
El documento presenta un mapa mental sobre un proyecto basado en problemas realizado en Donosti, España en julio de 2011. El mapa mental incluye cinco grupos que cubren temas relacionados con el proyecto como campos relacionados, relaciones, recursos necesarios para crear una guardería, diseño de la evaluación y documentación requerida. El mapa mental también presenta la solución de la primera fase del problema del proyecto.
El documento describe varios métodos para valorar a los estudiantes en un entorno de aprendizaje basado en problemas (ABP). Se enfatiza la importancia de evaluar tanto al individuo como al grupo, a través de mecanismos como el autoseguimiento, la autoevaluación, la evaluación por pares y las rúbricas. La participación activa, el trabajo en equipo y la resolución de problemas son elementos clave en la evaluación.
El documento presenta una introducción al método de aprendizaje basado en problemas (PBL). Explica que se desarrolló en la Universidad de McMaster en 1960 y describe sus bases en el aprendizaje cooperativo y el constructivismo. Detalla las fases del método, incluyendo la presentación del problema, el trabajo en grupos, y la evaluación de procesos y resultados. También recomienda herramientas digitales para el desarrollo de proyectos y el papel del tutor en guiar a los estudiantes.
El documento presenta varias herramientas y metodologías para el aprendizaje basado en proyectos y problemas (PBL), incluyendo el uso de la web, PowerPoint y mapas conceptuales. Explica cómo crear buenos problemas y proyectos para PBL, formar grupos de estudiantes y hacer un seguimiento de su progreso. También describe los pasos que los estudiantes deben seguir para resolver problemas asignados, como analizar la información provista y determinar qué más necesitan aprender.
El documento describe los conceptos de mapas conceptuales y las herramientas digitales disponibles para su creación. Define un mapa conceptual como una ilustración que muestra la relación jerárquica entre conceptos para expresar y explorar el conocimiento. Explica algunas herramientas digitales populares como Inspiration, IHMC y AXON que permiten crear mapas conceptuales de forma colaborativa y con diferentes niveles de abstracción. El autor propone utilizar los mapas conceptuales con la metodología de aprendizaje basado en proyectos en formación prof
Este documento describe Inspiredata, un programa para crear gráficos de datos que puede usarse en varias plataformas tecnológicas. El programa es fácil, sencillo y potente. Se puede usar individualmente o en grupo por profesores o alumnos para entender, enseñar y comprender conceptos de manera visual. Ofrece varias funciones como importar y manipular datos, crear diferentes tipos de gráficos y clasificaciones, y presentar la información en diapositivas.
3. BARRA SUPERIOR
D'esquerra a dreta:
Inici
Fotos
Perfil
Cercles
Jocs
Cerca
4. PÀGINA DE TREBALL
La pàgina de treball ens permet
tant veure la nostra activitat i la
de tots el membres dels nostres
cercles com també permet
accedir als nostres cercles, les
imatges, vídeos....
5. VISTA DE LA PÀGINA
DE TREBALL
9
5
10
1
4 6
2 7
3 8