Aaron Wilson outlines his mastery journey timeline through the Full Sail game production program. His end goal is to be knowledgeable in game production processes and trends and have at least one game title on his resume upon graduating. The timeline details his goals and strategies for each course, including self-study topics. He plans to create a game prototype, strengthen his skills, and network with industry professionals and mentors to achieve his career goals.
1) The document discusses using different technologies to answer 7 evaluation questions about a media product called AfroVibe magazine.
2) Powerpoint, Slideshare, Spiderscribe, Powtoon, Prezi, and Emaze are some of the technologies proposed for answering the questions.
3) The questions relate to conventions used, representation of social groups, potential publishers, target audience, audience attraction, lessons learned about technologies, and progression from an earlier task. Each technology is suggested as a good fit for certain questions based on abilities like layout, visuals, engagement.
In 5 years, the author plans to:
1) Complete a university degree in graphic design or games design to pursue a career in those fields.
2) Develop skills in graphic design, organization, and creativity through university coursework and practicing skills like Photoshop techniques.
3) Search for a job involving graphic design upon graduating from university to begin their career.
Pre-Assessment Quiz for teaching the topic of Globalisation & MNCs.
The idea of this quiz is an informal fun way of building a positive relationship with your students in addition to gaining an understanding of how much they know about the topic to be taught.
Resources needed: Powerpoint, Computer, Projector, Four Flash cards A, B, C, D
Instructions:
Students to initially do the quiz individually. Given 5-10 minutes. Collect these once completed.
Next group students into teams of four or five, each group is to have 4 students, each student has a role, Student 1: Facilitator/Manager, Student 2: Secretary (Scribe), Student 3: PR (student who represents the group decision via the flash cards).
Students are given 4 flash cards, titled A, B, C, D. These cards are used to communicate their collective answer.
Teacher can award chocolate bars or lollies as the quiz progresses or at the end.
Este documento describe varias patologรญas respiratorias comunes en ovinos y caprinos, incluyendo la neumonรญa progresiva de las ovejas (Maedi-Visna), la neumonรญa intersticial enzootica crรณnica, y la pasteurelosis septicรฉmica. Estas enfermedades son causadas por virus y bacterias que afectan principalmente los pulmones, causando inflamaciรณn, consolidaciรณn, y edema. Algunas enfermedades como Maedi-Visna tambiรฉn pueden afectar otros รณrganos. La transmisiรณn ocurre principalmente
Globalisation, its challenges and advantagesfathima habeeb
ย
Globalization is a complex process that has accelerated dramatically in recent decades due to reductions in transportation and communication barriers. It involves the growing integration of economies and societies around the world through increased cross-border trade, investment, and cultural exchange. While globalization has connected people in unprecedented ways and increased economic growth in many places, it has also increased inequality and cultural homogenization in some areas. The document traces the history of globalization from early empires through modern increases in international institutions and advances in technology that have further driven global integration.
Globalization is a process that involves the worldwide integration of economies, technologies, and cultures. It began accelerating in the late 20th century due to advances in transportation and communication technology. While globalization has led to increased economic opportunities through expanded trade and investment, it has also contributed to cultural and economic homogenization. It has impacted systems of governance, urban development, labor markets, and gender norms around the world. Both supporters and critics of globalization make arguments around its effects on issues like sovereignty, inequality, and cultural diversity.
Globalization refers to the increasing interconnectedness of economies and societies around the world through trade and information sharing. There are three main types - economic, social, and political. Key drivers of globalization include improved communications like the internet, improved transportation infrastructure, free trade agreements, global banking, and the growth of multinational corporations. The effects of globalization include a changed global food supply, increased outsourcing and less job security in some countries, potential environmental damage from increased trade and transport, homogenization of cultures, and a rise in anti-globalization protests.
1) The document discusses using different technologies to answer 7 evaluation questions about a media product called AfroVibe magazine.
2) Powerpoint, Slideshare, Spiderscribe, Powtoon, Prezi, and Emaze are some of the technologies proposed for answering the questions.
3) The questions relate to conventions used, representation of social groups, potential publishers, target audience, audience attraction, lessons learned about technologies, and progression from an earlier task. Each technology is suggested as a good fit for certain questions based on abilities like layout, visuals, engagement.
In 5 years, the author plans to:
1) Complete a university degree in graphic design or games design to pursue a career in those fields.
2) Develop skills in graphic design, organization, and creativity through university coursework and practicing skills like Photoshop techniques.
3) Search for a job involving graphic design upon graduating from university to begin their career.
Pre-Assessment Quiz for teaching the topic of Globalisation & MNCs.
The idea of this quiz is an informal fun way of building a positive relationship with your students in addition to gaining an understanding of how much they know about the topic to be taught.
Resources needed: Powerpoint, Computer, Projector, Four Flash cards A, B, C, D
Instructions:
Students to initially do the quiz individually. Given 5-10 minutes. Collect these once completed.
Next group students into teams of four or five, each group is to have 4 students, each student has a role, Student 1: Facilitator/Manager, Student 2: Secretary (Scribe), Student 3: PR (student who represents the group decision via the flash cards).
Students are given 4 flash cards, titled A, B, C, D. These cards are used to communicate their collective answer.
Teacher can award chocolate bars or lollies as the quiz progresses or at the end.
Este documento describe varias patologรญas respiratorias comunes en ovinos y caprinos, incluyendo la neumonรญa progresiva de las ovejas (Maedi-Visna), la neumonรญa intersticial enzootica crรณnica, y la pasteurelosis septicรฉmica. Estas enfermedades son causadas por virus y bacterias que afectan principalmente los pulmones, causando inflamaciรณn, consolidaciรณn, y edema. Algunas enfermedades como Maedi-Visna tambiรฉn pueden afectar otros รณrganos. La transmisiรณn ocurre principalmente
Globalisation, its challenges and advantagesfathima habeeb
ย
Globalization is a complex process that has accelerated dramatically in recent decades due to reductions in transportation and communication barriers. It involves the growing integration of economies and societies around the world through increased cross-border trade, investment, and cultural exchange. While globalization has connected people in unprecedented ways and increased economic growth in many places, it has also increased inequality and cultural homogenization in some areas. The document traces the history of globalization from early empires through modern increases in international institutions and advances in technology that have further driven global integration.
Globalization is a process that involves the worldwide integration of economies, technologies, and cultures. It began accelerating in the late 20th century due to advances in transportation and communication technology. While globalization has led to increased economic opportunities through expanded trade and investment, it has also contributed to cultural and economic homogenization. It has impacted systems of governance, urban development, labor markets, and gender norms around the world. Both supporters and critics of globalization make arguments around its effects on issues like sovereignty, inequality, and cultural diversity.
Globalization refers to the increasing interconnectedness of economies and societies around the world through trade and information sharing. There are three main types - economic, social, and political. Key drivers of globalization include improved communications like the internet, improved transportation infrastructure, free trade agreements, global banking, and the growth of multinational corporations. The effects of globalization include a changed global food supply, increased outsourcing and less job security in some countries, potential environmental damage from increased trade and transport, homogenization of cultures, and a rise in anti-globalization protests.
This document outlines the goals, strategies, and resources for a student to develop a mobile game over the course of a class. It includes goals such as learning storyboarding, utilizing course knowledge to create a game design document, and finishing 2/3 of the game. Strategies include getting feedback, researching tutorials, and maintaining contact with the instructor. Resources provided are tutorials and examples from other games.
This document outlines Francesco Carriรณn's mastery journey timeline at Full Sail University. Over the course of 12 months, he will take courses to develop skills in areas like research methods, team dynamics, project management, game design, user experience, game production tools, prototyping, quality assurance, asset management, usability testing, and a capstone project. He also lists industry connections, companies to follow, the Full Sail community, and definitions of mastery from Robert Greene's book. The timeline will help him gain the knowledge and experience to present a successful product by applying the skills learned throughout the program.
This proposal outlines a video game project called "Escape the Fantasy" aimed at children ages 5-9. The game follows a prince rescuing a princess from a villain by collecting diamonds from her necklace to save her. The student plans to create animations, a demo level, cut scenes, and advertisements for the game using software like Photoshop and Pixel Art. Research will include examining similar films and advertisements. Production techniques may include using a green screen and recording sound effects. Evaluation will focus on how well the advertisements and game appeal to and are understandable for the target audience.
Robert Perry outlines his goals and plans over 12 months to develop skills in instructional design and technology, with a focus on creating instructional games. He lists goals for each of 14 courses, which include researching theories, technologies, design strategies and connecting with industry professionals. His overall goal is to gain expertise in instructional game design. He provides contact information for 6 leaders in the field and notes clubs and organizations where he can further his learning and network.
The document reflects on a game called "Bright Kids" designed by the author's group for children ages 4-7 to teach color mixing and alphabets. The game uses tangible interactive technology including colored boxes with fiducial markers to be identified by a webcam. The author contributed to design, implementation, and evaluation stages, and learned about programming, reactivision, fiducials and processing. Some difficulties included tight schedule and limited coding knowledge. The conclusion is that the author learned about interacting with computers beyond keyboards and gained knowledge in programming and designing interactive games.
The Basics of Game Design and Scratch - Unit PlanInstantTechInfo
ย
This unit aims to teach middle/high school students the fundamental principals of game design and the basics of the popular game design software, Scratch.
A variety of resources are available for download, free of charge, from:
http://education.instanttechinfo.com/tutorials/gamedesignbasics.html
Digital Learning Game Design: Lessons from the TrenchesSharon Boller
ย
Learning games - and gamification of learning - are hot trends. What does it REALLY take to produce a learning game, and how do you produce a good one? This presentation outlines 6 lessons learned with links to games that offer examples for the lessons learned.
This proposal outlines a video game project aimed at 18-20 year olds of both genders and all social statuses. The game will be inspired by the Grand Theft Auto series and focus on tasks and concepts more appealing to males. Research conducted included interviews with the target audience to understand their preferences, and analyzing existing games to identify appealing elements. The project will be created in Photoshop using skills developed in previous classes. Ongoing evaluations and a final self-reflection will help assess strengths, weaknesses, and areas for improvement to further develop the creator's skills.
- The document describes the platform and curriculum for Globaloria, an online program that teaches game design and coding through project-based learning.
- Students can access public resources on Globaloria.com or a private, password-protected school learning platform to complete courses. Five courses of varying difficulty levels are offered.
- An example introductory course is described in detail, including 3 units where students research, design, and publish 1 hidden object game and 1 action game integrated with classroom content. Learning objectives focus on skills like research, presentation, collaboration, and programming.
- Educators have tools like class pages, a progress manager, and feedback rubrics to manage student projects and monitor progress. Training resources are also available
Level Up Your Talent Development with Gamification [eBook]Monica Cornetti
ย
This document provides an introduction to gamifying training and development programs using the Game the System model. It discusses defining learning objectives, creating an epic storyline, designing varied learning activities, adding game mechanics like points and levels, and incorporating aesthetics to make the training fun. The model is presented as a 5 step process: 1) objectives, 2) story, 3) activity design, 4) game mechanics, and 5) aesthetics. The goal is to increase engagement and learning through concepts from game design and behavioral psychology.
The document provides guidance for a student to evaluate a game design project they completed. It instructs the student to use their blog posts and production log to identify strengths and weaknesses in their design process. The student should establish if their finished product achieved the intended goal and consider any feedback. The document also reminds the student of the original scenario and aims of the project to help guide their evaluation.
The document describes a remote gamification workshop designed by the author based on Yu-kai Chou's Tedx talk. The 2 hour workshop uses Miro for collaboration and consists of an introduction, theory, group tasks, and conclusion. It has been conducted 3 times so far. The author seeks feedback to improve user engagement and develop their expertise in gamification. Metrics for success include increased recognition, workshop participation and connections on LinkedIn. The document also analyzes player types and desired player actions, and provides an Octalysis analysis and brainstorm of potential improvements to the workshop.
This proposal outlines a video game project aimed at audiences of all ages, genders, and backgrounds. The student will create a three-level match-style video game, drawing on skills learned throughout the year in video game and Photoshop design. Research will focus on existing successful match games like Candy Crush to inform the project concept and design. Evaluation will involve ongoing reflection while working and a final self-assessment to analyze the work and develop the student's practices.
Project for my Mastery course at Full Sail University. Describes my program courses and what I expect of them as well as where I want to go with my degree.
Yvonne Gomez-Castellucci is pursuing a Master's degree in Instructional Design and Technology. She feels this degree aligns with her goals and will allow her to stay on the cutting edge of technology in education. The degree will equip her with skills to improve learning outcomes and possibly become a school technology coordinator. Her goals for the program are to acquire mastery of instructional design, gain skills needed to be employable, and move beyond the traditional classroom into teaching with technology.
The document proposes a video game called "Shape Smash" that will appeal to people of all ages and genders. It will have affordable pricing to attract "belongers" as its target psychographic group. The proposal outlines the skills and knowledge gained throughout the year in video game development and Photoshop that will be applied to create a three-match game. Research on existing three-match games like Candy Crush and Farm Hero's Diamond Digger Saga will be conducted to help design the project. On-going self-evaluations and a final reflection will assess the work and help develop the creator's practice.
This proposal outlines a mobile game called "Jumper" targeted towards males aged 16-21 from middle to upper-middle class backgrounds. The game involves navigating a character to dodge obstacles and reach higher levels for rewards. Research will be conducted on designs and gameplay elements to engage the audience. The creator will evaluate their work by comparing experiments to the final product and reflecting on improvements for the future. This evaluation process will help develop their skills and inform their ongoing study and career in media.
This document outlines a proposal for a game called "Rushing Robber." The target audience is children ages 7-14. The game concept is an endless runner where the player controls a robber being chased by the police. It will include obstacles to dodge and power-ups to collect. Research will involve analyzing other successful endless runner games to identify effective techniques and features to incorporate. Once completed, the creator plans to evaluate the game through on-going reflection during production and a final self-evaluation to analyze the work and develop their skills.
This document outlines a 12-month timeline for developing mastery in creative writing. The student hopes to learn various writing techniques and formats, including character development, episodic writing, and the business of writing. Strategies include online courses, books, and connecting with other writers. The end goal is to apply the skills in a portfolio through outlines, scripts, and professional networking.
The document proposes a video game project titled "Sky-walkers magic" aimed at male teenagers ages 15-24 from middle-class households. Research was conducted including surveys and interviews to determine the target audience. The concept is an adventure game with puzzles and quests in an open world similar to "Monkey Island." Production will include creating backgrounds, characters, animations, and sound over 8 weeks. Evaluation will consist of daily reflections, a self-evaluation, and peer feedback to improve the game.
Philippine Edukasyong Pantahanan at Pangkabuhayan (EPP) CurriculumMJDuyan
ย
(๐๐๐ ๐๐๐) (๐๐๐ฌ๐ฌ๐จ๐ง ๐)-๐๐ซ๐๐ฅ๐ข๐ฆ๐ฌ
๐๐ข๐ฌ๐๐ฎ๐ฌ๐ฌ ๐ญ๐ก๐ ๐๐๐ ๐๐ฎ๐ซ๐ซ๐ข๐๐ฎ๐ฅ๐ฎ๐ฆ ๐ข๐ง ๐ญ๐ก๐ ๐๐ก๐ข๐ฅ๐ข๐ฉ๐ฉ๐ข๐ง๐๐ฌ:
- Understand the goals and objectives of the Edukasyong Pantahanan at Pangkabuhayan (EPP) curriculum, recognizing its importance in fostering practical life skills and values among students. Students will also be able to identify the key components and subjects covered, such as agriculture, home economics, industrial arts, and information and communication technology.
๐๐ฑ๐ฉ๐ฅ๐๐ข๐ง ๐ญ๐ก๐ ๐๐๐ญ๐ฎ๐ซ๐ ๐๐ง๐ ๐๐๐จ๐ฉ๐ ๐จ๐ ๐๐ง ๐๐ง๐ญ๐ซ๐๐ฉ๐ซ๐๐ง๐๐ฎ๐ซ:
-Define entrepreneurship, distinguishing it from general business activities by emphasizing its focus on innovation, risk-taking, and value creation. Students will describe the characteristics and traits of successful entrepreneurs, including their roles and responsibilities, and discuss the broader economic and social impacts of entrepreneurial activities on both local and global scales.
This document outlines the goals, strategies, and resources for a student to develop a mobile game over the course of a class. It includes goals such as learning storyboarding, utilizing course knowledge to create a game design document, and finishing 2/3 of the game. Strategies include getting feedback, researching tutorials, and maintaining contact with the instructor. Resources provided are tutorials and examples from other games.
This document outlines Francesco Carriรณn's mastery journey timeline at Full Sail University. Over the course of 12 months, he will take courses to develop skills in areas like research methods, team dynamics, project management, game design, user experience, game production tools, prototyping, quality assurance, asset management, usability testing, and a capstone project. He also lists industry connections, companies to follow, the Full Sail community, and definitions of mastery from Robert Greene's book. The timeline will help him gain the knowledge and experience to present a successful product by applying the skills learned throughout the program.
This proposal outlines a video game project called "Escape the Fantasy" aimed at children ages 5-9. The game follows a prince rescuing a princess from a villain by collecting diamonds from her necklace to save her. The student plans to create animations, a demo level, cut scenes, and advertisements for the game using software like Photoshop and Pixel Art. Research will include examining similar films and advertisements. Production techniques may include using a green screen and recording sound effects. Evaluation will focus on how well the advertisements and game appeal to and are understandable for the target audience.
Robert Perry outlines his goals and plans over 12 months to develop skills in instructional design and technology, with a focus on creating instructional games. He lists goals for each of 14 courses, which include researching theories, technologies, design strategies and connecting with industry professionals. His overall goal is to gain expertise in instructional game design. He provides contact information for 6 leaders in the field and notes clubs and organizations where he can further his learning and network.
The document reflects on a game called "Bright Kids" designed by the author's group for children ages 4-7 to teach color mixing and alphabets. The game uses tangible interactive technology including colored boxes with fiducial markers to be identified by a webcam. The author contributed to design, implementation, and evaluation stages, and learned about programming, reactivision, fiducials and processing. Some difficulties included tight schedule and limited coding knowledge. The conclusion is that the author learned about interacting with computers beyond keyboards and gained knowledge in programming and designing interactive games.
The Basics of Game Design and Scratch - Unit PlanInstantTechInfo
ย
This unit aims to teach middle/high school students the fundamental principals of game design and the basics of the popular game design software, Scratch.
A variety of resources are available for download, free of charge, from:
http://education.instanttechinfo.com/tutorials/gamedesignbasics.html
Digital Learning Game Design: Lessons from the TrenchesSharon Boller
ย
Learning games - and gamification of learning - are hot trends. What does it REALLY take to produce a learning game, and how do you produce a good one? This presentation outlines 6 lessons learned with links to games that offer examples for the lessons learned.
This proposal outlines a video game project aimed at 18-20 year olds of both genders and all social statuses. The game will be inspired by the Grand Theft Auto series and focus on tasks and concepts more appealing to males. Research conducted included interviews with the target audience to understand their preferences, and analyzing existing games to identify appealing elements. The project will be created in Photoshop using skills developed in previous classes. Ongoing evaluations and a final self-reflection will help assess strengths, weaknesses, and areas for improvement to further develop the creator's skills.
- The document describes the platform and curriculum for Globaloria, an online program that teaches game design and coding through project-based learning.
- Students can access public resources on Globaloria.com or a private, password-protected school learning platform to complete courses. Five courses of varying difficulty levels are offered.
- An example introductory course is described in detail, including 3 units where students research, design, and publish 1 hidden object game and 1 action game integrated with classroom content. Learning objectives focus on skills like research, presentation, collaboration, and programming.
- Educators have tools like class pages, a progress manager, and feedback rubrics to manage student projects and monitor progress. Training resources are also available
Level Up Your Talent Development with Gamification [eBook]Monica Cornetti
ย
This document provides an introduction to gamifying training and development programs using the Game the System model. It discusses defining learning objectives, creating an epic storyline, designing varied learning activities, adding game mechanics like points and levels, and incorporating aesthetics to make the training fun. The model is presented as a 5 step process: 1) objectives, 2) story, 3) activity design, 4) game mechanics, and 5) aesthetics. The goal is to increase engagement and learning through concepts from game design and behavioral psychology.
The document provides guidance for a student to evaluate a game design project they completed. It instructs the student to use their blog posts and production log to identify strengths and weaknesses in their design process. The student should establish if their finished product achieved the intended goal and consider any feedback. The document also reminds the student of the original scenario and aims of the project to help guide their evaluation.
The document describes a remote gamification workshop designed by the author based on Yu-kai Chou's Tedx talk. The 2 hour workshop uses Miro for collaboration and consists of an introduction, theory, group tasks, and conclusion. It has been conducted 3 times so far. The author seeks feedback to improve user engagement and develop their expertise in gamification. Metrics for success include increased recognition, workshop participation and connections on LinkedIn. The document also analyzes player types and desired player actions, and provides an Octalysis analysis and brainstorm of potential improvements to the workshop.
This proposal outlines a video game project aimed at audiences of all ages, genders, and backgrounds. The student will create a three-level match-style video game, drawing on skills learned throughout the year in video game and Photoshop design. Research will focus on existing successful match games like Candy Crush to inform the project concept and design. Evaluation will involve ongoing reflection while working and a final self-assessment to analyze the work and develop the student's practices.
Project for my Mastery course at Full Sail University. Describes my program courses and what I expect of them as well as where I want to go with my degree.
Yvonne Gomez-Castellucci is pursuing a Master's degree in Instructional Design and Technology. She feels this degree aligns with her goals and will allow her to stay on the cutting edge of technology in education. The degree will equip her with skills to improve learning outcomes and possibly become a school technology coordinator. Her goals for the program are to acquire mastery of instructional design, gain skills needed to be employable, and move beyond the traditional classroom into teaching with technology.
The document proposes a video game called "Shape Smash" that will appeal to people of all ages and genders. It will have affordable pricing to attract "belongers" as its target psychographic group. The proposal outlines the skills and knowledge gained throughout the year in video game development and Photoshop that will be applied to create a three-match game. Research on existing three-match games like Candy Crush and Farm Hero's Diamond Digger Saga will be conducted to help design the project. On-going self-evaluations and a final reflection will assess the work and help develop the creator's practice.
This proposal outlines a mobile game called "Jumper" targeted towards males aged 16-21 from middle to upper-middle class backgrounds. The game involves navigating a character to dodge obstacles and reach higher levels for rewards. Research will be conducted on designs and gameplay elements to engage the audience. The creator will evaluate their work by comparing experiments to the final product and reflecting on improvements for the future. This evaluation process will help develop their skills and inform their ongoing study and career in media.
This document outlines a proposal for a game called "Rushing Robber." The target audience is children ages 7-14. The game concept is an endless runner where the player controls a robber being chased by the police. It will include obstacles to dodge and power-ups to collect. Research will involve analyzing other successful endless runner games to identify effective techniques and features to incorporate. Once completed, the creator plans to evaluate the game through on-going reflection during production and a final self-evaluation to analyze the work and develop their skills.
This document outlines a 12-month timeline for developing mastery in creative writing. The student hopes to learn various writing techniques and formats, including character development, episodic writing, and the business of writing. Strategies include online courses, books, and connecting with other writers. The end goal is to apply the skills in a portfolio through outlines, scripts, and professional networking.
The document proposes a video game project titled "Sky-walkers magic" aimed at male teenagers ages 15-24 from middle-class households. Research was conducted including surveys and interviews to determine the target audience. The concept is an adventure game with puzzles and quests in an open world similar to "Monkey Island." Production will include creating backgrounds, characters, animations, and sound over 8 weeks. Evaluation will consist of daily reflections, a self-evaluation, and peer feedback to improve the game.
Philippine Edukasyong Pantahanan at Pangkabuhayan (EPP) CurriculumMJDuyan
ย
(๐๐๐ ๐๐๐) (๐๐๐ฌ๐ฌ๐จ๐ง ๐)-๐๐ซ๐๐ฅ๐ข๐ฆ๐ฌ
๐๐ข๐ฌ๐๐ฎ๐ฌ๐ฌ ๐ญ๐ก๐ ๐๐๐ ๐๐ฎ๐ซ๐ซ๐ข๐๐ฎ๐ฅ๐ฎ๐ฆ ๐ข๐ง ๐ญ๐ก๐ ๐๐ก๐ข๐ฅ๐ข๐ฉ๐ฉ๐ข๐ง๐๐ฌ:
- Understand the goals and objectives of the Edukasyong Pantahanan at Pangkabuhayan (EPP) curriculum, recognizing its importance in fostering practical life skills and values among students. Students will also be able to identify the key components and subjects covered, such as agriculture, home economics, industrial arts, and information and communication technology.
๐๐ฑ๐ฉ๐ฅ๐๐ข๐ง ๐ญ๐ก๐ ๐๐๐ญ๐ฎ๐ซ๐ ๐๐ง๐ ๐๐๐จ๐ฉ๐ ๐จ๐ ๐๐ง ๐๐ง๐ญ๐ซ๐๐ฉ๐ซ๐๐ง๐๐ฎ๐ซ:
-Define entrepreneurship, distinguishing it from general business activities by emphasizing its focus on innovation, risk-taking, and value creation. Students will describe the characteristics and traits of successful entrepreneurs, including their roles and responsibilities, and discuss the broader economic and social impacts of entrepreneurial activities on both local and global scales.
Level 3 NCEA - NZ: A Nation In the Making 1872 - 1900 SML.pptHenry Hollis
ย
The History of NZ 1870-1900.
Making of a Nation.
From the NZ Wars to Liberals,
Richard Seddon, George Grey,
Social Laboratory, New Zealand,
Confiscations, Kotahitanga, Kingitanga, Parliament, Suffrage, Repudiation, Economic Change, Agriculture, Gold Mining, Timber, Flax, Sheep, Dairying,
THE SACRIFICE HOW PRO-PALESTINE PROTESTS STUDENTS ARE SACRIFICING TO CHANGE T...indexPub
ย
The recent surge in pro-Palestine student activism has prompted significant responses from universities, ranging from negotiations and divestment commitments to increased transparency about investments in companies supporting the war on Gaza. This activism has led to the cessation of student encampments but also highlighted the substantial sacrifices made by students, including academic disruptions and personal risks. The primary drivers of these protests are poor university administration, lack of transparency, and inadequate communication between officials and students. This study examines the profound emotional, psychological, and professional impacts on students engaged in pro-Palestine protests, focusing on Generation Z's (Gen-Z) activism dynamics. This paper explores the significant sacrifices made by these students and even the professors supporting the pro-Palestine movement, with a focus on recent global movements. Through an in-depth analysis of printed and electronic media, the study examines the impacts of these sacrifices on the academic and personal lives of those involved. The paper highlights examples from various universities, demonstrating student activism's long-term and short-term effects, including disciplinary actions, social backlash, and career implications. The researchers also explore the broader implications of student sacrifices. The findings reveal that these sacrifices are driven by a profound commitment to justice and human rights, and are influenced by the increasing availability of information, peer interactions, and personal convictions. The study also discusses the broader implications of this activism, comparing it to historical precedents and assessing its potential to influence policy and public opinion. The emotional and psychological toll on student activists is significant, but their sense of purpose and community support mitigates some of these challenges. However, the researchers call for acknowledging the broader Impact of these sacrifices on the future global movement of FreePalestine.
This presentation was provided by Racquel Jemison, Ph.D., Christina MacLaughlin, Ph.D., and Paulomi Majumder. Ph.D., all of the American Chemical Society, for the second session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session Two: 'Expanding Pathways to Publishing Careers,' was held June 13, 2024.
Andreas Schleicher presents PISA 2022 Volume III - Creative Thinking - 18 Jun...EduSkills OECD
ย
Andreas Schleicher, Director of Education and Skills at the OECD presents at the launch of PISA 2022 Volume III - Creative Minds, Creative Schools on 18 June 2024.
Elevate Your Nonprofit's Online Presence_ A Guide to Effective SEO Strategies...TechSoup
ย
Whether you're new to SEO or looking to refine your existing strategies, this webinar will provide you with actionable insights and practical tips to elevate your nonprofit's online presence.
Temple of Asclepius in Thrace. Excavation resultsKrassimira Luka
ย
The temple and the sanctuary around were dedicated to Asklepios Zmidrenus. This name has been known since 1875 when an inscription dedicated to him was discovered in Rome. The inscription is dated in 227 AD and was left by soldiers originating from the city of Philippopolis (modern Plovdiv).
Leveraging Generative AI to Drive Nonprofit InnovationTechSoup
ย
In this webinar, participants learned how to utilize Generative AI to streamline operations and elevate member engagement. Amazon Web Service experts provided a customer specific use cases and dived into low/no-code tools that are quick and easy to deploy through Amazon Web Service (AWS.)
2. My End Goal
To be as knowledgeable as I can on all the processes and
trends of the game production industry. I would like to be
proficient at my skill as a 3D artist, and enhance my skills as
a leader and a project manager. I would like to have at least
one game title on my resume by the time I leave Full Sail.
3. Mastery 0415
Goal outcome: When this class is completed I should understand
exactly what it means to be a master of my craft. I should understand
the methods and perspectives of what todays industry masters are
using, and how I can use that to create my own.
Strategy:
Develop a plan to maximize the potential development of my skills in my degree
program
Create a strong network with my peers
Read course material
Connect with industry professionals
Self-study topic:
Lynda.com- Planning
resources
4. Project and Team Management 0515
Goal outcome: Once I finish this class I should be able to effectively
manage a team to success. I should understand what the best
positions are for the right people. I will know how to motivate my team,
and how to manage on a budget.
Strategy:
Develop a basic understanding of managing a team to
success
Practice budgeting a program
Self-study topic:
Lynda.com- Project Management Simplified
Lynda.com- Project Management Fundamentals
5. Game Design 0615
Goal outcome: I will understand the entire development process of the
creation of all elements that shape a video game. I should learn about
the history and future of video games.
Strategy:
Create a game concept that I will use for the remaining courses in the program
Develop an in-depth understanding of where the game industry is going
Use Full Sails Game Project Web Portal to get an idea of what previous students
have done for their game projects. and use this as inspiration.
Self-study topic:
Lynda.com- Thinking like a game designer Part 1&2
Ebscohost- Game Mechanics, Dynamics, and Aesthetics. (Article)
6. Methods and the User Experience 0715
Goal outcome: I should understand exactly what makes a video game
successful by knowing how to create the best player experience via
the gameplay, design and art within a game.
Strategy:
Research what makes an engaging/ addictive game
Implement the strategies I have learned into my Game Design concept
Self-study topic:
Ebscohost- Game Design to Measure Reflexes and Attention Based on
Biofeedback Multi-Sensor Interaction.
7. Research in Team Dynamics
0815
Goal outcome: I should be able to get the best performance out of my
team I will know the best methods of motivating for performance as a
team. I will be able to take the role as a team leader and I will know
how to lead them in the right direction.
Strategy:
I will continue to work in a team environment with my classmates, and will
personally evaluate the performance and motivation of the team on my own.
I will interview one of my available connections and ask them for their experience
in team managing and dynamics.
Self-study topic:
Lynda.com- Understanding team dynamics
8. Game Production Tools 0915
Goal outcome: I will understand what tools I will need to collect and
analyze data based on how my team is doing during production of a
video game. I will also have understood the tools to track bugs and
installer issues and what to do to fix them.
Strategy:
Develop a greater understanding of my workflow and document progress using the
new tools I will be exposed to.
Self-study topic:
Microsoft: Project 2013 Plain &
Simple (Safari Books Online)
Image Resource:
http://ce.safaribooksonline.com/book/office-and-productivity-applications/9780735672888
9. Prototyping and Content Creation 1015
Goal outcome: By the end of this course I should have a prototype of
my personal game design. I will have a good understanding of visual
and audio assets and I will know a bit of scripting as well.
Strategy:
Create a prototype version of my game
Sharpen my knowledge of Python programming language
Self-study topic:
Introduction to Game Design,
Prototyping, and Development (Safari
Books Online)
Image Resource:
http://ce.safaribooksonline.com/book/programming/game-programming/9780133439571
10. Quality Assurance 1115
Goal outcome: To understand how to test your game is probably one
of the most important steps in making a game. Once I complete this
course I will know what methods I can use to effectively test a game
for the best potential quality.
Strategy:
Develop an effective test plan within the course
Create an account with gamecrareerguide.com and practice doing personal play
testing for other student games that have already been made.
Self-study topic:
Lynda.com- Quality Assurance
EbscoHost- Five Models of Playersโ Rule Behavior for Game Balance
11. Asset Management 1215
Goal outcome: In the production of a game there are very many
assets that are created. Once I am finished with Asset Management I
will understand how to organize and place these assets within a game
by following a storyboard in order to follow a specific theme.
Strategy:
Research the different types of assets that are required for games including
models, animation, textures, audio, and programming.
Self-study topic:
Digital Asset Management (Safari
Books Online)
Image Resource:
http://ce.safaribooksonline.com/book/library-and-information-science/9780240519241
12. Game Usability and Testing 0116
Goal outcome: Why create a game if its not going to work at all? I will
understand the core principles of usability of a video game. I will have
tested commercial products
Strategy:
Research testing methods for games including surveys and โthink aloudโ
Self-study topic:
Game Testing All in One (Safari
Books Online)
Game Usability (Safari Books
Online)
Image Resource:
http://ce.safaribooksonline.com/book/programming/game-programming/1592003737
http://ce.safaribooksonline.com/book/programming/game-programming/9780123744470
13. Game Project Practicum 0216
Goal outcome: By the end of this course I will have made progress on
my personal game project and I will have developed a better general
understanding of the things that I have learned so far in the program.
Strategy:
Catch up on my personal game project using all of the knowledge and strategies
that I have learned from the previous classes.
Interview an industry professional in my field with my new knowledge of the game
industry, and discuss their progress and experience in their field.
Self-study topic:
Lynda.com- Designing the game
14. Production Research Capstone 0316
Goal outcome: I will complete the program with a portfolio filled with
the content of my capstone experience. I will have a ready โgame
conferenceโ style presentation of my final produce from the Game
Design Masters Degree program.
Strategy:
By this time I should have some job opportunities lined up for me once I graduate
I will practice my presentation with other peers and probably indynomicon in
Orlando with my new game.
Self-study topic:
Lynda.com- Presenting tips
16. Industry Professionals
Gibbs Rainock
(Senior Game Designer)
Kevin A. Bargeron (Game
Designer at RED Interactive
Agency)
Colleen Nachtrieb (UX/UI Game
Designer)
Jose Perez III (Senior Game
Designer Blizzard Entertainment)
Clay Kisko (Lead Game Designer
at Glu Mobile)
Dylan Papp (3D artist/Game
designer at WingHelm
productions)
grainock@yahoo.com 801-721-6687
kabargeron@gmail.com 801-784-0310
[http://www.illusiondigital.com/]
Nachtrieb.art@gmail.com
[http://www.seasidecorgi.com/#!contact_us/
clyc]
joseperez3rd@gmail.com 425-891-5971
[http://www.seasidecorgi.com/#!contact_us/
clyc]
Ckisko@Gmail.com 732-684-6468
[http://www.claykisko.com/]
papptimus.prime@gmail.com 224-730-2225
17. Industry clubs and
Organizations
Gamasutra.com
Game Career Guide.com
Ten thousand hours (facebook group)
Hangout Hub (facebook group)
Level Up! (facebook group)
Video Game Art and Design (facebook group)
Game Developers (Linkedin)
Game Producers (Linkedin)