The Hays Code was a set of industry guidelines that governed the production of most United States motion pictures released by major studios from 1930 to 1968. It outlined what was considered morally acceptable and unacceptable content for movies during this time period.
Silbo Gomero is a whistling language used on the Canary Islands that developed from an emergency signal into a full language. It uses only four vowels and four consonants communicated through whistling. Unfortunately, it is declining as it requires special skills.
Om Prakash was identified as an Indian character actor known for roles in films like Chupke Chupke and Julie.
John Harvey Kellogg and corn flakes were identified regarding an anti-masturbation crusade and the invention of corn flakes.
The document criticizes the board game Monopoly, calling it the worst game ever. It argues that Monopoly is too long, relies too much on luck, can cause arguments between players, and is ultimately meant to illustrate economic concepts rather than provide fun and entertainment. The document recommends burning any copies of Monopoly and suggests several newer board games as better alternatives that are more engaging and cooperative.
When Nothing Ever Goes Out of Print: Maintaining Backlist Ebooks - ebookcraft...BookNet Canada
"When Nothing Ever Goes Out of Print: Maintaining Backlist Ebooks" by Teresa Elsey (Houghton Mifflin Harcourt) for ebookcraft 2016, presented by BookNet Canada and eBOUND Canada - March 31, 2016
The document provides information about various trees and their connections to notable historical figures like Isaac Newton. It discusses claims about which tree Newton described in his writings. It also includes brief biographies of Alan Turing and discusses the blue box device created by Steve Wozniak.
The Hays Code was a set of industry guidelines that governed the production of most United States motion pictures released by major studios from 1930 to 1968. It outlined what was considered morally acceptable and unacceptable content for movies during this time period.
Silbo Gomero is a whistling language used on the Canary Islands that developed from an emergency signal into a full language. It uses only four vowels and four consonants communicated through whistling. Unfortunately, it is declining as it requires special skills.
Om Prakash was identified as an Indian character actor known for roles in films like Chupke Chupke and Julie.
John Harvey Kellogg and corn flakes were identified regarding an anti-masturbation crusade and the invention of corn flakes.
The document criticizes the board game Monopoly, calling it the worst game ever. It argues that Monopoly is too long, relies too much on luck, can cause arguments between players, and is ultimately meant to illustrate economic concepts rather than provide fun and entertainment. The document recommends burning any copies of Monopoly and suggests several newer board games as better alternatives that are more engaging and cooperative.
When Nothing Ever Goes Out of Print: Maintaining Backlist Ebooks - ebookcraft...BookNet Canada
"When Nothing Ever Goes Out of Print: Maintaining Backlist Ebooks" by Teresa Elsey (Houghton Mifflin Harcourt) for ebookcraft 2016, presented by BookNet Canada and eBOUND Canada - March 31, 2016
The document provides information about various trees and their connections to notable historical figures like Isaac Newton. It discusses claims about which tree Newton described in his writings. It also includes brief biographies of Alan Turing and discusses the blue box device created by Steve Wozniak.
El documento explora el concepto de espíritu wiki, definido como una forma nueva de usar Internet para editar y compartir información de manera colaborativa y con software libre, permitiendo que todos aprendan unos de otros. Explica que un wiki es una página web editable por cualquier usuario y presenta las características, bondades y limitaciones de los wikis, concluyendo que en la enseñanza de inglés como lengua extranjera los wikis permiten usar el idioma como forma de comunicación y trabajo colaborativo.
Web quests in the language classroom 2014Cyndi Cardoso
This document discusses WebQuests, which are inquiry-oriented lesson formats designed to use students' time online effectively. A WebQuest guides students through analyzing online resources to solve an authentic problem. It has six components: introduction, task, process, resources, evaluation, and conclusion. There are two main types - miniquests for shorter lessons and full WebQuests. Both aim to develop students' higher-order thinking skills through collaborative, student-centered learning. The document provides examples and discusses how WebQuests can be adapted for ESL classrooms by making information analysis, research, and persuasive writing skills.
Una comunidad de aprendizaje es una organización educativa en línea enfocada a objetivos específicos que conecta a estudiantes geográficamente dispersos. Combina recursos virtuales y reales para promover interacción y socialización a través de la tecnología. El rol del asesor es facilitar la construcción de conocimiento actuando como guía y regulando el ritmo de trabajo y claridad de temas. Una comunidad de aprendizaje fomenta el aprendizaje individual a través de interacciones interpersonales y el intercambio de información
Una comunidad de aprendizaje es una organización educativa en línea enfocada a objetivos específicos que conecta a estudiantes geográficamente dispersos. Combina recursos virtuales y reales para promover interacción y socialización a través de la tecnología. Un asesor en línea facilita la construcción de conocimiento atendiendo las necesidades de los estudiantes para integrarlos a la comunidad. La comunidad propicia aprendizaje individual a través de interacciones grupales y colaboración en proyectos donde el producto final es más importante
10 Insightful Quotes On Designing A Better Customer ExperienceYuan Wang
In an ever-changing landscape of one digital disruption after another, companies and organisations are looking for new ways to understand their target markets and engage them better. Increasingly they invest in user experience (UX) and customer experience design (CX) capabilities by working with a specialist UX agency or developing their own UX lab. Some UX practitioners are touting leaner and faster ways of developing customer-centric products and services, via methodologies such as guerilla research, rapid prototyping and Agile UX. Others seek innovation and fulfilment by spending more time in research, being more inclusive, and designing for social goods.
Experience is more than just an interface. It is a relationship, as well as a series of touch points between your brand and your customer. Here are our top 10 highlights and takeaways from the recent UX Australia conference to help you transform your customer experience design.
For full article, continue reading at https://yump.com.au/10-ways-supercharge-customer-experience-design/
http://inarocket.com
Learn BEM fundamentals as fast as possible. What is BEM (Block, element, modifier), BEM syntax, how it works with a real example, etc.
This summary provides the key details from the document in 3 sentences:
The document discusses rules for a quiz club in Delhi, including points awarded for different actions during the quiz. It also provides 15 multiple choice or fill in the blank questions as part of the quiz. The questions cover topics like Disney, Space Invaders, Euler's contributions to mathematics, and references in the video game Far Cry 5.
This document provides a satirical news report in the form of multiple short news stories. Some of the stories include sightings of pirate gangs around St. Louis being led by two rival math and drama experts, a teacher living in a floating bubble with her students, and a marine biologist having her clothes and long black hair stolen. The document maintains a comedic and nonsensical tone throughout with over-the-top details and unexpected twists in each brief news segment.
A short lecture on The Wire at the official launch of the book: De Stad als Organisatie. Lessen uit The Wire. University of Amsterdam (Universiteit van Amsterdam).
My chapter is about the allegory Snotboogie. In order to contextualize the content I will draft from Hip-Hop culture; music, movies, and symbols.
In this presentation I apply my model (via divergent thinking) to:
'Throwback' (symbol)
American Dream/Two Myths (message)
Marlo Stanfield (character)
Michael Lee (character)
Snotboogie (allegory)
see also:
http://destadalsorganisatie.overmanagement.net/
http://www.amsterdamonthewire.nl/
The document discusses the differences between day and night and how things look and feel at different times of day. It notes that day is brighter, louder and busier while night is quieter and calmer. The author expresses their preference for nighttime.
The document describes the scoring system for a Bingo game. Players receive points for completing lines on their Bingo cards as well as for answering questions correctly. The first team to complete lines receives bonus points. Question rounds are also included where players can earn additional points. Completing a full Bingo card grants 50 points total, with another 25 possible points available through strategy.
The document discusses various trivia questions related to a college quiz competition. It provides 22 multiple choice questions covering topics like films, literature, pop culture, and history. It also outlines the rules of the preliminary quiz competition, noting there will be 8 teams advancing to the finals. Participants are instructed to provide their team name and contact information.
This document contains a variety of trivia questions about movies, celebrities, geography, technology, and sayings. It asks the reader to identify movies, famous people, countries, inventions, and fill in the blanks for well-known expressions. The questions cover topics from the 1950s to 2010 and include movies, inventions, technology companies, and more.
This document provides rules and examples for a game involving two rounds of trivia questions and references to remember from videos. The game includes two rounds of trivia questions with points awarded for correct answers. It also includes two "List It" rounds where players watch a video twice and write down as many references as they can remember, earning points based on the number correct. Examples of questions and references are provided.
Harry Potter's name is mysteriously selected to compete in the dangerous Triwizard Tournament. In the final task, Harry and Cedric are transported by a portkey to a graveyard, where Cedric is killed and Voldemort is resurrected using Harry's blood. It is revealed that Mad-Eye Moody, actually an imposter, engineered Harry's participation to help Voldemort's return. Dumbledore and Snape intervene to stop Moody and learn through truth serum that Voldemort has returned, leaving the Wizarding world once again living under his threat.
This document discusses how simulations and games like The Oregon Trail can be integrated into gifted classrooms. It emphasizes that games teach adaptation, preparation, teamwork, resilience and strategic thinking. Students learn through experiences that involve pursuing real problems, societal issues, simulations and puzzles. Designing and playing games creates situations where students think, feel and do.
The document summarizes the hottest toys and trends from the 2018 New York Toy Fair, as observed by memBrain. It discusses collectible toys, slime toys, and plush toys as growing categories in 2017. It highlights various licensed toys from properties like Star Wars and Jurassic World. It also lists the winners of the 2018 Toy of the Year awards and describes popular new toys and trends, including surprise toys like L.O.L. Surprise and dinosaur-themed toys inspired by the new Jurassic World movie.
The document describes various details from movies, books, music, and art. It includes questions about the Pixar movie Coco and the name of the dog character, a scene from a famous movie parodied in a workout video title, the last book by Roald Dahl and its distinction, the desert location where the band Tinariwen recorded an album, a sketch parodying Harvey Weinstein, reproductions of comic book and Japanese art, influences on a Tom Stoppard play, the name of a benefit tour referencing an album title, inspiration for a scene in the film Satya, the historical change from wooden puppets to shadow puppets in Indonesian wayang theater, and the nickname of a
This document provides an overview of a fantasy open-world video game called "The Wrath of Kenkalis". It describes various aspects of the game's world, such as locations on the map, character backstories, enemy types, and architectural styles. It also shows concept art for in-game environments, structures, and the playable character. The game aims to provide players with hundreds of hours of gameplay by allowing them to explore freely and complete quests at their own pace in the large 3D game world.
Techofes Buzzer Quiz - Prelims quiz with questions on various topics including breast cancer awareness, the ice trade, Upanishads, Oscars awards, Google Maps borders, modified musical pieces, Hart Island in New York, Olympic art competitions, Gabbar from Sholay, esoteric programming languages, confusing North Korean and South Korean cities, the sinking of the Andrea Doria ship, the anime series Cowboy Bebop, the term "Hail Mary" in football, Welsh fairy dog breeds, ALS Ice Bucket Challenge, ending child labour in the rug industry, actor Danny Sapani's Tamil film connection, IKEA refugee shelters, and the only product of Indian company Laljee God
This document contains a quiz with multiple choice and visual questions about various topics including movies, books, companies, and notable people from history. Questions cover subjects like Pokémon characters, Google's origins, famous musicians, Olympic athletes, Indian snacks, comic book characters, maps, and more. Images include film posters, doodles, old advertisements, and sketches to connect to related people, companies or works.
El documento explora el concepto de espíritu wiki, definido como una forma nueva de usar Internet para editar y compartir información de manera colaborativa y con software libre, permitiendo que todos aprendan unos de otros. Explica que un wiki es una página web editable por cualquier usuario y presenta las características, bondades y limitaciones de los wikis, concluyendo que en la enseñanza de inglés como lengua extranjera los wikis permiten usar el idioma como forma de comunicación y trabajo colaborativo.
Web quests in the language classroom 2014Cyndi Cardoso
This document discusses WebQuests, which are inquiry-oriented lesson formats designed to use students' time online effectively. A WebQuest guides students through analyzing online resources to solve an authentic problem. It has six components: introduction, task, process, resources, evaluation, and conclusion. There are two main types - miniquests for shorter lessons and full WebQuests. Both aim to develop students' higher-order thinking skills through collaborative, student-centered learning. The document provides examples and discusses how WebQuests can be adapted for ESL classrooms by making information analysis, research, and persuasive writing skills.
Una comunidad de aprendizaje es una organización educativa en línea enfocada a objetivos específicos que conecta a estudiantes geográficamente dispersos. Combina recursos virtuales y reales para promover interacción y socialización a través de la tecnología. El rol del asesor es facilitar la construcción de conocimiento actuando como guía y regulando el ritmo de trabajo y claridad de temas. Una comunidad de aprendizaje fomenta el aprendizaje individual a través de interacciones interpersonales y el intercambio de información
Una comunidad de aprendizaje es una organización educativa en línea enfocada a objetivos específicos que conecta a estudiantes geográficamente dispersos. Combina recursos virtuales y reales para promover interacción y socialización a través de la tecnología. Un asesor en línea facilita la construcción de conocimiento atendiendo las necesidades de los estudiantes para integrarlos a la comunidad. La comunidad propicia aprendizaje individual a través de interacciones grupales y colaboración en proyectos donde el producto final es más importante
10 Insightful Quotes On Designing A Better Customer ExperienceYuan Wang
In an ever-changing landscape of one digital disruption after another, companies and organisations are looking for new ways to understand their target markets and engage them better. Increasingly they invest in user experience (UX) and customer experience design (CX) capabilities by working with a specialist UX agency or developing their own UX lab. Some UX practitioners are touting leaner and faster ways of developing customer-centric products and services, via methodologies such as guerilla research, rapid prototyping and Agile UX. Others seek innovation and fulfilment by spending more time in research, being more inclusive, and designing for social goods.
Experience is more than just an interface. It is a relationship, as well as a series of touch points between your brand and your customer. Here are our top 10 highlights and takeaways from the recent UX Australia conference to help you transform your customer experience design.
For full article, continue reading at https://yump.com.au/10-ways-supercharge-customer-experience-design/
http://inarocket.com
Learn BEM fundamentals as fast as possible. What is BEM (Block, element, modifier), BEM syntax, how it works with a real example, etc.
This summary provides the key details from the document in 3 sentences:
The document discusses rules for a quiz club in Delhi, including points awarded for different actions during the quiz. It also provides 15 multiple choice or fill in the blank questions as part of the quiz. The questions cover topics like Disney, Space Invaders, Euler's contributions to mathematics, and references in the video game Far Cry 5.
This document provides a satirical news report in the form of multiple short news stories. Some of the stories include sightings of pirate gangs around St. Louis being led by two rival math and drama experts, a teacher living in a floating bubble with her students, and a marine biologist having her clothes and long black hair stolen. The document maintains a comedic and nonsensical tone throughout with over-the-top details and unexpected twists in each brief news segment.
A short lecture on The Wire at the official launch of the book: De Stad als Organisatie. Lessen uit The Wire. University of Amsterdam (Universiteit van Amsterdam).
My chapter is about the allegory Snotboogie. In order to contextualize the content I will draft from Hip-Hop culture; music, movies, and symbols.
In this presentation I apply my model (via divergent thinking) to:
'Throwback' (symbol)
American Dream/Two Myths (message)
Marlo Stanfield (character)
Michael Lee (character)
Snotboogie (allegory)
see also:
http://destadalsorganisatie.overmanagement.net/
http://www.amsterdamonthewire.nl/
The document discusses the differences between day and night and how things look and feel at different times of day. It notes that day is brighter, louder and busier while night is quieter and calmer. The author expresses their preference for nighttime.
The document describes the scoring system for a Bingo game. Players receive points for completing lines on their Bingo cards as well as for answering questions correctly. The first team to complete lines receives bonus points. Question rounds are also included where players can earn additional points. Completing a full Bingo card grants 50 points total, with another 25 possible points available through strategy.
The document discusses various trivia questions related to a college quiz competition. It provides 22 multiple choice questions covering topics like films, literature, pop culture, and history. It also outlines the rules of the preliminary quiz competition, noting there will be 8 teams advancing to the finals. Participants are instructed to provide their team name and contact information.
This document contains a variety of trivia questions about movies, celebrities, geography, technology, and sayings. It asks the reader to identify movies, famous people, countries, inventions, and fill in the blanks for well-known expressions. The questions cover topics from the 1950s to 2010 and include movies, inventions, technology companies, and more.
This document provides rules and examples for a game involving two rounds of trivia questions and references to remember from videos. The game includes two rounds of trivia questions with points awarded for correct answers. It also includes two "List It" rounds where players watch a video twice and write down as many references as they can remember, earning points based on the number correct. Examples of questions and references are provided.
Harry Potter's name is mysteriously selected to compete in the dangerous Triwizard Tournament. In the final task, Harry and Cedric are transported by a portkey to a graveyard, where Cedric is killed and Voldemort is resurrected using Harry's blood. It is revealed that Mad-Eye Moody, actually an imposter, engineered Harry's participation to help Voldemort's return. Dumbledore and Snape intervene to stop Moody and learn through truth serum that Voldemort has returned, leaving the Wizarding world once again living under his threat.
This document discusses how simulations and games like The Oregon Trail can be integrated into gifted classrooms. It emphasizes that games teach adaptation, preparation, teamwork, resilience and strategic thinking. Students learn through experiences that involve pursuing real problems, societal issues, simulations and puzzles. Designing and playing games creates situations where students think, feel and do.
The document summarizes the hottest toys and trends from the 2018 New York Toy Fair, as observed by memBrain. It discusses collectible toys, slime toys, and plush toys as growing categories in 2017. It highlights various licensed toys from properties like Star Wars and Jurassic World. It also lists the winners of the 2018 Toy of the Year awards and describes popular new toys and trends, including surprise toys like L.O.L. Surprise and dinosaur-themed toys inspired by the new Jurassic World movie.
The document describes various details from movies, books, music, and art. It includes questions about the Pixar movie Coco and the name of the dog character, a scene from a famous movie parodied in a workout video title, the last book by Roald Dahl and its distinction, the desert location where the band Tinariwen recorded an album, a sketch parodying Harvey Weinstein, reproductions of comic book and Japanese art, influences on a Tom Stoppard play, the name of a benefit tour referencing an album title, inspiration for a scene in the film Satya, the historical change from wooden puppets to shadow puppets in Indonesian wayang theater, and the nickname of a
This document provides an overview of a fantasy open-world video game called "The Wrath of Kenkalis". It describes various aspects of the game's world, such as locations on the map, character backstories, enemy types, and architectural styles. It also shows concept art for in-game environments, structures, and the playable character. The game aims to provide players with hundreds of hours of gameplay by allowing them to explore freely and complete quests at their own pace in the large 3D game world.
Techofes Buzzer Quiz - Prelims quiz with questions on various topics including breast cancer awareness, the ice trade, Upanishads, Oscars awards, Google Maps borders, modified musical pieces, Hart Island in New York, Olympic art competitions, Gabbar from Sholay, esoteric programming languages, confusing North Korean and South Korean cities, the sinking of the Andrea Doria ship, the anime series Cowboy Bebop, the term "Hail Mary" in football, Welsh fairy dog breeds, ALS Ice Bucket Challenge, ending child labour in the rug industry, actor Danny Sapani's Tamil film connection, IKEA refugee shelters, and the only product of Indian company Laljee God
This document contains a quiz with multiple choice and visual questions about various topics including movies, books, companies, and notable people from history. Questions cover subjects like Pokémon characters, Google's origins, famous musicians, Olympic athletes, Indian snacks, comic book characters, maps, and more. Images include film posters, doodles, old advertisements, and sketches to connect to related people, companies or works.
The document provides details about a one-day tour requiring booking at least 10 days in advance. The highlights include feeding catfish, meeting village inhabitants, and touring the ghost village of Pripyat in Chernobyl, Ukraine. At the end of the tour, security guards will check participants with Geiger counters.
The document describes the rules for several rounds of a trivia competition between two teams, AKD and Sun4e. Round 1 involves answering questions in different categories for varying point values. Round 2 presents a grid of questions that must be answered clockwise and counter-clockwise. Round 3 uses a newspaper theme and allows pouncing on the other team's questions. Round 4 features a long visual connect puzzle with 6 individual image clues and a final connection for additional points.
The college general quiz of Magnus Intellectus, the quiz fest organised by Cotton University, Guwahati. The quiz was won by the team of Dipankar sharma, Debasish Basistha and Biswajit Sharma .
The document discusses remote teaching approaches and best practices. It provides an overview of online and remote teaching methods like synchronous live classes and asynchronous guided learning. It also offers tips for remote teaching such as starting small, establishing routines, familiarizing yourself with tools, and making learning fun. Additionally, the document discusses the British Council's work providing remote English lessons in countries like Uruguay and Argentina. It emphasizes the importance of practices like maintaining eye contact, using body language, and minimizing distractions when teaching online.
Supporting language learning with technologyGraham Stanley
This document outlines a summer webinar series for English teachers in Peru hosted by the British Council, focusing on principled approaches to using technology in language learning. It provides examples of technology-based activities for speaking, listening, reading and writing, and grammar and vocabulary, such as spoken journals, talk radio speaking, guess what I'm talking about games, comparative text analysis, and digital scavenger hunts to engage with different aspects of the English language. The webinar encourages teachers to critically consider how and when to use technology for language learning.
This document provides guidance on designing escape room games for language learning. It discusses what escape room games are and why they are useful for English language teaching. It then outlines a framework for designing an escape room game, including determining learning objectives, creating a story/setting, designing puzzles, and playtesting. Two sample escape room games are also presented - one for beginners involving a family dinner party and language for socializing, and another for intermediate learners involving finding treasure on an island.
The document discusses continuing professional development (CPD) for teachers. It defines CPD as a planned, continuous, and lifelong process that helps teachers improve their knowledge, skills, practice, and student outcomes. Effective CPD is collaborative over time rather than one-off workshops, and is teacher-driven and linked to classroom practice. Countries can benefit from learning from each other's experiences with CPD through regional communities of practice.
Designing ELT Escape Room Games - IATEFL YLTSIG Web ConferenceGraham Stanley
This document discusses using escape room games in English language teaching and provides guidance on designing escape room games. It defines an escape room game as a live listening, interactive story, and role-playing game. It recommends that teachers focus escape room games on specific language learning objectives and provide a framework for design that includes determining the story, designing puzzles, checking that it tests skills discreetly and is fun to play, and testing it with students. Examples of potential escape room games are provided, including one focused on small talk and apologizing language.
Using Digital Technologies: Escape Room GamesGraham Stanley
This document discusses using escape room games in English language teaching and provides guidance on designing escape room games. It begins with an overview of what escape room games are and why they are useful for ELT. It then provides an example of an escape room game called "Escape the Family Dinner Party" that focuses on small talk and apologizing language. Finally, it outlines six steps for designing your own escape room game, including determining learning objectives, setting the story, designing puzzles, and play testing. The document aims to demonstrate how escape room games can be adapted for language learning.
The document discusses interactive storytelling games for language teaching. It begins by asking teachers questions about how they currently use games in their teaching and what types of games they and their students play. It then provides examples of interactive storytelling games that have been developed for language learning, including escape room-style games where students must work together to solve puzzles. The document discusses designing interactive storytelling games, noting they should involve co-created stories, random events/outcomes, player agency, and a games master facilitator. It provides templates and outlines for games teachers can use or adapt for their own classrooms.
This document provides an example of an interactive storytelling game called "Get the Treasure and Escape the Island". It involves students taking on roles of characters who work together to overcome challenges during 5 turns as they search for treasure on a secret island. Examples of challenges are generated by the students. The game uses chance to determine success or failure when trying to overcome each challenge. At the end, characters can reveal secret goals and see if they were able to accomplish them through the game. Interactive storytelling games are similar to role-playing games and can be facilitated by a teacher to create longer cooperative storytelling activities for the classroom.
Interactive storytelling games (July 2020)Graham Stanley
Presentation about interactive storytelling games to promote speaking by language learners. Workshop given at the Trendy English games fest on 5th July 20020 - https://trendyenglish.ru/gamefest
This document outlines the rules and setup for a treasure hunt game on a secret island. Players take on roles and must work together to overcome challenges in their quest to find the treasure over 5 turns. They each have secret goals they can try to accomplish. The game tracks their success attempts and chances remaining at each challenge. After the treasure hunt, players reveal their secret goals and see if they were able to achieve them through the cooperative adventure.
This document provides information about live listening escape rooms for English learners. It discusses using escape rooms to practice language skills, gives examples of clues and questions that could be used in an escape room, and provides tips for designing an effective escape room for language learning. It also includes links to additional online escape room games and resources for creating escape room activities.
The document discusses designing an escape room for English language learners and provides guidance on key elements to include. It recommends determining the learning objectives, crafting an engaging story and setting, designing puzzles that maximize language practice time, including disguised tests or exercises, and playtesting to ensure it is fun but also promotes learning. It also provides examples of other online escape room games and information on joining a community of educators designing similar activities.
Remote Teaching - Engaging students when teaching onlineGraham Stanley
Webinar given for the IATEFL LTSIG Fridays event on 10th April 2020. After a brief introduction to teaching online (remote teaching), the presentation looks at the challenges for keeping students engaged; what CPD is necessary for remote teachers (based on observations/surveys); what makes a good remote teacher; and it ends with a look at using virtual backgrounds in Zoom.
This presentation was provided by Steph Pollock of The American Psychological Association’s Journals Program, and Damita Snow, of The American Society of Civil Engineers (ASCE), for the initial session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session One: 'Setting Expectations: a DEIA Primer,' was held June 6, 2024.
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 ...
A Strategic Approach: GenAI in EducationPeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
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
Introduction to AI for Nonprofits with Tapp NetworkTechSoup
Dive into the world of AI! Experts Jon Hill and Tareq Monaur will guide you through AI's role in enhancing nonprofit websites and basic marketing strategies, making it easy to understand and apply.
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.
Assessment and Planning in Educational technology.pptxKavitha Krishnan
In an education system, it is understood that assessment is only for the students, but on the other hand, the Assessment of teachers is also an important aspect of the education system that ensures teachers are providing high-quality instruction to students. The assessment process can be used to provide feedback and support for professional development, to inform decisions about teacher retention or promotion, or to evaluate teacher effectiveness for accountability purposes.
How to Add Chatter in the odoo 17 ERP ModuleCeline George
In Odoo, the chatter is like a chat tool that helps you work together on records. You can leave notes and track things, making it easier to talk with your team and partners. Inside chatter, all communication history, activity, and changes will be displayed.
A review of the growth of the Israel Genealogy Research Association Database Collection for the last 12 months. Our collection is now passed the 3 million mark and still growing. See which archives have contributed the most. See the different types of records we have, and which years have had records added. You can also see what we have for the future.
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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Article: https://pecb.com/article
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Main Java[All of the Base Concepts}.docxadhitya5119
This is part 1 of my Java Learning Journey. This Contains Custom methods, classes, constructors, packages, multithreading , try- catch block, finally block and more.
1. - Kids, Video Games, Images & ELT -
Graham Stanley
graham.stanley@gmail.com
IATEFL YLT SIG
TESOL EVO 3rd February 2014
http://yltsigevo2014.wordpress.com/
2. Colossal Cave (1975)
IF Only: Interactive Fiction and teaching English as a foreign language (TEFL/TESOL)
Joe Pereira: http://www.theswanstation.com/wordpress/
18. Spot the difference
The Party 01A http://www.screencast.com/t/ObSJ3h8TYB
The Party 01B http://www.screencast.com/t/KfTizyGd8I
(2013)
19. What differences did you find between the two scenes?
What do we know about Jodie's special powers?
What do you think is going to happen next?
20. Worlds apart – fantastical places
From: Digital Play – Mawer & Stanley, 2011
21. What's the name of the game? What's the name of the game world?
22. What kind of a place is it?
What can you find there?
Who lives there?
Is it safe or dangerous?
Floating islands.Trees
Mario. Monsters
What makes it different to the real world?
There are floating coins. There are man-eating plants. You can fly, etc.
23. What's the name of the game? What's the name of the game world?
24. What kind of a place is Liberty City?
Is it safer or more dangerous than Mario Land?
What can you do there?
Meet people. Steal cars. Rob banks.
Would you like to live there? Why? Why not?
No. It's a very violent place.
What makes it different to Mario Land?
It's more like real life. There's no magic and it's
a city. There are no monsters. There are cars.
25. What's the name of the game? What's the name of the game world?
26. New Austin
What kind of a place is New Austin?
It's in the wild west of the US
What can you do there?
Ride a horse. Find treasure.
Can you describe the place?
New Austin is a desert, with lots of cacti and wild animals. The people
live in small towns and on farms and there are lots of outlaws.
27. What's the name of the game? What's the name of the game world?
28. Shambhala
What kind of a place is Shambhala?
It's a hidden city
What can you do there?
Explore. Find treasure
Can you describe the place?
Shambhala is also called Shangri-La. It is a was a mythical city in the
Himalayas. Despite its location, the climate is different from the world
outside - it is tropical climate instead of the cold, snowy climate of the
Himalayas.
29. Good, better, best – comparisons
From: Digital Play – Mawer & Stanley, 2011
30. Who is better?
Who is the best?
Who is...
...the strongest?
...the silliest?
...the most famous?
31. Before and after – what's
changed?
http://www.pencilkids.com/the-vault/droppy-flash-game/
From: Digital Play – Mawer & Stanley, 2011
Demand High
Adrian Underhill & Jim Scrivener
http://demandhighelt.wordpress.com
Are our learners capable of more,
much more?
How can I push my students to
upgrade their language and improve
their skills more than they believed
possible?
Promoting
Demand High
speaking with an
online game
38. Can I have a volunteer to describe
the first image?
Does anyone have a better
description?
39. Next stage
Can you explain to your partner...
What has happened?
http://www.pencilkids.com/the-vault/droppy-flash-game/
40.
41.
42.
43.
44.
45. Clone Me – Like me, like you
http://www.heromachine.com/
http://www.dressupgames.com/
http://www.stardoll.com/
From: Digital Play – Mawer & Stanley, 2011
48. What is he wearing?
What is different from
The first picture of this
superhero?
Other possibilities:
- Picture Dictation
- Spot the Mistake
- Super Hero Stories
- etc.
Now, I'd like to turn to a different kind of activitiy, which exploits a computer game called Droppy.
Droppy is an online game that has ten short stages, each of which involve solving a puzzle to help Droppy (the character) solve a problem
How I play this in class, using the IWB, is by first showing the learners a number of the screenshot images taken from the inital stages of the game. I tell the learners I am going to show them 5 images and ask them just to observe and remember as much about each image as they can.
After they have done this, then they have to write (and/or draw, as one of my students did) what they can remember of each image. They can then compare these notes with a partner.
Then I ask a volunteer to tell me what they remember of the first image. I use 'Graham Euros' in this class to motivate the learners, and so I give the learner who first volunteers some of these when they have finished. Then I ask if anyone can improve on this initial description. Rather than add information, I ask the learner to give a 'better' description – this way they have to say as much as they can about the image. I'll then ask if anyone else can improve on this, and so it continues. This way, the learners are encouraged to really work hard and to say as best as they can, with as much desciptive language as possible. I have seen my teenage learners during this activity really work very hard trying to speak at the very limits of their ability.
Let's try the activity out so you cn see how it works.
Here's image 1
Here's image number 2
Image number 3
Image number 4
Image number 5
Now, turn to the people next to you and describe as best you can the 5 images
Afterwards, I'll ask one of you to describe them as best as you can to me.
Now, turn to the people next to you and describe as best you can the 5 images
Afterwards, I'll ask one of you to describe them as best as you can to me.
The second stage in the activity is to show another five images, showing the solution to each of the five stages previously shown.
I then ask the learners to tell me what has happened, from the first image to the last one.
This gets the learners using different language and also shows them the solution to each stage of the game. Let's have a look at these now, and you can tell me what's happened in each of the stages.
Possible answer:
Droppy has made a hat from the cactus to protect him from the sun
Possible answer:
Droppy has moved the rubbish, turned on the streetlight and called a cab
Possible answer:
Droppy has fixed the antenna and is watching TV
Possible answer:
Droppy has caught a fish
Possible answer:
Droppy has stolen the golden statue
Finally, I would then let the learners play the actual game, which would not take much time now that they have seen how each stage can be solved.
Youy can either ask the learners to take turns to play each stage and get the others to help them by giving advice, or yu can play the game and ask the learners to tell you what to do. Setting a time limit (1 minute) to finish each stage is usually a good idea. If the student doesn't finish, then go to another stage and then return to the stage later with a different student volunteering.