Este documento trata sobre las redes sociales, definiéndolas brevemente como sitios web que permiten a las personas conectarse e interactuar virtualmente. Luego describe dos redes populares, Facebook y Twitter, detallando sus orígenes y características principales. Finalmente, resume algunas ventajas e inconvenientes del uso de redes sociales, incluyendo el mantener contacto con otros pero también riesgos para la privacidad y posible adicción.
The document discusses proposed changes to US food labeling requirements by the FDA. The FDA wants to update serving sizes and nutrition information based on how much Americans actually eat. Key changes would be listing single-serving sizes for large packages like 20oz sodas, requiring calories to be listed more prominently in larger, bolder typeface, and specifying added sugars content. These changes would significantly increase the calorie labeling on many food items. Food companies would have two years to comply with the new rules once finalized. The presentation explores how these labeling changes may affect food companies financially and what messaging they could adopt.
This document describes a mobile app and services provided by InfiCare Technologies. InfiCare specializes in developing customized mobile apps for museums to enhance the visitor experience. Key features of their museum app include integration with collection databases and membership systems, multimedia content, social sharing, and iBeacon technology to provide location-aware content. The app can be customized with a museum's branding and content and deployed quickly.
This document is the tutorial guide for ANSYS FLUENT 12.0. It contains instructions for setting up and solving various fluid flow and heat transfer problems using the software. The guide includes 6 chapters that cover topics like modeling periodic flow, external compressible flow, transient compressible flow, modeling radiation and natural convection, and using the discrete ordinates radiation model. It also provides prerequisites, problem descriptions, step-by-step instructions for setting up simulations, and summaries for each tutorial case presented. The document is copyrighted by ANSYS and contains information about proprietary models and trademarks.
Flash can be used to create graphic animations and texts. The Properties Panel contains options for formatting text, such as font, size, and orientation. Flash treats text as objects that can be manipulated. Objects in Flash have a border and a fill area. Layers allow for independent editing of different elements. Buttons are created using symbols and have different states like up, over, down, and hit to control appearance during interaction. Tweening is used to animate motion by moving an object between positions over time in the timeline.
The document provides instructions for adding interactivity and animation to a Scratch project. It describes how to:
1) Create additional costumes for a drum stick sprite by copying and erasing parts of the original costume to simulate different positions as part of an animation sequence.
2) Write scripts using event and control blocks to trigger the costume changes and create an animation that plays when the left and right arrow keys are pressed.
3) Add a sound to the stage that plays when the left and right arrow keys are pressed to accompany the animation.
4) The assignment is to create an original animated Scratch project using at least four costumes per movement for the animation.
This document summarizes a presentation about technology assistance for students with extra learning needs. It discusses using technology to help with reading and writing, math, sensory issues, organization, and severe needs. Specific apps and programs are presented for each category, including Word prediction keyboards, text-to-speech, math programs like DreamBox Learning, sensory apps like GoNoodle, and communication apps like Boardmaker. The presentation encourages participation and sharing of ideas around using technology to support students with different needs.
This document discusses balancing reflection and assessment in ePortfolios. It defines ePortfolios as both a process and product, noting they can serve learning/reflection purposes as well as assessment/accountability functions. The key is finding a balance between these two "faces" of ePortfolios to maximize student engagement and deep learning while also meeting institutional needs for assessment data. Tools and strategies are suggested for designing ePortfolios that integrate both reflection and assessment depending on the specific purpose. Motivation is also addressed, noting ePortfolios should support student autonomy, mastery, and sense of purpose to drive intrinsic rather than just extrinsic motivation.
Este documento trata sobre las redes sociales, definiéndolas brevemente como sitios web que permiten a las personas conectarse e interactuar virtualmente. Luego describe dos redes populares, Facebook y Twitter, detallando sus orígenes y características principales. Finalmente, resume algunas ventajas e inconvenientes del uso de redes sociales, incluyendo el mantener contacto con otros pero también riesgos para la privacidad y posible adicción.
The document discusses proposed changes to US food labeling requirements by the FDA. The FDA wants to update serving sizes and nutrition information based on how much Americans actually eat. Key changes would be listing single-serving sizes for large packages like 20oz sodas, requiring calories to be listed more prominently in larger, bolder typeface, and specifying added sugars content. These changes would significantly increase the calorie labeling on many food items. Food companies would have two years to comply with the new rules once finalized. The presentation explores how these labeling changes may affect food companies financially and what messaging they could adopt.
This document describes a mobile app and services provided by InfiCare Technologies. InfiCare specializes in developing customized mobile apps for museums to enhance the visitor experience. Key features of their museum app include integration with collection databases and membership systems, multimedia content, social sharing, and iBeacon technology to provide location-aware content. The app can be customized with a museum's branding and content and deployed quickly.
This document is the tutorial guide for ANSYS FLUENT 12.0. It contains instructions for setting up and solving various fluid flow and heat transfer problems using the software. The guide includes 6 chapters that cover topics like modeling periodic flow, external compressible flow, transient compressible flow, modeling radiation and natural convection, and using the discrete ordinates radiation model. It also provides prerequisites, problem descriptions, step-by-step instructions for setting up simulations, and summaries for each tutorial case presented. The document is copyrighted by ANSYS and contains information about proprietary models and trademarks.
Flash can be used to create graphic animations and texts. The Properties Panel contains options for formatting text, such as font, size, and orientation. Flash treats text as objects that can be manipulated. Objects in Flash have a border and a fill area. Layers allow for independent editing of different elements. Buttons are created using symbols and have different states like up, over, down, and hit to control appearance during interaction. Tweening is used to animate motion by moving an object between positions over time in the timeline.
The document provides instructions for adding interactivity and animation to a Scratch project. It describes how to:
1) Create additional costumes for a drum stick sprite by copying and erasing parts of the original costume to simulate different positions as part of an animation sequence.
2) Write scripts using event and control blocks to trigger the costume changes and create an animation that plays when the left and right arrow keys are pressed.
3) Add a sound to the stage that plays when the left and right arrow keys are pressed to accompany the animation.
4) The assignment is to create an original animated Scratch project using at least four costumes per movement for the animation.
This document summarizes a presentation about technology assistance for students with extra learning needs. It discusses using technology to help with reading and writing, math, sensory issues, organization, and severe needs. Specific apps and programs are presented for each category, including Word prediction keyboards, text-to-speech, math programs like DreamBox Learning, sensory apps like GoNoodle, and communication apps like Boardmaker. The presentation encourages participation and sharing of ideas around using technology to support students with different needs.
This document discusses balancing reflection and assessment in ePortfolios. It defines ePortfolios as both a process and product, noting they can serve learning/reflection purposes as well as assessment/accountability functions. The key is finding a balance between these two "faces" of ePortfolios to maximize student engagement and deep learning while also meeting institutional needs for assessment data. Tools and strategies are suggested for designing ePortfolios that integrate both reflection and assessment depending on the specific purpose. Motivation is also addressed, noting ePortfolios should support student autonomy, mastery, and sense of purpose to drive intrinsic rather than just extrinsic motivation.