During the English for Academic Purposes program, one of the assignments was creating a self-promotion piece. I decided talking about my self-published books, my former company and a few things I learned from those experiences.
This document encourages the reader to pursue their dreams and make the most of their time. It stresses that achieving worthwhile goals will not be easy, as there will be good and bad days, but persistence is key. If one has determination and the right tools, they can accomplish great things. The reader is told to trust their instincts and intellect, work hard, and maintain hope, as anything is possible when starting something new.
This document provides information about a youth camp activity called "Order in Chaos" where participants are given random numbers and must line up in numeric order without talking or peeking. It describes the materials, instructions, objective, debrief questions, facilitator notes, and applications to bridging gaps, communication, leadership, and finding one's place. It also advertises additional youth camp curriculum resources available on the provided website.
The document describes several youth camp Bible study curricula and activities provided by Creative Youth Ideas, including "Whale of a Tale" based on the book of Jonah, "Who Do You Say that I AM?" focusing on Jesus' question to his disciples, and "Fruit Of the Spirit" exploring the fruits of the Spirit from Galatians 5:22-23. It also mentions "The Great Adventure", a western-themed Bible study series loosely based on a song by Steven Curtis Chapman. The curricula are designed for teaching obedience, evangelism, and other biblical truths in a fun, engaging way for youth camps.
The document discusses the importance of creativity and provides tips to nurture creativity. It dispels several myths about creativity, such as the ideas that you need to be an artist to be creative or that creativity only comes from epiphanies. The document suggests letting your inner child out through play, nurturing creative thinking in daily life, and making time for creative activities in your schedule.
This document provides information about several youth camp Bible study curricula and activities, including "Whale of a Tale" based on the book of Jonah, "Who Do You Say that I AM?" focusing on Jesus asking the disciples their view of him, "Fruit Of the Spirit" exploring the fruits of the spirit from Galatians 5, and "The Great Adventure" using a western theme to teach Bible lessons. Fingerprint activities are also described as icebreakers teaching that each person has a unique way to serve God.
This document describes several activities and Bible study curricula for a Christian youth camp. It includes ideas for fingerprint scavenger hunt games, as well as multi-session Bible study series on the book of Jonah, Jesus' question about his identity, living a fruitful life through the spirit, and a Western-themed adventure based on a Steven Curtis Chapman song. The materials are meant to uniquely engage youth in learning about obedience, evangelism, and discovering how to serve God.
This document discusses the maker movement and making in education. It defines making as learning through hands-on experience, dissolving boundaries between subjects, and being constructivist and self-directed. It is not the same as direct instruction, lecturing, or project-based learning. The document advocates for giving students time, space, and tools to make through a makerspace approach in schools, and cites benefits like increased student engagement, creativity, and learning.
Slides and notes I used for a quick 10 min talk at London's Educational Games meet-up group in April 2013.
I am a Product Manager and Game Designer at Mind Candy where I have been helping to build Moshi Monsters since 2009.
This document encourages the reader to pursue their dreams and make the most of their time. It stresses that achieving worthwhile goals will not be easy, as there will be good and bad days, but persistence is key. If one has determination and the right tools, they can accomplish great things. The reader is told to trust their instincts and intellect, work hard, and maintain hope, as anything is possible when starting something new.
This document provides information about a youth camp activity called "Order in Chaos" where participants are given random numbers and must line up in numeric order without talking or peeking. It describes the materials, instructions, objective, debrief questions, facilitator notes, and applications to bridging gaps, communication, leadership, and finding one's place. It also advertises additional youth camp curriculum resources available on the provided website.
The document describes several youth camp Bible study curricula and activities provided by Creative Youth Ideas, including "Whale of a Tale" based on the book of Jonah, "Who Do You Say that I AM?" focusing on Jesus' question to his disciples, and "Fruit Of the Spirit" exploring the fruits of the Spirit from Galatians 5:22-23. It also mentions "The Great Adventure", a western-themed Bible study series loosely based on a song by Steven Curtis Chapman. The curricula are designed for teaching obedience, evangelism, and other biblical truths in a fun, engaging way for youth camps.
The document discusses the importance of creativity and provides tips to nurture creativity. It dispels several myths about creativity, such as the ideas that you need to be an artist to be creative or that creativity only comes from epiphanies. The document suggests letting your inner child out through play, nurturing creative thinking in daily life, and making time for creative activities in your schedule.
This document provides information about several youth camp Bible study curricula and activities, including "Whale of a Tale" based on the book of Jonah, "Who Do You Say that I AM?" focusing on Jesus asking the disciples their view of him, "Fruit Of the Spirit" exploring the fruits of the spirit from Galatians 5, and "The Great Adventure" using a western theme to teach Bible lessons. Fingerprint activities are also described as icebreakers teaching that each person has a unique way to serve God.
This document describes several activities and Bible study curricula for a Christian youth camp. It includes ideas for fingerprint scavenger hunt games, as well as multi-session Bible study series on the book of Jonah, Jesus' question about his identity, living a fruitful life through the spirit, and a Western-themed adventure based on a Steven Curtis Chapman song. The materials are meant to uniquely engage youth in learning about obedience, evangelism, and discovering how to serve God.
This document discusses the maker movement and making in education. It defines making as learning through hands-on experience, dissolving boundaries between subjects, and being constructivist and self-directed. It is not the same as direct instruction, lecturing, or project-based learning. The document advocates for giving students time, space, and tools to make through a makerspace approach in schools, and cites benefits like increased student engagement, creativity, and learning.
Slides and notes I used for a quick 10 min talk at London's Educational Games meet-up group in April 2013.
I am a Product Manager and Game Designer at Mind Candy where I have been helping to build Moshi Monsters since 2009.
This document discusses using interactive and game-based activities to engage learners in instructional design. It addresses common objections such as not having enough time or creativity for games by suggesting using the same activity but changing the content. It provides examples of using a crossword puzzle creator and personalized magazine covers to make content interactive and personalized. The document advocates for interactive activities over describing them as "silly" and argues they can be a good instructional tool.
Parent Ministry Ideas - Guess the Mother? or Child?Ken Sapp
This document describes an icebreaker game called "Guess the Mother? or Child?" for a Mother's Day event. Participants write statements about mothers and children on a grid. Mothers and children then go around getting signatures from those that match the statements. The first person to fill their grid wins. There is also a variation where mothers try to match children's statements and vice versa.
This document provides information from the Wai Pod teachers for parents. It introduces the teachers and their roles. It outlines the pod's vision for the year which includes working together effectively, giving children a student voice, providing effective communication, and teaching self-management. It discusses various learning activities and programs like Dojo points, basic facts, inquiry-based learning, literacy and spelling homework. It also provides ways parents can support their child's learning at home.
Beginner's guide shows how to draw engaging sketchnotes, maps, and charts during
meetings and presentations. Includes how to sketch simple icons, metaphors, to clarify, communicate and co-create meaning.
Seth discusses key insights on creativity, leadership, and making a difference. Some of the main points include:
1) An artist is someone who does unpredictable work that connects with people and makes a difference, not just someone who can draw.
2) We should teach children to solve problems and connect and lead others, rather than just to buy things and follow instructions.
3) To be extraordinary, one must have an "abundance mentality" and give to others freely through creative work, leadership, and meaningfully connecting, rather than fearing failure or scarcity.
4) True leaders called "linchpins" take risks to create value for customers through complex work, inspiration of
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.
Many people don't know what UX (User Experience) is, and how easily you can start with it. In this presentation we teach 3 techniques that teams can start using immediately without any UX experience.
By Sam Laing and Karen Greaves and Debre Barrett
This document outlines a process for redesigning design practices called "Dig, Frame, Play, Future". It involves four steps:
1) DIG - Explore histories and contexts to understand existing systems.
2) FRAME - Reframe problems by considering broader contexts and stakeholder needs.
3) PLAY - Generate ideas through hands-on exploration and iteration.
4) FUTURE - Design with an eye towards shifting behaviors and power structures to create better futures.
If there was ever a time to pursue your dreams and make a difference, it is now. Pursuing your dreams will not be easy, as there will be good days and bad days. When you want to quit, remember that you are challenging yourself to learn and grow. Persist through challenges by trusting your instincts, intellect, and heart to guide you. Believe in your own incredible power to work hard and accomplish something meaningful.
The document describes a game called "Programmed to Love" that was designed by Mike Heiberger, Sherly Yunita, Cody Hansen, and Saurabh Pendse. The game involves playing as a good robot trying to socialize with other robots and people to uncover a plot by evil robots taking over while saving the world. General gameplay involves walking around a multi-person setting, meeting and socializing with people to earn friendship points that can be spent on upgrades. The designers pose questions about whether the iconography is clear enough, if the socializing mechanics are too confusing, and if any topics should be off-limits.
This document provides information about a teacher's classroom. It includes sections on activities, the teacher's background, the importance of reading, math resources, blogging, classroom management strategies, homework policies, and ways for parents to stay connected including Remind, email, and the teacher's class blog. The teacher's goal is to promote independent reading and build students' intrinsic motivation to read outside of school.
This document describes several youth camp Bible study curricula available from Creative Youth Ideas, including "Whale of a Tale" based on the book of Jonah, "Who Do You Say that I AM?" about identifying with Jesus, and "Fruit Of the Spirit" focusing on the fruits of the spirit. It also mentions "The Great Adventure", a western-themed Bible study series based on a Steven Curtis Chapman song. The curricula are designed for teaching obedience, evangelism, and living abundantly through Jesus using engaging themes and stories.
The document encourages the reader to pursue their dreams and not be afraid to try new things even when they are difficult. It advises having determination and believing in oneself in order to achieve great things. While there will be good and bad days, the reader should persist through challenges and let their mind, heart, and intellect guide them.
I. Show us an activity you enjoy doing. Tell us how it contributes to your pe...Aakanksha Bansal
Aakanksha enjoys making paper crafts and weaving dreamcatchers. Weaving requires patience and can take days to complete a single dreamcatcher. It has helped her improve her creativity, patience, confidence, and innovation. She is able to unwind and think through ideas during weaving. Selling her crafts at local fairs helped improve her communication and social networking skills. Weaving has also improved her focus, preplanning, quick thinking and ability to find alternative solutions when things don't go as planned.
Learner maps are a visual representation of a child's learning that draws on ideas from mind mapping, infographics, and sketchnoting. They provide a holistic view of the whole child by including information on their skills, interests, cultural identity, relationships, strengths and more. Creating learner maps allows for creative and in-depth conversations about a child's progress. They are an affordable assessment tool that presents complex ideas quickly in a visual format.
Play as Product: How Play and Playfulness can help us build better Products a...Rosemary Elizabeth King
How do we take user needs and real-world problems and come up with something new? How can we be innovative all the time.
As children, we played in order to learn about the world around us and press against our growing boundaries. We took wild journeys of fantasy where every object in front of us had possibilities. This concept of child-eyes essentially means abandoning our ingrained assumptions about the world around us and seeing something with a sense of innocence.
This talk will cover the concept of play as a cognitive developer, examine case studies where play and imagination contributed to amazing product design, and give some ideas as to how we can continue to do this with our team and on our own everyday to help strengthen our "play" muscles
This presentation was given at the School Library Association of New Zealand Aotearoa (SLANZA) conference in 2013. It focusses on what gamification is and how to use game elements to bring fun into the library. For further information have a look at http://librarygamification.weebly.com/ which has articles and videos I used in my research. Updated on 15 June prior to my SLANZA presentation at Kerikeri.
Makerspaces are creative spaces in libraries where people can learn new skills, solve problems collaboratively, and use tools like 3D printers to invent and create projects. They encourage STEM learning and can help address the lack of women in STEM fields. Makerspaces provide opportunities for activities like crafting, gardening, writing, mechanical tinkering, and more. They come in various sizes and serve as places where people can access resources, find mentors, and engage in peer learning.
The document summarizes an art workshop facilitated by Doug Shaw to foster creativity in the workplace using artistic practice. The workshop encouraged participants to draw without fear of judgment by having drawings thrown away after. Participants explored doodling, mark making and using a variety of art materials to generate ideas. They challenged themselves by drawing on a large roll of paper and made postcards to recall ideas later. The workshop provided an abundance of ideas to make work better and helped participants realize their ability to draw through exploring new creative outlets.
O documento discute os conceitos de arquétipos e jornada do herói. Apresenta as origens dos arquétipos na filosofia de Platão e seu desenvolvimento pelo psicólogo Carl Jung como símbolos presentes no inconsciente coletivo. Também explica a teoria da monomito desenvolvida por Joseph Campbell sobre a jornada típica dos heróis através de provações em três atos. Por fim, detalha os doze passos dessa jornada narrada por Christopher Vogler.
O documento apresenta uma palestra sobre a jornada do herói com base nos trabalhos de Joseph Campbell e Christopher Vogler. A palestra descreve as 12 etapas típicas da jornada do herói, desde o mundo comum do herói até seu retorno transformado, passando por desafios, aliados, provações e recompensas. Exemplos como Star Wars e Harry Potter ilustram como histórias populares seguem esse padrão da jornada do herói.
This document discusses using interactive and game-based activities to engage learners in instructional design. It addresses common objections such as not having enough time or creativity for games by suggesting using the same activity but changing the content. It provides examples of using a crossword puzzle creator and personalized magazine covers to make content interactive and personalized. The document advocates for interactive activities over describing them as "silly" and argues they can be a good instructional tool.
Parent Ministry Ideas - Guess the Mother? or Child?Ken Sapp
This document describes an icebreaker game called "Guess the Mother? or Child?" for a Mother's Day event. Participants write statements about mothers and children on a grid. Mothers and children then go around getting signatures from those that match the statements. The first person to fill their grid wins. There is also a variation where mothers try to match children's statements and vice versa.
This document provides information from the Wai Pod teachers for parents. It introduces the teachers and their roles. It outlines the pod's vision for the year which includes working together effectively, giving children a student voice, providing effective communication, and teaching self-management. It discusses various learning activities and programs like Dojo points, basic facts, inquiry-based learning, literacy and spelling homework. It also provides ways parents can support their child's learning at home.
Beginner's guide shows how to draw engaging sketchnotes, maps, and charts during
meetings and presentations. Includes how to sketch simple icons, metaphors, to clarify, communicate and co-create meaning.
Seth discusses key insights on creativity, leadership, and making a difference. Some of the main points include:
1) An artist is someone who does unpredictable work that connects with people and makes a difference, not just someone who can draw.
2) We should teach children to solve problems and connect and lead others, rather than just to buy things and follow instructions.
3) To be extraordinary, one must have an "abundance mentality" and give to others freely through creative work, leadership, and meaningfully connecting, rather than fearing failure or scarcity.
4) True leaders called "linchpins" take risks to create value for customers through complex work, inspiration of
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.
Many people don't know what UX (User Experience) is, and how easily you can start with it. In this presentation we teach 3 techniques that teams can start using immediately without any UX experience.
By Sam Laing and Karen Greaves and Debre Barrett
This document outlines a process for redesigning design practices called "Dig, Frame, Play, Future". It involves four steps:
1) DIG - Explore histories and contexts to understand existing systems.
2) FRAME - Reframe problems by considering broader contexts and stakeholder needs.
3) PLAY - Generate ideas through hands-on exploration and iteration.
4) FUTURE - Design with an eye towards shifting behaviors and power structures to create better futures.
If there was ever a time to pursue your dreams and make a difference, it is now. Pursuing your dreams will not be easy, as there will be good days and bad days. When you want to quit, remember that you are challenging yourself to learn and grow. Persist through challenges by trusting your instincts, intellect, and heart to guide you. Believe in your own incredible power to work hard and accomplish something meaningful.
The document describes a game called "Programmed to Love" that was designed by Mike Heiberger, Sherly Yunita, Cody Hansen, and Saurabh Pendse. The game involves playing as a good robot trying to socialize with other robots and people to uncover a plot by evil robots taking over while saving the world. General gameplay involves walking around a multi-person setting, meeting and socializing with people to earn friendship points that can be spent on upgrades. The designers pose questions about whether the iconography is clear enough, if the socializing mechanics are too confusing, and if any topics should be off-limits.
This document provides information about a teacher's classroom. It includes sections on activities, the teacher's background, the importance of reading, math resources, blogging, classroom management strategies, homework policies, and ways for parents to stay connected including Remind, email, and the teacher's class blog. The teacher's goal is to promote independent reading and build students' intrinsic motivation to read outside of school.
This document describes several youth camp Bible study curricula available from Creative Youth Ideas, including "Whale of a Tale" based on the book of Jonah, "Who Do You Say that I AM?" about identifying with Jesus, and "Fruit Of the Spirit" focusing on the fruits of the spirit. It also mentions "The Great Adventure", a western-themed Bible study series based on a Steven Curtis Chapman song. The curricula are designed for teaching obedience, evangelism, and living abundantly through Jesus using engaging themes and stories.
The document encourages the reader to pursue their dreams and not be afraid to try new things even when they are difficult. It advises having determination and believing in oneself in order to achieve great things. While there will be good and bad days, the reader should persist through challenges and let their mind, heart, and intellect guide them.
I. Show us an activity you enjoy doing. Tell us how it contributes to your pe...Aakanksha Bansal
Aakanksha enjoys making paper crafts and weaving dreamcatchers. Weaving requires patience and can take days to complete a single dreamcatcher. It has helped her improve her creativity, patience, confidence, and innovation. She is able to unwind and think through ideas during weaving. Selling her crafts at local fairs helped improve her communication and social networking skills. Weaving has also improved her focus, preplanning, quick thinking and ability to find alternative solutions when things don't go as planned.
Learner maps are a visual representation of a child's learning that draws on ideas from mind mapping, infographics, and sketchnoting. They provide a holistic view of the whole child by including information on their skills, interests, cultural identity, relationships, strengths and more. Creating learner maps allows for creative and in-depth conversations about a child's progress. They are an affordable assessment tool that presents complex ideas quickly in a visual format.
Play as Product: How Play and Playfulness can help us build better Products a...Rosemary Elizabeth King
How do we take user needs and real-world problems and come up with something new? How can we be innovative all the time.
As children, we played in order to learn about the world around us and press against our growing boundaries. We took wild journeys of fantasy where every object in front of us had possibilities. This concept of child-eyes essentially means abandoning our ingrained assumptions about the world around us and seeing something with a sense of innocence.
This talk will cover the concept of play as a cognitive developer, examine case studies where play and imagination contributed to amazing product design, and give some ideas as to how we can continue to do this with our team and on our own everyday to help strengthen our "play" muscles
This presentation was given at the School Library Association of New Zealand Aotearoa (SLANZA) conference in 2013. It focusses on what gamification is and how to use game elements to bring fun into the library. For further information have a look at http://librarygamification.weebly.com/ which has articles and videos I used in my research. Updated on 15 June prior to my SLANZA presentation at Kerikeri.
Makerspaces are creative spaces in libraries where people can learn new skills, solve problems collaboratively, and use tools like 3D printers to invent and create projects. They encourage STEM learning and can help address the lack of women in STEM fields. Makerspaces provide opportunities for activities like crafting, gardening, writing, mechanical tinkering, and more. They come in various sizes and serve as places where people can access resources, find mentors, and engage in peer learning.
The document summarizes an art workshop facilitated by Doug Shaw to foster creativity in the workplace using artistic practice. The workshop encouraged participants to draw without fear of judgment by having drawings thrown away after. Participants explored doodling, mark making and using a variety of art materials to generate ideas. They challenged themselves by drawing on a large roll of paper and made postcards to recall ideas later. The workshop provided an abundance of ideas to make work better and helped participants realize their ability to draw through exploring new creative outlets.
O documento discute os conceitos de arquétipos e jornada do herói. Apresenta as origens dos arquétipos na filosofia de Platão e seu desenvolvimento pelo psicólogo Carl Jung como símbolos presentes no inconsciente coletivo. Também explica a teoria da monomito desenvolvida por Joseph Campbell sobre a jornada típica dos heróis através de provações em três atos. Por fim, detalha os doze passos dessa jornada narrada por Christopher Vogler.
O documento apresenta uma palestra sobre a jornada do herói com base nos trabalhos de Joseph Campbell e Christopher Vogler. A palestra descreve as 12 etapas típicas da jornada do herói, desde o mundo comum do herói até seu retorno transformado, passando por desafios, aliados, provações e recompensas. Exemplos como Star Wars e Harry Potter ilustram como histórias populares seguem esse padrão da jornada do herói.
Criação de personagens: Arquétipos e Jornada do HeróiKelly Cardoso
O documento discute vários aspectos de design de personagens e narrativa em jogos. Aborda tópicos como a importância da história de fundo, da jogabilidade em desenvolver a narrativa, e de manter a imersão do jogador no mundo do game.
O monomito, Arquétipos e Estereótipos e as 22 Regras de Narrativa da PixarGuilherme Zaffari
A sequência de slides à seguir explica brevemente a teoria do monomito de Joseph Campbell, a teoria dos arquétipos de Jung, uma breve descrição sobre estereótipos para construção de personagens em narrativas e, por fim apresenta uma série de associações com imagens às 22 regras de narrativa que Emma Coats adquiriu ao trabalhar nos estúdios da Pixar.
O documento descreve o espetáculo "Improvisadores com Memória de Elefante", no qual três atores e um músico criam e interpretam quatro histórias diferentes de forma espontânea sem roteiro. O espetáculo foi concebido na Argentina em 2013 e desde então tem sido replicado em outros países. No Brasil, é apresentado pelo grupo Improclube.
This document summarizes the background and skills of an artist named Raechel Gasparac. She was born in Canada but moved to Texas at age 11 where she began pursuing fine arts. She studied graphic design and was on the dean's list for several semesters. In college, she was the president of the creative arts club and won awards for her poster designs. She has over 11 years of experience in areas like graphic design, film editing, photography, and live theater. She creates multimedia projects that challenge her and has led creative teams and startups.
The document discusses why we should think of new ideas and be creative. It argues that thinking of new ideas can help drive innovation and make the world a better place to live. It provides several techniques for generating new ideas, such as rewording problems from different perspectives, taking breaks to allow ideas to form, and learning from others. While having ideas is common, successfully implementing ideas like many great people have done takes dreaming many ideas but focusing effort on a select few. Being curious, experimenting, and thinking creatively can help transform the world.
Customer development with Not-For-Profitsmarc mcneill
The document provides tips for customer development when planning a digital presence or project. It advises to start by understanding customer problems rather than focusing on desired features. Develop personas of important audiences and prioritize their goals. Conduct field research by talking to customers to validate assumptions and learn their needs. Use rough sketches to develop initial ideas and get early feedback through continuous testing with prototypes and analytics. The overall approach is to learn about customers and confirm hypotheses through validation.
This group formed to participate in a youth event to raise funds for charity. They decided to sell badges and recruited volunteers to help with production. They had initial success selling badges in their local neighborhood, raising over $100. Subsequent sales efforts in the business district and parks raised over $800 and $3000 total. Throughout the challenging process, the group gained experience in entrepreneurship and a deeper understanding and awareness of social issues.
Lili Plotkin provides her contact information and describes herself as hungry to learn and a born researcher. She enjoys interacting with and learning from brilliant people. She has experience in advertising and public relations at RIT and has held positions at Roberts Communications and Partners + Napier where she conducted research, wrote briefs and strategies, and assisted on projects.
Career Advice for Advertising, Design, Marketing & LifeJulie Kucinski
Those who may have not done (enough) teach.
Gave this presentation to a class at the University of Minnesota and quickly realized I really wrote it for myself! Friends and co-workers liked it so here it goes.
What do you think?
Apologies to the many Flickrites - all the images are theirs and they are fabulous, but I lost the links. If your image is here, please tell me, I'd love to attribute it!! Thanks for reading, look forward to feedback.
21 days of effective communication everyday exercises to improve your communi...anesthesia2023
This document provides a summary of the book "21 Days of Effective Communication" which aims to improve readers' communication skills through daily exercises over 21 days. The introduction discusses how the author struggled with communication in his youth and career but overcame this through self-development resources and writing his own books. He created this book to help others develop their skills quickly with brief exercises based on psychology. Readers are encouraged to actively practice the daily lessons and tips in order to form new habits within the 21 day period outlined.
Happiness is a Blance - A Framework For Your CareerGovLoop
This document discusses finding career happiness through balance and self-discovery. It argues that career happiness comes from knowing yourself, understanding your motivations, and pursuing work that you want to do. It emphasizes taking time for self-reflection to discover your core interests and values in order to find balance between your work and personal life. Finding this balance will lead to true career happiness and fulfillment.
The document provides information about the Jumpstart Early Literacy Initiative volunteer orientation. It discusses the mission of Jumpstart to prepare children for school success and their model of pairing preschoolers with caring adults. It also describes the history and mission of the Early Literacy Initiative in San Francisco and the typical schedule and tips for volunteers, such as reading with expression and allowing children to lead activities.
The document provides information about the Jumpstart Early Literacy Initiative volunteer orientation. It discusses the mission of Jumpstart to prepare children for school success and their model of pairing preschoolers with caring adults to focus on literacy and social skills. It describes how the Early Literacy Initiative was started two years ago in San Francisco to increase literacy services for young children and families in two neighborhoods. The document outlines a typical event schedule and provides tips for volunteers on working with preschoolers, including making it fun and allowing children to lead activities.
The document provides career and creative advice for creative professionals. It discusses the importance of having belief in yourself and your work, being purposeful in setting goals and measuring progress, finding creative outlets outside of work to avoid burnout, continuously learning and growing, and surrounding yourself with others in creative fields. It emphasizes that talent alone is not enough and lists qualities like belief, passion, preparation, and perseverance that support and strengthen talent over the long term.
Thank you for sharing your ideas. It seems you care deeply about applying design thinking skills broadly and helping others see its value. A few thoughts on building on your ideas:
1. Partner with like-minded individuals and organizations to spread design thinking. Look for opportunities to teach workshops, give talks, write articles, etc. Educating others is a great way to solve problems you care about.
2. Consider how design thinking can improve your own work or projects. Brainstorm challenges you face and use the process to generate innovative solutions. Leading by example shows the power of the approach.
3. Look for "untapped" areas where design thinking could make a difference - things often overlooked. For example, applying it
Group work refers to academic activities where students are organized into small groups to complete tasks or assignments together. Some key aspects of group work include:
- Students work interdependently to achieve shared learning goals. The success of one student contributes to the success of others in the group.
- Groups are typically small, ranging from 2-6 students, to allow for meaningful participation from all members.
- Roles and responsibilities are divided among group members to ensure equitable participation. Tasks may include research, writing, problem-solving, project development, etc.
- Groups are given assignments or problems to work through collaboratively over a set period of time. This could involve discussing concepts, analyzing case studies, designing presentations, conducting experiments
planning, creativity & planning for creative campaignsHeidi Hackemer
This document provides advice and reflections from a planner on creativity, planning, and culture. Some key points:
1) Divergent thinking from outside perspectives fuels exceptional creativity, but planners can lose this through institutionalization. Taking time for exploration and space for ideas to incubate is important.
2) Living a "dot life" of varied experiences, rather than a linear career path, allows for more creativity. Planners should question if they are bringing divergent perspectives to problems.
3) When setting processes and tones for projects, planners should respect the space others need for creation and focus on building ideas through positive, iterative discussions rather than "winning" sessions.
The document provides background information and details the creative process for developing an animated charity advertisement for REACT, which helps refugees access education. The brief calls for a 30-60 second animated ad to raise awareness and donations. After initial story ideas, the creator conducts research on visual style and refugee environments. Character and background designs are developed through sketches, digital art, and traditional media experiments. The goal is a minimalist, emotionally evocative style to positively promote the charity's work in supporting refugee education.
How can school ground be used for fieldwork?David Rogers
1) The document describes a project where students explored and redesigned the spaces around their school to make them more conducive to learning.
2) The goals of the project were to engage students in interpreting their school's built environment, develop students' skills to provide input into redevelopment plans, and investigate how to maximize cross-curricular learning through the school's spaces.
3) Students participated in activities like considering different stakeholders' perspectives on school spaces, designing plans for spaces, and presenting their work to school leadership, gaining confidence in sharing their ideas.
This document is a slideshow resume created by Jesse Desjardins to showcase his work experience and background in a more visual and engaging format than a traditional text resume. It includes highlights of his education and work history from 2000-2011, showing his experience in marketing, consulting, public speaking, and travel/social media projects. The slideshow emphasizes standing out from other applicants and telling one's story in a unique way online through platforms like SlideShare to get noticed for new opportunities.
2logical - 20 Life Lessons I Wish Someone Would Have Taught Me in My 20sDavid Naylor
1. The document provides 23 life lessons that the author wishes someone had taught him in his 20s to help with personal and professional development.
2. The lessons include topics like embracing new experiences through travel, getting comfortable with failure and discomfort, focusing on high-payoff activities, cherishing relationships over money, and focusing on positive thoughts.
3. The author hopes sharing these lessons will help guide his son and others entering their 20s on their life journey.
The document describes several youth camp Bible study curricula and activities provided by Creative Youth Ideas, including "Whale of a Tale" based on the book of Jonah, "Who Do You Say that I AM?" focusing on Jesus' question to his disciples, and "Fruit of the Spirit" exploring the fruits of the spirit from Galatians 5. It also describes "The Great Adventure", a western-themed Bible study series loosely based on the song by Steven Curtis Chapman.
2logical - 20 Life Lessons I Wish Someone Would Have Taught Me in My 20sDavid Naylor
In this article, 2logical's EVP of Global Learning reflects on his career and life, and provides valuable insight on how to be successful professionally as well as personally.
Similar to Karen Soarele – self-promotion project (20)
Some of the people pictured in this presentation were diagnosed with Asperger's syndrome. Others are only supposed to have it. Presentation for the English for Academic Purposes program, at Nova Scotia Community College.
Portfolio created while I was attending the English for Academic Purposes program at Nova Scotia Community College. Includes: Industry research (publishing market in Nova Scotia), goals, summary os skills, learning narratives, project samples, awards & accomplishments, resumé. Some information may be unavailable due to SlideShare.
O documento apresenta o início de uma história sobre Flora, uma jovem sollaris que vive na ilha mágica de Ashteria. Sua rotina pacata é interrompida com a chegada repentina de dois humanos, que afirmam ter vindo buscar Flora, revelando que ela não nasceu na ilha. Após descobrir a verdade sobre sua origem por sua mãe adotiva, Flora decide ir atrás dos humanos para descobrir sobre seus verdadeiros pais.
Personagens ilustrados: Criação para uso na comunicação empresarialKaren Soarele
Slides feitos para o V Simpósio Nacional de Estudos Filológicos e Línguísticos, no qual apresentei o artigo que escrevi no ano anterior, para a conclusão da minha pós-graduação em Comunicação: Linguagens, produção textual e literatura.
Difícil entender a apresentação? Leia o artigo completo! Está disponível aqui:
http://www.filologia.org.br/revista/55supl/047.pdf
Apresentação que eu fiz em 2004 para meu speech, eu cursava inglês no CCAA. Hoje em dia eu olho para trás e vejo que só escolhia temas esquisitos... haha.
O texto do meu trabalho está aqui:
http://www.karensoarele.com.br/wp-content/uploads/2014/04/The-History-of-Timekepeeing.doc
O documento apresenta a trajetória profissional da ilustradora Karen Soarele e do Estúdio Panda Vermelho. Começa com a formação acadêmica de Karen e descreve o trabalho do estúdio em ilustração publicitária e editorial. Apresenta a equipe, clientes e projetos realizados ao longo dos anos, desde a fundação do estúdio em 2010. Por fim, Karen oferece 10 conselhos baseados em sua experiência para quem deseja seguir carreira na área da ilustração.
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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!
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Covey says most people look for quick fixes. They see a big success and want to know how he did it, believing (and hoping) they can do the same following a quick bullet list.
But real change, the author says, comes not from the outside in, but from the inside out. And the most fundamental way of changing yourself is through a paradigm shift.
That paradigm shift is a new way of looking at the world. The 7 Habits of Highly Effective People presents an approach to effectiveness based on character and principles.
The first three habits indeed deal with yourself because it all starts with you. The first three habits move you from dependence from the world to the independence of making your own world.
Habits 4, 5 and 6 are about people and relationships. The will move you from independence to interdependence. Such, cooperating to achieve more than you could have by yourself.
The last habit, habit number 7, focuses on continuous growth and improvement.
Assignment 1 (Introductions to Microsoft Power point 2019) kiran.pptx
Karen Soarele – self-promotion project
1. Self-published books
When I believe in a dream, I fight for it. Self-
publishing is hard everywhere, especially in Brazil,
where 70% of the population reads less than a full
book per year. In spite of these statistics, I planned,
worked diligently and followed a schedule to publish
my own books. Many tasks were required, such as
creating the cover on Adobe Photoshop, designing the
core pages on Adobe Indesign, monitoring the print
process, composing pieces of art to advertise on social
media, hosting events, and, of course, writing. To my
delight, the reward was even greater than my sense of
achievement. Young people came talk to me about
how they developed the habit of reading through my
books, and I knew every effort was worth it.
Visiting schools
When I was a teenager, I had a hard
time overcoming my parents’ divorce.
Books helped me. Through metaphors,
they taught me how to handle difficult
situations and how to comprehend other
people. In fact, they changed my life.
Now, I want to help books make a
difference in other people’s lives. That’s
why, besides working on the production of
new material, I use my free time to get
involved in projects related to reading. I enjoy
visiting schools to talk to students about the
magic that exists in the turn of a page.
“Do or don’t. There is no try.”
(Master Yoda, The Empire Strikes Back)
2. karen.soarele@gmail.com | +1(902)406-2417
Organization prior to Action
During my studio’s existence, I had the opportunity
to manage interesting projects with my small but
skilled team. Most of them were gratifying, but
there was one which I regret. ‘Gazetinha Kids’
was a newspaper aimed at children. It contained
articles, puzzles, and even comic strips, and it
was ad-sponsored. The idea was good, the
content was adequate, the team was enthusiastic,
but the whole project ended up being a failure!
The problem was: the team was experienced at
writing, drawing and designing, but not as good at
selling advertising space and approaching schools,
where the material was going to be distributed.
Above all, I, as the project manager, was unable
to figure out our weaknesses before putting the
plan into practice. Otherwise, I could have
made arrangements to deal with them in
advance, and I would have saved a lot of
frustration and money.
What I learned, unfortunately not in the
easiest way, was the importance of not
being overconfident. Since then, even when
I am very excited about starting work on a
new project, I take my time and put more
effort into properly planning it.