Teaching K-6 Teacher Candidates how to effectively evaluate iPad apps for learning. The instructor for the course co-taught this lesson, providing curricular connections (writing objectives, applying Depths of Knowledge, and stages of word work).
1. The document provides 7 tips for developing a successful mobile application. The tips include focusing on the user experience rather than replicating a website, defining the target audience, keeping the app simple, getting feedback, engaging users to return, starting marketing early, and shipping the initial version without waiting for all features.
2. Each tip is explained in 1-2 sentences, such as to remember where the app will be used and create a great user experience so the logo sits on home screens all day. Defining the target audience is important rather than saying "anyone".
3. The document emphasizes keeping apps simple to do one thing well, getting feedback from users, engaging users to return through updates and reasons
10 things adobe gets right about Mobile Learning with Adobe Captivate 8RJ Jacquez
The more I test Adobe Captivate 8, the more I realize this is the version for Mobile Learning Design I've been waiting for! Check out why I think that Adobe, by embracing Responsive Design principles in Captivate 8, is going in a better mobile learning direction (vs. Articulate Storyline), because it helps users design flexible and fluid m-Learning, that can be consumed on desktops, tablets and smartphones, without the need for installing an extra app.
The document reviews 10 educational mobile apps, summarizing their purpose, functionality, feedback, and reinforcement of skills. The apps cover subjects like math, science, language learning, coding, general studies, and history. Most provide step-by-step guidance, feedback on practice problems, and track user progress over time to reinforce learning. Privacy policies and data collection vary between apps.
THE COMPLETE ELEARNING JOURNEY – FROM PROTOTYPING TO RESPONSIVE ELEARNING DES...Allen Partridge
As an eLearning designer wouldn’t it be great if you could take charge of your eLearning environment right from storyboarding your ideas to generating responsive eLearning courses to being able to effectively deploy and track your learners’ performance? With Adobe eLearning solutions, you can. Give expression to your ideas using Adobe Captivate Draft, the all-new storyboarding app for iPads. Enrich the storyboards and turn them into responsive eLearning with Adobe Captivate 9. And deploy, deliver, track and manage your eLearning using Adobe Captivate Prime, the all-new self-service LMS from Adobe. Join Dr. Allen Partridge in an informative session on how to best use these industry-leading Adobe eLearning solutions to stay ahead and be in control of your eLearning environment.
Create a free 30 day Trial Account https://captivateprime.adobe.com/loginpost?workflowId=1&s_qp_request_origin=prime&sdid=N3PCRZ6D
Learn More www.adobe.com/products/captivateprime.html?sdid=MYYBS3XF
An overview of five common mistakes made in developing mobile learning content - and demonstrations of ways to implement more effectively. Understand and prevent the most common errors as you transition to mobile content for your eLearners.
LINK TO THE RECORDING OF THE SEMINAR: https://www.adobe.com/cfusion/event/index.cfm?event=register_no_session&id=2581778&loc=en_us
The document discusses different options for publishing Adobe eLearning courses to devices, including SWF, HTML5, responsive design, video, and mobile apps. It outlines the pros and cons of each approach and how they perform on different devices and orientations. Publishing as a responsive course or mobile app allows content to adapt to any device size or orientation with easy access, but with some limits on functionality for apps.
This document provides instructions for a lesson on app development. It outlines that by the end of the lesson, students will: continue developing their app according to design principles; learn how to create a map screen; and further populate their e-portfolio. It notes that tutorials are available on Moodle and instructs students to illustrate outstanding work using screen sharing. If the app development software is not working, students are told to design their app as a PowerPoint presentation instead.
1. The document provides 7 tips for developing a successful mobile application. The tips include focusing on the user experience rather than replicating a website, defining the target audience, keeping the app simple, getting feedback, engaging users to return, starting marketing early, and shipping the initial version without waiting for all features.
2. Each tip is explained in 1-2 sentences, such as to remember where the app will be used and create a great user experience so the logo sits on home screens all day. Defining the target audience is important rather than saying "anyone".
3. The document emphasizes keeping apps simple to do one thing well, getting feedback from users, engaging users to return through updates and reasons
10 things adobe gets right about Mobile Learning with Adobe Captivate 8RJ Jacquez
The more I test Adobe Captivate 8, the more I realize this is the version for Mobile Learning Design I've been waiting for! Check out why I think that Adobe, by embracing Responsive Design principles in Captivate 8, is going in a better mobile learning direction (vs. Articulate Storyline), because it helps users design flexible and fluid m-Learning, that can be consumed on desktops, tablets and smartphones, without the need for installing an extra app.
The document reviews 10 educational mobile apps, summarizing their purpose, functionality, feedback, and reinforcement of skills. The apps cover subjects like math, science, language learning, coding, general studies, and history. Most provide step-by-step guidance, feedback on practice problems, and track user progress over time to reinforce learning. Privacy policies and data collection vary between apps.
THE COMPLETE ELEARNING JOURNEY – FROM PROTOTYPING TO RESPONSIVE ELEARNING DES...Allen Partridge
As an eLearning designer wouldn’t it be great if you could take charge of your eLearning environment right from storyboarding your ideas to generating responsive eLearning courses to being able to effectively deploy and track your learners’ performance? With Adobe eLearning solutions, you can. Give expression to your ideas using Adobe Captivate Draft, the all-new storyboarding app for iPads. Enrich the storyboards and turn them into responsive eLearning with Adobe Captivate 9. And deploy, deliver, track and manage your eLearning using Adobe Captivate Prime, the all-new self-service LMS from Adobe. Join Dr. Allen Partridge in an informative session on how to best use these industry-leading Adobe eLearning solutions to stay ahead and be in control of your eLearning environment.
Create a free 30 day Trial Account https://captivateprime.adobe.com/loginpost?workflowId=1&s_qp_request_origin=prime&sdid=N3PCRZ6D
Learn More www.adobe.com/products/captivateprime.html?sdid=MYYBS3XF
An overview of five common mistakes made in developing mobile learning content - and demonstrations of ways to implement more effectively. Understand and prevent the most common errors as you transition to mobile content for your eLearners.
LINK TO THE RECORDING OF THE SEMINAR: https://www.adobe.com/cfusion/event/index.cfm?event=register_no_session&id=2581778&loc=en_us
The document discusses different options for publishing Adobe eLearning courses to devices, including SWF, HTML5, responsive design, video, and mobile apps. It outlines the pros and cons of each approach and how they perform on different devices and orientations. Publishing as a responsive course or mobile app allows content to adapt to any device size or orientation with easy access, but with some limits on functionality for apps.
This document provides instructions for a lesson on app development. It outlines that by the end of the lesson, students will: continue developing their app according to design principles; learn how to create a map screen; and further populate their e-portfolio. It notes that tutorials are available on Moodle and instructs students to illustrate outstanding work using screen sharing. If the app development software is not working, students are told to design their app as a PowerPoint presentation instead.
This document compares and evaluates the features of the Socrative and Poll Everywhere mobile assessment applications. Socrative allows for quizzes, questions, and exit tickets to be created and answered in real-time. Poll Everywhere focuses on creating polls for audiences to answer through web or text. Both provide immediate feedback and detailed reports. Overall, the document recommends Socrative for K-12 educational settings due to its free account and ease of use on devices, while recommending Poll Everywhere for larger college and business settings.
Make the Switch to Learner centered ExperiencesAllen Partridge
The document discusses flipped learning and learner-centered teaching. It describes flipped learning basics like definition, theory and research. It discusses flipped classrooms, the role of technology, and extending learning experiences with social learning and video-based learning. It also addresses authentic and active learning, different types of learning, and how technology can enable personalized and location-based learning.
The document discusses an Android bootcamp session on event handling and layouts. It introduces the instructor, Zainab Khan, and outlines that the session will cover click handling, table layouts, grid layouts, and frame layouts. It then provides details on how to handle click events using the onClick method and onClickListener, describes the purpose and characteristics of different layouts like table, grid, and frame layouts, and encourages participants to ask questions.
App smashing is the process of using multiple apps together to complete a final project. The goals of the session are to understand what app smashing is, identify iPad apps that work well for app smashing, and discuss how app smashing targets higher levels of Bloom's Taxonomy. Examples of app smashing projects include an African documentary created using multiple apps and a library promotion created using Tellagami and another app. The presenter provides resources on app smashing and examples of apps to use, and challenges participants to create an app smashed project promoting a library.
Articulate suite vs_captivate_jen_smithjensmith2426
This document compares the screencast programs Articulate Suite and Captivate. It finds that Captivate is better for software simulations and demonstrations thanks to its recording and editing timeline features. Articulate is better for enhancing existing PowerPoint presentations with interactivity. Both can publish content to learning management systems. The document recommends choosing between the programs based on needs and cost considerations.
The document discusses important considerations for designing user interfaces for mobile applications. It notes that user interface design is a major factor in an app's success and budgets 40% for UI design. Good UI design provides clarity, follows platform standards, accounts for expert and novice users, places interactive elements where thumbs can easily access, and limits the number of buttons to avoid overload. Button size should be large enough to easily press and the flow direction should consider handedness.
The document discusses responsive web design and its importance for mobile web development. It explains that responsive design allows web applications to adapt to different screen sizes and resolutions by using flexible layouts, media queries, and other techniques. Specifically, flexible layouts use proportional sizing to fit content to various screens, media queries detect screen properties to apply different CSS styles, and flexible images prevent overflow. The document emphasizes that responsive design is now a standard practice to ensure web apps are usable across diverse mobile devices.
Adapting designs to function on the dizzying array of mobile devices is one of the most challenging tasks facing web designers these days. This presentation (originally given to a group of app developers and mobile geeks in the Twin Cities) tries to identify the major "pain points" and provide solutions.
StageCast is a Java-based authoring tool that allows children ages 11 and up to create simulations, games, stories and lessons without any programming knowledge. Users can make personalized digital worlds and then animate them by adding characters, rules, and other elements. The software aims to help children develop problem-solving skills through conceptualizing and building their own interactive worlds, while also learning computer skills like manipulating graphics and defining rules that can transfer to other areas.
You've spent a lot of time in building an app that provides a better experience for users accessing your content from their android smartphones, but what if target users fail to discover your awesome app? This talk will discuss some of the latest trends and results of experiments that will help app developers to gain more visibility of their app.
The document provides an overview of an educator pre-training on apps. It defines what an app is as mobile software that helps users perform tasks. An app consists of event handlers that respond to user interactions by performing a sequence of instructions that can include conditional branching and repeating loops. Apps also allow communicating with web services and storing data. The document outlines the steps involved in an Apps for Good course, including problem discovery, research, solution and product design, and building a first version of the app. It directs educators to complete a to-do list app tutorial to prepare for the training.
This document discusses 10 apps that can be used in the math classroom:
1. Photomath - Allows students to take a photo of a math problem and shows the step-by-step work.
2. ITooch - Provides educational activities aligned to common core standards for grades 6-8.
3. Malmath - Solves math problems with step-by-step explanations and graph views.
4. Buzzmath - Offers common core math problems for grades 6-8 to track student mastery.
5. Brainscape - Allows creating and sharing digital flashcards for studying vocabulary.
6. ClassDojo - Helps build positive classroom culture through communication between students, parents, and
This document provides a rubric to evaluate Android apps on several criteria including originality, motivation, programming, and time management. The rubric defines expectations and criteria for a rating of "needs improvement", "meets expectations", or "exceeds expectations" on each criterion. Criteria examined include the app's originality, use of programming structures and elements, functionality, and the student's self-motivation and time management during app development. Higher ratings require more sophisticated programming, fewer bugs, original ideas, and greater independence in completing the task.
The document discusses the skills and technologies learned through constructing a production evaluation project. It describes using software like Adobe Premier Pro, Photoshop, PowerPoint, and iMovie for tasks like editing videos and images, planning, and presenting work. It highlights both positives like being quick and easy to use, and negatives like issues with audio and placing images. The document concludes by stating the author has improved skills in using cameras, editing software, and time management which will help for future projects.
This document evaluates different screencast programs for creating e-learning modules. It recommends Camtasia as the primary program because it allows easy creation of modules with features like zooming, highlighting, titles, and integrated quizzing to engage learners. Jing is recommended as a supplemental program for screen capturing due to its faster captures and compatibility with Macs. The conclusion is to purchase Camtasia for $299 and use it with the free Jing to create engaging e-learning presentations.
The document discusses the importance of usability in user interface design for a library management system (LMS). It outlines five principles of usability: ease of learning, efficiency of use, memorability, error frequency/severity, and subjective satisfaction. Common issues that reduce usability are discussed, like lack of clarity, consistency, intuitive navigation, unnecessary elements, and uninformative exceptions/errors. The key is designing with the intended users in mind through consistent style, clear language, and handling exceptions gracefully.
This document evaluates and compares the video conferencing tools Skype and Oovoo. It provides information on the technical requirements, features, and the author's testing and experience with each tool. Key features of Skype include support for up to 25 participants in a group call, screen sharing, file sharing, and translation capabilities. While Oovoo supports up to 12 participants and allows watching YouTube together, it has more limited features. Based on the feature comparison and pros/cons listed, the document recommends Skype for classroom use due to its better features and more professional interface.
This article will detail the lessons learned during my 13-year entrepreneur journey running a software development company and creating hundreds of mobile apps. I will reveal the hidden secrets of how to bring your ideas to life. We will provide practical steps based on our own experience making mobile apps and share some tips that worked well for us. Here are the 13 steps to building a mobile app.
A presentation directed towards teachers using english in a bilingual context, showing ideas of how to exploit non fiction sources in the primary classroom
This document provides guidance for teaching research and writing skills using a Writer's Workshop model. It outlines the key components of Writer's Workshop including mini-lessons, independent writing time, conferencing, and sharing. It also discusses teaching research skills using frameworks like the Big 6 and Super 3 models. Teachers are encouraged to develop lesson plans that integrate research into the Writer's Workshop using both traditional and digital resources and presentations.
This document compares and evaluates the features of the Socrative and Poll Everywhere mobile assessment applications. Socrative allows for quizzes, questions, and exit tickets to be created and answered in real-time. Poll Everywhere focuses on creating polls for audiences to answer through web or text. Both provide immediate feedback and detailed reports. Overall, the document recommends Socrative for K-12 educational settings due to its free account and ease of use on devices, while recommending Poll Everywhere for larger college and business settings.
Make the Switch to Learner centered ExperiencesAllen Partridge
The document discusses flipped learning and learner-centered teaching. It describes flipped learning basics like definition, theory and research. It discusses flipped classrooms, the role of technology, and extending learning experiences with social learning and video-based learning. It also addresses authentic and active learning, different types of learning, and how technology can enable personalized and location-based learning.
The document discusses an Android bootcamp session on event handling and layouts. It introduces the instructor, Zainab Khan, and outlines that the session will cover click handling, table layouts, grid layouts, and frame layouts. It then provides details on how to handle click events using the onClick method and onClickListener, describes the purpose and characteristics of different layouts like table, grid, and frame layouts, and encourages participants to ask questions.
App smashing is the process of using multiple apps together to complete a final project. The goals of the session are to understand what app smashing is, identify iPad apps that work well for app smashing, and discuss how app smashing targets higher levels of Bloom's Taxonomy. Examples of app smashing projects include an African documentary created using multiple apps and a library promotion created using Tellagami and another app. The presenter provides resources on app smashing and examples of apps to use, and challenges participants to create an app smashed project promoting a library.
Articulate suite vs_captivate_jen_smithjensmith2426
This document compares the screencast programs Articulate Suite and Captivate. It finds that Captivate is better for software simulations and demonstrations thanks to its recording and editing timeline features. Articulate is better for enhancing existing PowerPoint presentations with interactivity. Both can publish content to learning management systems. The document recommends choosing between the programs based on needs and cost considerations.
The document discusses important considerations for designing user interfaces for mobile applications. It notes that user interface design is a major factor in an app's success and budgets 40% for UI design. Good UI design provides clarity, follows platform standards, accounts for expert and novice users, places interactive elements where thumbs can easily access, and limits the number of buttons to avoid overload. Button size should be large enough to easily press and the flow direction should consider handedness.
The document discusses responsive web design and its importance for mobile web development. It explains that responsive design allows web applications to adapt to different screen sizes and resolutions by using flexible layouts, media queries, and other techniques. Specifically, flexible layouts use proportional sizing to fit content to various screens, media queries detect screen properties to apply different CSS styles, and flexible images prevent overflow. The document emphasizes that responsive design is now a standard practice to ensure web apps are usable across diverse mobile devices.
Adapting designs to function on the dizzying array of mobile devices is one of the most challenging tasks facing web designers these days. This presentation (originally given to a group of app developers and mobile geeks in the Twin Cities) tries to identify the major "pain points" and provide solutions.
StageCast is a Java-based authoring tool that allows children ages 11 and up to create simulations, games, stories and lessons without any programming knowledge. Users can make personalized digital worlds and then animate them by adding characters, rules, and other elements. The software aims to help children develop problem-solving skills through conceptualizing and building their own interactive worlds, while also learning computer skills like manipulating graphics and defining rules that can transfer to other areas.
You've spent a lot of time in building an app that provides a better experience for users accessing your content from their android smartphones, but what if target users fail to discover your awesome app? This talk will discuss some of the latest trends and results of experiments that will help app developers to gain more visibility of their app.
The document provides an overview of an educator pre-training on apps. It defines what an app is as mobile software that helps users perform tasks. An app consists of event handlers that respond to user interactions by performing a sequence of instructions that can include conditional branching and repeating loops. Apps also allow communicating with web services and storing data. The document outlines the steps involved in an Apps for Good course, including problem discovery, research, solution and product design, and building a first version of the app. It directs educators to complete a to-do list app tutorial to prepare for the training.
This document discusses 10 apps that can be used in the math classroom:
1. Photomath - Allows students to take a photo of a math problem and shows the step-by-step work.
2. ITooch - Provides educational activities aligned to common core standards for grades 6-8.
3. Malmath - Solves math problems with step-by-step explanations and graph views.
4. Buzzmath - Offers common core math problems for grades 6-8 to track student mastery.
5. Brainscape - Allows creating and sharing digital flashcards for studying vocabulary.
6. ClassDojo - Helps build positive classroom culture through communication between students, parents, and
This document provides a rubric to evaluate Android apps on several criteria including originality, motivation, programming, and time management. The rubric defines expectations and criteria for a rating of "needs improvement", "meets expectations", or "exceeds expectations" on each criterion. Criteria examined include the app's originality, use of programming structures and elements, functionality, and the student's self-motivation and time management during app development. Higher ratings require more sophisticated programming, fewer bugs, original ideas, and greater independence in completing the task.
The document discusses the skills and technologies learned through constructing a production evaluation project. It describes using software like Adobe Premier Pro, Photoshop, PowerPoint, and iMovie for tasks like editing videos and images, planning, and presenting work. It highlights both positives like being quick and easy to use, and negatives like issues with audio and placing images. The document concludes by stating the author has improved skills in using cameras, editing software, and time management which will help for future projects.
This document evaluates different screencast programs for creating e-learning modules. It recommends Camtasia as the primary program because it allows easy creation of modules with features like zooming, highlighting, titles, and integrated quizzing to engage learners. Jing is recommended as a supplemental program for screen capturing due to its faster captures and compatibility with Macs. The conclusion is to purchase Camtasia for $299 and use it with the free Jing to create engaging e-learning presentations.
The document discusses the importance of usability in user interface design for a library management system (LMS). It outlines five principles of usability: ease of learning, efficiency of use, memorability, error frequency/severity, and subjective satisfaction. Common issues that reduce usability are discussed, like lack of clarity, consistency, intuitive navigation, unnecessary elements, and uninformative exceptions/errors. The key is designing with the intended users in mind through consistent style, clear language, and handling exceptions gracefully.
This document evaluates and compares the video conferencing tools Skype and Oovoo. It provides information on the technical requirements, features, and the author's testing and experience with each tool. Key features of Skype include support for up to 25 participants in a group call, screen sharing, file sharing, and translation capabilities. While Oovoo supports up to 12 participants and allows watching YouTube together, it has more limited features. Based on the feature comparison and pros/cons listed, the document recommends Skype for classroom use due to its better features and more professional interface.
This article will detail the lessons learned during my 13-year entrepreneur journey running a software development company and creating hundreds of mobile apps. I will reveal the hidden secrets of how to bring your ideas to life. We will provide practical steps based on our own experience making mobile apps and share some tips that worked well for us. Here are the 13 steps to building a mobile app.
A presentation directed towards teachers using english in a bilingual context, showing ideas of how to exploit non fiction sources in the primary classroom
This document provides guidance for teaching research and writing skills using a Writer's Workshop model. It outlines the key components of Writer's Workshop including mini-lessons, independent writing time, conferencing, and sharing. It also discusses teaching research skills using frameworks like the Big 6 and Super 3 models. Teachers are encouraged to develop lesson plans that integrate research into the Writer's Workshop using both traditional and digital resources and presentations.
The document provides strategies for making non-fiction texts more engaging for students. It discusses using pre-reading strategies like activating prior knowledge and building background. During reading, teachers can use coding, graphic organizers, and questioning to help students comprehend. Post-reading activities include responding with summaries and discussions, and applying knowledge through comparisons and research. The purpose is to move students from passive to active, strategic readers of non-fiction.
A day's session on fiction and non-fiction reading, K-7 with Queen Elizabeth and General Gordon staffs. Every Child, Every Day; small group instruction, whole group instruction.
Successfully Using iPads to Support Your Students with AutismSpectronics
The document provides an overview of how iPads can be used to support students with autism. It discusses key principles such as using visual tools that are motivating and interactive. It acknowledges challenges in using technology, such as durability, finding appropriate apps, and ensuring students remain engaged. The document provides solutions such as using protective cases, consulting review websites and blogs, and implementing technology as one of many tools within a student's learning program. It also provides tips for using iPads, including recommended apps and websites for discovering new educational apps.
The document provides an evaluation checklist and resources for reviewing iPad apps for teaching and learning. It includes criteria for app evaluation such as the app meeting learning objectives, having positive user reviews, and being easy to use. Resources listed can help educators search for and evaluate apps, including the App Store, AppAdvice, and Mobile Learning sites. An activity prompts reviewing potential apps using the checklist. At the end, a rubric is provided to more thoroughly evaluate apps based on their relevance, customization options, feedback, and ability to engage students and promote higher-order thinking.
The document discusses using iPads in early childhood classrooms. It provides an overview of a workshop on the topic, highlighting potential benefits of iPads including engaging students, improving learning, accommodating different learners, and allowing tasks to be modified. The document also discusses choosing apps using a rubric, finding appropriate apps through websites and app recommendation apps, and using iPads for students with additional needs like autism or speech impairments. Examples of apps are provided for different subject areas like English, math, and science.
Why Develop A Toolkit? (1/2 hour)
• Future building our classrooms - Planning for technology
trends and supporting evidence based practice
• Assistive Technology is too powerful not to have a plan
What is in my Toolkit? (3 hours)
1. Key components:
• Quality Indicators in Assistive Technology (QIAT)
• S.E.T.T. Framework
• Technology rubrics, decision-making frameworks and
AT search tools
• Action Research and data
2. What does your toolkit look like?
• Case studies and examples
• Developing your own toolkit – future actions
Why Develop A Toolkit? (1/2 hour)
• Future building our classrooms - Planning for technology
trends and supporting evidence based practice
• Assistive Technology is too powerful not to have a plan
What is in my Toolkit? (3 hours)
1. Key components:
• Quality Indicators in Assistive Technology (QIAT)
• S.E.T.T. Framework
• Technology rubrics, decision-making frameworks and
AT search tools
• Action Research and data
2. What does your toolkit look like?
• Case studies and examples
• Developing your own toolkit – future actions
This document provides a rubric for evaluating iPad apps for use in classroom settings. The rubric assesses apps across 6 components: relevance of content, feedback provided, user engagement, customization options, usability, and reviews of the app source/vendor. Each component is scored from 1 to 3, with 3 being most desirable. The rubric is intended as a guide to determine how well apps support academic instruction, engage users, allow customization, can be easily navigated, and are from well-reviewed developers.
This document discusses three applications for formative assessment in elementary classrooms: Nearpod, Show Me!, and Quizizz. Nearpod allows teachers to gauge student understanding during lessons using nine different assessment types. Show Me! is an interactive whiteboard app where students can quickly write or record answers for teacher feedback. Quizizz gamifies assessment by making it fast-paced, student-paced, and automatically graded; it also reads questions aloud and is well-suited for exit tickets and test reviews. The document encourages teachers to use these apps to actively engage students, check understanding, and improve instruction.
This document provides an overview of using iPads in the classroom. It discusses starting with substitution uses like digital worksheets and moving to more advanced uses involving student creation through apps. Key frameworks for technology integration are covered, including the SAMR model and TPACK. Specific apps are recommended for different classroom uses such as formative assessments, presentations, note-taking, and interactive textbooks. Tips are provided for effective iPad integration focusing on student engagement and content mastery.
9/24/2015 Webinar: Designing Mobile Learning Apps for EducationTryMyUI
Guest Speaker: Robert J. Thompson of Youngstown State University
This webinar introduces and explores the design and construction process of making mobile apps for education. Robert J. Thompson created his own iOS mobile phone and tablet apps for his interactive design classes at Youngstown State University to have a more direct method of communicating with his students. The process of app development, from original concept to final publication on the App Store, underwent significant research, iterations, failures, compromises, lessons, and ultimately successes. Hear RJ's take on best practices for creating your own mobile learning app and how he integrates it in classroom learning.
More information: http://trymyui.com/webinar/designing-ed-apps
This document provides an 8-step process for evaluating call software and courseware: 1) Know the needs of your students, 2) Locate suitable software, 3) Check hardware compatibility, 4) Examine program content, 5) Review instructional design, 6) Evaluate ease of use, 7) Consider consumer value, and 8) Investigate technical support and cost. It then discusses each step in more detail, focusing on important questions to ask regarding a program's content, instructional approach, user-friendliness, and support services.
This webinar discusses using iDevices as assistive technology. It covers considerations for whether an iDevice is appropriate for a user's needs, new accessibility features in iOS, training and implementation strategies, and favorite apps. The webinar includes an introduction, sections on iOS accessibility features, training and implementation, favorite apps, and resources. It concludes with a question and answer period.
Understanding and setting up the iPad as a therapy tool Barbara Fernandes
The document provides information about setting up and using an iPad as a therapy tool. It introduces the presenter and their qualifications and experience using technology. It then outlines the learning objectives of understanding iPad features, accessibility settings, and apps and accessories useful for speech therapy. Several polling questions are asked to gauge attendees' experience with iPads. The bulk of the document then discusses in detail iPad basics, settings, accessories, apps, multi-touch gestures, file sharing, accessibility settings like Guided Access, and tips for using the iPad with groups and protecting student data.
An app is defined as a set of event handlers that can ask questions, branch, repeat tasks, and communicate with web services and databases. It is important to clearly define what an app is so students understand how apps work and the types of problems they can solve. An app's event handlers allow it to respond to user interactions by performing conditional logic and loops. This allows apps to solve complex problems in a structured way.
The document provides guidance on using iPads in the classroom. It discusses how iPads can transform teaching and learning by allowing students to be creative and take ownership over their work. The document recommends apps that promote creation over just consumption and that target individual student needs. It emphasizes considering how apps will be used and shared to encourage interaction and interest in content. The document also provides ideas for "app smashing" and merging content from different apps.
The document provides an overview of an educator pre-training on apps. It defines what an app is as mobile software that helps users perform tasks. An app consists of event handlers that respond to user interactions by performing a sequence of instructions that can include conditional branching and repeating loops. It also notes apps can communicate with web services and store data. The document outlines the steps students will take in the Apps for Good course to discover problems, research solutions, design products, and begin building initial app versions.
The document outlines the key areas of a project brief for developing a mobile wellness app for students. It includes sections on aims/objectives, budget/schedule, target audience, materials, style/theme, and definitions of relevant keywords. The overall aim is to create a healthy lifestyle app for students by November. It will be aimed at students aged 5-18 worldwide and use a red-black theme with parental controls. The budget will come from a bank loan and restrictions require non-toxic materials.
This document provides information and suggestions for using technology in the math classroom on a limited budget. It discusses free apps that can be used for activities like fraction practice, math drills, presentations, and grading. Potential funding sources like donorschoose.org and writing grants are also mentioned. Overall, the document emphasizes that many educational technology resources are available for free and offers tips for integrating low- or no-cost options into math lessons.
This document discusses the use of iPads in education based on a case study of Longfield Academy. The study found that iPads had a positive impact on teaching and learning, with teachers and students finding benefits. Students wanted even more use of iPads for activities like video editing and ebook use. Recommendations include using free apps for digital whiteboarding, note taking, and accessing resources like TED talks or Dropbox files. Paid apps mentioned support math practice and remote desktop access. Resources listed provide information on educational iPad apps and strategies.
This document contains a questionnaire for teachers and students about potential mobile applications. It asks respondents to identify as a teacher or student, which portable devices they own, their experience with apps, and to rate potential new apps like ones for language translation, timetables, landmarks, and analyzing skills on usefulness and providing ideas to improve them. The purpose is to conduct research on useful apps to help decide what app to build.
"There's an App for That" Presentation for the Leadership Omaha-Family Literacy Day at the University of Nebraska Omaha, College of Education on Saturday, April 27th. This presentation includes various apps that will help parents infuse literacy and technology to engage their children in learning. Even if they don't even realize they are learning!
This document discusses using technology and apps to engage students and support literacy instruction. It provides examples of apps that can be used to teach different literacy skills like print awareness, phonological awareness, phonics, fluency, vocabulary, comprehension, and writing. It also suggests social media and websites that can help create an online literacy community and lists resources for finding educational apps.
This document discusses how to effectively use blogs in education. It defines blogs as online journals for communication and discussion. Blogs can add depth to class discussions by giving quiet students a voice and engaging students in the reading and writing process. Studies show blogs increase student participation and engagement. However, tools are not effective without good pedagogy. The document provides tips for facilitating online discussions and examples of expectations to guide student participation. It also stresses the importance of good questioning to eliminate plagiarism and facilitate higher-order thinking. Finally, it discusses specific blogging platforms and considerations for choosing an appropriate tool.
This document discusses using online discussion tools like blogs and wikis to enhance classroom discussion. It provides goals for online discussion, compares different tools, and offers tips for effective facilitation and assessment. Examples of expectations and netiquette guidelines are included. Resources on questioning techniques and rubric examples are also referenced to help guide online discussions.
This document provides instructions for using the educational version of Glogster, an online tool for creating multimedia posters called glogs. It outlines the steps to register for an EDU account, create a new glog, add different media elements like text boxes, images, videos and audio. It also explains how to preview, publish and share the finished glog.
This session was for faculty of the College of Education to discuss how to "Add Depth to Discussion" in an online environment, ie. Blackboard, wikis, blogs, Google Docs. All Links are live and active as of Sept. 15, 2011.
Please note: The formatting of the reference page didn't convert well.
This slide is special for master students (MIBS & MIFB) in UUM. Also useful for readers who are interested in the topic of contemporary Islamic banking.
Strategies for Effective Upskilling is a presentation by Chinwendu Peace in a Your Skill Boost Masterclass organisation by the Excellence Foundation for South Sudan on 08th and 09th June 2024 from 1 PM to 3 PM on each day.
How to Build a Module in Odoo 17 Using the Scaffold MethodCeline George
Odoo provides an option for creating a module by using a single line command. By using this command the user can make a whole structure of a module. It is very easy for a beginner to make a module. There is no need to make each file manually. This slide will show how to create a module using the scaffold method.
Executive Directors Chat Leveraging AI for Diversity, Equity, and InclusionTechSoup
Let’s explore the intersection of technology and equity in the final session of our DEI series. Discover how AI tools, like ChatGPT, can be used to support and enhance your nonprofit's DEI initiatives. Participants will gain insights into practical AI applications and get tips for leveraging technology to advance their DEI goals.
বাংলাদেশের অর্থনৈতিক সমীক্ষা ২০২৪ [Bangladesh Economic Review 2024 Bangla.pdf] কম্পিউটার , ট্যাব ও স্মার্ট ফোন ভার্সন সহ সম্পূর্ণ বাংলা ই-বুক বা pdf বই " সুচিপত্র ...বুকমার্ক মেনু 🔖 ও হাইপার লিংক মেনু 📝👆 যুক্ত ..
আমাদের সবার জন্য খুব খুব গুরুত্বপূর্ণ একটি বই ..বিসিএস, ব্যাংক, ইউনিভার্সিটি ভর্তি ও যে কোন প্রতিযোগিতা মূলক পরীক্ষার জন্য এর খুব ইম্পরট্যান্ট একটি বিষয় ...তাছাড়া বাংলাদেশের সাম্প্রতিক যে কোন ডাটা বা তথ্য এই বইতে পাবেন ...
তাই একজন নাগরিক হিসাবে এই তথ্য গুলো আপনার জানা প্রয়োজন ...।
বিসিএস ও ব্যাংক এর লিখিত পরীক্ষা ...+এছাড়া মাধ্যমিক ও উচ্চমাধ্যমিকের স্টুডেন্টদের জন্য অনেক কাজে আসবে ...
Exploiting Artificial Intelligence for Empowering Researchers and Faculty, In...Dr. Vinod Kumar Kanvaria
Exploiting Artificial Intelligence for Empowering Researchers and Faculty,
International FDP on Fundamentals of Research in Social Sciences
at Integral University, Lucknow, 06.06.2024
By Dr. Vinod Kumar Kanvaria
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!"
How to Make a Field Mandatory in Odoo 17Celine George
In Odoo, making a field required can be done through both Python code and XML views. When you set the required attribute to True in Python code, it makes the field required across all views where it's used. Conversely, when you set the required attribute in XML views, it makes the field required only in the context of that particular view.
LAND USE LAND COVER AND NDVI OF MIRZAPUR DISTRICT, UPRAHUL
This Dissertation explores the particular circumstances of Mirzapur, a region located in the
core of India. Mirzapur, with its varied terrains and abundant biodiversity, offers an optimal
environment for investigating the changes in vegetation cover dynamics. Our study utilizes
advanced technologies such as GIS (Geographic Information Systems) and Remote sensing to
analyze the transformations that have taken place over the course of a decade.
The complex relationship between human activities and the environment has been the focus
of extensive research and worry. As the global community grapples with swift urbanization,
population expansion, and economic progress, the effects on natural ecosystems are becoming
more evident. A crucial element of this impact is the alteration of vegetation cover, which plays a
significant role in maintaining the ecological equilibrium of our planet.Land serves as the foundation for all human activities and provides the necessary materials for
these activities. As the most crucial natural resource, its utilization by humans results in different
'Land uses,' which are determined by both human activities and the physical characteristics of the
land.
The utilization of land is impacted by human needs and environmental factors. In countries
like India, rapid population growth and the emphasis on extensive resource exploitation can lead
to significant land degradation, adversely affecting the region's land cover.
Therefore, human intervention has significantly influenced land use patterns over many
centuries, evolving its structure over time and space. In the present era, these changes have
accelerated due to factors such as agriculture and urbanization. Information regarding land use and
cover is essential for various planning and management tasks related to the Earth's surface,
providing crucial environmental data for scientific, resource management, policy purposes, and
diverse human activities.
Accurate understanding of land use and cover is imperative for the development planning
of any area. Consequently, a wide range of professionals, including earth system scientists, land
and water managers, and urban planners, are interested in obtaining data on land use and cover
changes, conversion trends, and other related patterns. The spatial dimensions of land use and
cover support policymakers and scientists in making well-informed decisions, as alterations in
these patterns indicate shifts in economic and social conditions. Monitoring such changes with the
help of Advanced technologies like Remote Sensing and Geographic Information Systems is
crucial for coordinated efforts across different administrative levels. Advanced technologies like
Remote Sensing and Geographic Information Systems
9
Changes in vegetation cover refer to variations in the distribution, composition, and overall
structure of plant communities across different temporal and spatial scales. These changes can
occur natural.
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
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ISO/IEC 27001, ISO/IEC 42001, and GDPR: Best Practices for Implementation and...
I pad integration ted3000
1. IPAD APPS
&
WORD WORK
Image from:
http://9to5mac.com/2012/10/20/apples-smaller-ipad-to-
likely-start-at-a-minimum-of-329-in-the-u-s/
2. PLAY
• On your own or with
a partner, play with
Bluster!
• Be thinking about
your learning
experience as you
play.
3. INITIAL RESPONSES
• What are your initial responses to the app?
• Think-Pair-Share with a partner to expand and
share your thinking.
• http://todaysmeet.com/burkeipad
4. EVALUATE WITH RUBRIC
Take some time to evaluate this app using the:
Educational App Evaluation Rubric.
11. WHAT WAS THE PROCESS YOU USED
TO FIND YOUR WORD WORK APP?
List of app review sites-
-Wendy’s list
-IDEAS Room list
-Techchef4u list
12. ON YOUR OWN…
Go through this process with your selected app.
-initial response to app (e.g., it was pretty!)
-evaluation using rubric
-Words their Way stages?
-Depths of Knowledge level(s)
-Objective
-reflection of the process
-How effective was your app after further evaluation?
-New learnings?