This document provides an introduction to common sense reasoning in artificial intelligence. It discusses how common sense knowledge is important for machines to perform everyday tasks and simplify communication with humans. The document outlines some of the challenges with common sense reasoning, including how to simulate human reasoning, build vast knowledge bases, and formalize commonsense knowledge from multiple domains using different representation methods. It also provides examples of progress in theoretical approaches, knowledge bases, semantic technologies, and applications of common sense reasoning.
Instructional technology is defined as the analysis, design, development, implementation, and evaluation of processes and resources for learning. It involves improving learning through instructional and non-instructional processes. Instructional design is a systematic process used to develop education and training programs in a consistent way through ongoing evaluation. The field has evolved over time from a focus on instructional media to include personal computers, the internet, and now wireless tools. The future of instructional technology is expected to involve ubiquitous learning through personal mobile devices and delivering more education with less physical space.
Technology is important in education for several reasons: it keeps education relevant in a world increasingly shaped by technology; it engages students through interactive methods; and it improves students' skills like communication, collaboration, and presentation. Technology also increases opportunities for collaboration across distances and reduces the physical materials students need to carry, replacing books with digital devices. As the future will be technology-focused, education must embrace technology to remain relevant and continue shaping the next generation.
The document discusses how today's students have grown up surrounded by technology and see it as an integral part of their lives. It explores learning theories that support using technology in the classroom, such as multiple intelligences and differentiated instruction. Research presented finds that digital natives' brains are different due to neuroplasticity and that technology must be used in schools to engage these students and remain relevant to their learning styles.
This document discusses the pedagogy of instructional technology and computer-assisted language learning (CALL). It addresses how teacher education is needed to help teachers integrate digital tools and overcome barriers to technology use. The document also notes how technology has led to an exponential growth of knowledge and how our understanding of "knowing" has shifted from memorizing information to finding and applying knowledge.
The Technological and Digital Lifeworld Teaching and Learning in the 21 Centu...Nathan Hutchings
The document discusses the digital and technological lifeworld of students in the 21st century. It explores how technologies like mobile phones, computers, virtual reality, robotics, and online learning platforms mediate students' experiences and shape their digital lifeworlds. These technologies are ubiquitous in students' lives both in and out of school. The document also examines how access to different technologies can impact social advantages and disadvantages, and how developing technological literacy is important for students to become creators rather than just consumers in a world increasingly embedded with technology.
Bridging the privacy paradox: between awareness and behaviourRob Heyman
This document discusses a survey that examined the gap between users' reported privacy attitudes and actual practices regarding Facebook applications. It finds that users report privacy concerns but do little to change their privacy settings or limit information sharing. The document also analyzes how interface design can empower or disempower user privacy through affordances that make privacy options invisible or imply consent through default settings.
UX (user experience) refers to a person's perceptions and responses resulting from use or anticipated use of a product, system or service. UX became widespread due to publications by Donald Norman in the 1990s. UX focuses on cognitive science and aims to create intuitive experiences for users across various platforms like web and mobile. The goals of UX include optimizing usability, interfaces, content and business processes to minimize user frustration and ensure content is easily scanned and understood.
This document provides an introduction to common sense reasoning in artificial intelligence. It discusses how common sense knowledge is important for machines to perform everyday tasks and simplify communication with humans. The document outlines some of the challenges with common sense reasoning, including how to simulate human reasoning, build vast knowledge bases, and formalize commonsense knowledge from multiple domains using different representation methods. It also provides examples of progress in theoretical approaches, knowledge bases, semantic technologies, and applications of common sense reasoning.
Instructional technology is defined as the analysis, design, development, implementation, and evaluation of processes and resources for learning. It involves improving learning through instructional and non-instructional processes. Instructional design is a systematic process used to develop education and training programs in a consistent way through ongoing evaluation. The field has evolved over time from a focus on instructional media to include personal computers, the internet, and now wireless tools. The future of instructional technology is expected to involve ubiquitous learning through personal mobile devices and delivering more education with less physical space.
Technology is important in education for several reasons: it keeps education relevant in a world increasingly shaped by technology; it engages students through interactive methods; and it improves students' skills like communication, collaboration, and presentation. Technology also increases opportunities for collaboration across distances and reduces the physical materials students need to carry, replacing books with digital devices. As the future will be technology-focused, education must embrace technology to remain relevant and continue shaping the next generation.
The document discusses how today's students have grown up surrounded by technology and see it as an integral part of their lives. It explores learning theories that support using technology in the classroom, such as multiple intelligences and differentiated instruction. Research presented finds that digital natives' brains are different due to neuroplasticity and that technology must be used in schools to engage these students and remain relevant to their learning styles.
This document discusses the pedagogy of instructional technology and computer-assisted language learning (CALL). It addresses how teacher education is needed to help teachers integrate digital tools and overcome barriers to technology use. The document also notes how technology has led to an exponential growth of knowledge and how our understanding of "knowing" has shifted from memorizing information to finding and applying knowledge.
The Technological and Digital Lifeworld Teaching and Learning in the 21 Centu...Nathan Hutchings
The document discusses the digital and technological lifeworld of students in the 21st century. It explores how technologies like mobile phones, computers, virtual reality, robotics, and online learning platforms mediate students' experiences and shape their digital lifeworlds. These technologies are ubiquitous in students' lives both in and out of school. The document also examines how access to different technologies can impact social advantages and disadvantages, and how developing technological literacy is important for students to become creators rather than just consumers in a world increasingly embedded with technology.
Bridging the privacy paradox: between awareness and behaviourRob Heyman
This document discusses a survey that examined the gap between users' reported privacy attitudes and actual practices regarding Facebook applications. It finds that users report privacy concerns but do little to change their privacy settings or limit information sharing. The document also analyzes how interface design can empower or disempower user privacy through affordances that make privacy options invisible or imply consent through default settings.
UX (user experience) refers to a person's perceptions and responses resulting from use or anticipated use of a product, system or service. UX became widespread due to publications by Donald Norman in the 1990s. UX focuses on cognitive science and aims to create intuitive experiences for users across various platforms like web and mobile. The goals of UX include optimizing usability, interfaces, content and business processes to minimize user frustration and ensure content is easily scanned and understood.
The document describes The Hole in the Wall experiment, where a computer was enclosed in a secure area of a barricaded wall to provide children in an underprivileged community access to the internet and computers. It explains how this helped the children gain knowledge, learn new skills like computer programming, and communicate with others, demonstrating how technology can benefit poor communities by increasing understanding, helping learn new skills that can lead to jobs, and providing access to information from around the world.
Laru, J. & Järvelä, S. (2004). Scaffolding different learning activities with...Jari Laru
Laru, J. & Järvelä, S. (2004). Scaffolding different learning activities with mobile tools in three everyday contexts. In P. Gerjets, P. A. Kirschner, J. Elen & R. Joiner (Eds.), Instructional design for effective and enjoyable computer-supported learning. Proceedings of the EARLI SIGs Instructional Design and Learning and Instruction with Computers (pp.11-21). Tübingen: Knowledge Media Research Center.
The document summarizes Apostolos Koutropoulos' article "Digital Natives: Ten Years After". It discusses key points from the original article, including the coining of the term "digital native" by Marc Prensky, Prensky's initial descriptions of digital natives in his "digital native canon", additions and extensions to the canon from other authors, perspectives directly from digital natives, and how demographics affect digital native traits. It also covers topics like access to and use of technology, the difference between personal and educational technology use, and locus of control regarding technology skills.
Tangible Interaction & Augmented Realityelliando dias
The document discusses the evolution of user interfaces from graphical user interfaces to tangible user interfaces and augmented reality. It provides examples of tangible interfaces that augment physical objects with digital information. It also asks questions about what defines a tangible interface and augmented reality, noting that some everyday devices like mobile phones could be considered forms of augmented reality.
This document discusses gifted education in the 21st century. It emphasizes that education should focus on developing critical thinking and problem solving skills through learning experiences that involve solving real-world problems. It also stresses the importance of technology integration and using technology as a tool to teach thinking rather than just teaching the tools themselves. The future of education is predicted to involve more personalized and collaborative learning models that leverage tools like gaming, open resources, learning analytics and personal learning environments.
Software as Hypothesis: Research-Based Design MethodologyTeemu Leinonen
Slides from the presentation at the Participatory Desgin 2008 Conference (PDC2008). Presenting a way to design educational technology where contextual inquiry, participatory design, product design and software as hypothesis plays and important role.
The document discusses a workshop where students created machinima (animated films made within video games) after analyzing Metropolis and the SimCity trailer. The goals were to encourage new literacy through participatory culture using old and new technologies. Students faced challenges similar to early filmmakers in combining multimodal elements. Analyzing masterworks like Metropolis helped students solve problems in constructing meanings for audiences. The workshop showed that while students use technology, guidance is still needed to understand communication discourses.
One Laptop per Child (OLPC) is a non-profit organization that provides inexpensive laptops to children in developing countries to help empower them and improve access to education. OLPC was founded by Nicholas Negroponte and develops the XO laptop, which is low-cost, rugged, and optimized for collaborative and self-directed learning. The laptops are designed to be easily customized and used without internet access or training.
This document discusses technology literacy and the shift from traditional to new literacies as children move from analog to digital environments. It explores the affordances of educational technologies for learning, including improved collaboration, comprehension through multimedia, and motivation. Technologies provide social affordances as children enjoy sharing experiences and symbolic play with digital objects. The document advocates starting with the classroom learning space and using apps and hands-on activities with devices like iPads to support new contexts for skills development and learning.
Handheld learning conference 2009 mobile devices as boundary objects on field...Nicola Louise Beddall-Hill
This document discusses using mobile devices as "boundary objects" during field trips. It summarizes two case studies where the author observed students using various mobile devices during outdoor learning exercises. In the first case study, visualizations on PDAs helped meet learning objectives but the devices themselves did not act as boundary objects. In the second case study, comparisons between device readings and hand-drawn data tables served as boundary objects, though the devices presented challenges. The author concludes mobile devices can support outdoor learning but also introduce complexity, and older technologies may need to supplement them.
The document discusses principles of effective learning based on several sources. It advocates for learning that is active, engaging, authentic, relevant, taps into emotions and social connections, includes critical thinking, changes behavior and thinking, and produces a state of flow. It promotes project-based, hands-on, experiential learning facilitated by mobile technologies. The document points to heutagogy and Education 3.0 as models that align with these principles in contrast to more traditional, instructivist models.
SMART Technology has been innovating interactive whiteboard technology since 1991, starting with chalkboards and dry erase boards. They developed the SMART Board in 2005 and have continued improving it since. SMART boards are used widely in classrooms and government around the world. Customers can order directly from SMART or local carriers. SMART receives awards for their innovative products and adapts technology based on customer feedback each year.
This document lists various web links related to the topic of m-learning, which is mobile learning using mobile devices. The links reference introductory information on m-learning, mobile learning platforms and apps, podcasts and audiobooks, and general information resources about using mobile technologies for educational purposes.
The interactive whiteboard takes the traditional classroom whiteboard and integrates information and communication technologies. It has the potential to both enhance and replace some of the teacher's role in exciting students about learning. The document discusses the progression from blackboards to interactive whiteboards and whether this represents a positive step for education. It also provides examples of how interactive whiteboards can be used to support learning across different subject areas through viewing videos, presentations, group work and internet research. Legal and ethical considerations around issues like plagiarism, privacy and appropriate student use are also addressed.
Mobile learning is defined as learning across different contexts using personal electronic devices through social and content interactions. It allows any setting to function as a classroom since mobile technology enables internet access from all devices. Mobile learning will help students better understand classroom lessons as they can access knowledge sources on their mobile devices before and after class. As the new generation enjoys using technology, mobile learning will make the learning process more fun and engaging for students. For these reasons, mobile learning is considered the future of education systems.
The applicant is applying for an internship at KPR. They have a B.A. in Advertisement from Catholic University of Daegu with a 3.73 GPA. Their skills include intermediate English, basic Spanish, and computer programs like PowerPoint. They have experience teaching taekwondo and Korean language classes. Their motivation is to share their positive energy and happiness with others through a career in public relations. They are looking to join KPR to promote a friendly world.
Mobile learning. Zirve University ELT Department" & "ingilizce Öğretmenliği" rabiiaaa
Mobile learning utilizes portable electronic devices like smartphones, tablets, and laptops to provide educational content that can be accessed anywhere and allows for collaborative and self-directed study. It aims to improve student outcomes like retention and achievement by supporting differentiated instruction that engages all learners. Mobile learning gives students independence over how, where, and when they learn by allowing educational resources to be constantly accessible. While it expands the classroom beyond four walls and enables learning in real-world settings, mobile learning also faces challenges in ensuring all students have access to necessary technology and data.
Mobile learning has the potential to change language learning by making it more personalized, situated, authentic, spontaneous, and informal. With mobile devices, learning can occur anywhere and be connected to real-world experiences. While teachers will still play an important guiding role, mobile learning empowers learners and enables new types of collaborative activities both inside and outside the classroom. It allows learners to communicate about language and receive assistance anywhere, anytime. Overall, mobile learning draws attention to how mobility and associated digital technologies can transform the nature of learning.
The document summarizes a two-day seminar on mobile business-to-business (B2B) applications (apps). Day one covered statistics on mobile device usage, the benefits of B2B apps for businesses, examples of apps commonly used in professional contexts, categories of B2B apps, and demonstrations of sample apps. Day two began with a recap and discussion of insights from day one. It then covered the process of developing a B2B app from concept to design to implementation and discussed next steps for collaboration. The goal of the seminar was to help attendees better understand the potential for B2B apps and learn how to create apps that add value for business clients.
El documento presenta resúmenes de menos de 3 oraciones sobre famosas fotografías históricas como la del Che Guevara, el monje budista Thich Quang Duc inmolándose, la ejecución de un prisionero en Vietnam, la niña Kim Phuc desnuda escapando de un bombardeo con napalm, Sharbat Gula ("la niña afgana") en un campamento de refugiados, Omayra Sánchez muriendo atrapada en el lodo después de una erupción volcánica, el "Hombre del Tanque" enfrentánd
The document describes The Hole in the Wall experiment, where a computer was enclosed in a secure area of a barricaded wall to provide children in an underprivileged community access to the internet and computers. It explains how this helped the children gain knowledge, learn new skills like computer programming, and communicate with others, demonstrating how technology can benefit poor communities by increasing understanding, helping learn new skills that can lead to jobs, and providing access to information from around the world.
Laru, J. & Järvelä, S. (2004). Scaffolding different learning activities with...Jari Laru
Laru, J. & Järvelä, S. (2004). Scaffolding different learning activities with mobile tools in three everyday contexts. In P. Gerjets, P. A. Kirschner, J. Elen & R. Joiner (Eds.), Instructional design for effective and enjoyable computer-supported learning. Proceedings of the EARLI SIGs Instructional Design and Learning and Instruction with Computers (pp.11-21). Tübingen: Knowledge Media Research Center.
The document summarizes Apostolos Koutropoulos' article "Digital Natives: Ten Years After". It discusses key points from the original article, including the coining of the term "digital native" by Marc Prensky, Prensky's initial descriptions of digital natives in his "digital native canon", additions and extensions to the canon from other authors, perspectives directly from digital natives, and how demographics affect digital native traits. It also covers topics like access to and use of technology, the difference between personal and educational technology use, and locus of control regarding technology skills.
Tangible Interaction & Augmented Realityelliando dias
The document discusses the evolution of user interfaces from graphical user interfaces to tangible user interfaces and augmented reality. It provides examples of tangible interfaces that augment physical objects with digital information. It also asks questions about what defines a tangible interface and augmented reality, noting that some everyday devices like mobile phones could be considered forms of augmented reality.
This document discusses gifted education in the 21st century. It emphasizes that education should focus on developing critical thinking and problem solving skills through learning experiences that involve solving real-world problems. It also stresses the importance of technology integration and using technology as a tool to teach thinking rather than just teaching the tools themselves. The future of education is predicted to involve more personalized and collaborative learning models that leverage tools like gaming, open resources, learning analytics and personal learning environments.
Software as Hypothesis: Research-Based Design MethodologyTeemu Leinonen
Slides from the presentation at the Participatory Desgin 2008 Conference (PDC2008). Presenting a way to design educational technology where contextual inquiry, participatory design, product design and software as hypothesis plays and important role.
The document discusses a workshop where students created machinima (animated films made within video games) after analyzing Metropolis and the SimCity trailer. The goals were to encourage new literacy through participatory culture using old and new technologies. Students faced challenges similar to early filmmakers in combining multimodal elements. Analyzing masterworks like Metropolis helped students solve problems in constructing meanings for audiences. The workshop showed that while students use technology, guidance is still needed to understand communication discourses.
One Laptop per Child (OLPC) is a non-profit organization that provides inexpensive laptops to children in developing countries to help empower them and improve access to education. OLPC was founded by Nicholas Negroponte and develops the XO laptop, which is low-cost, rugged, and optimized for collaborative and self-directed learning. The laptops are designed to be easily customized and used without internet access or training.
This document discusses technology literacy and the shift from traditional to new literacies as children move from analog to digital environments. It explores the affordances of educational technologies for learning, including improved collaboration, comprehension through multimedia, and motivation. Technologies provide social affordances as children enjoy sharing experiences and symbolic play with digital objects. The document advocates starting with the classroom learning space and using apps and hands-on activities with devices like iPads to support new contexts for skills development and learning.
Handheld learning conference 2009 mobile devices as boundary objects on field...Nicola Louise Beddall-Hill
This document discusses using mobile devices as "boundary objects" during field trips. It summarizes two case studies where the author observed students using various mobile devices during outdoor learning exercises. In the first case study, visualizations on PDAs helped meet learning objectives but the devices themselves did not act as boundary objects. In the second case study, comparisons between device readings and hand-drawn data tables served as boundary objects, though the devices presented challenges. The author concludes mobile devices can support outdoor learning but also introduce complexity, and older technologies may need to supplement them.
The document discusses principles of effective learning based on several sources. It advocates for learning that is active, engaging, authentic, relevant, taps into emotions and social connections, includes critical thinking, changes behavior and thinking, and produces a state of flow. It promotes project-based, hands-on, experiential learning facilitated by mobile technologies. The document points to heutagogy and Education 3.0 as models that align with these principles in contrast to more traditional, instructivist models.
SMART Technology has been innovating interactive whiteboard technology since 1991, starting with chalkboards and dry erase boards. They developed the SMART Board in 2005 and have continued improving it since. SMART boards are used widely in classrooms and government around the world. Customers can order directly from SMART or local carriers. SMART receives awards for their innovative products and adapts technology based on customer feedback each year.
This document lists various web links related to the topic of m-learning, which is mobile learning using mobile devices. The links reference introductory information on m-learning, mobile learning platforms and apps, podcasts and audiobooks, and general information resources about using mobile technologies for educational purposes.
The interactive whiteboard takes the traditional classroom whiteboard and integrates information and communication technologies. It has the potential to both enhance and replace some of the teacher's role in exciting students about learning. The document discusses the progression from blackboards to interactive whiteboards and whether this represents a positive step for education. It also provides examples of how interactive whiteboards can be used to support learning across different subject areas through viewing videos, presentations, group work and internet research. Legal and ethical considerations around issues like plagiarism, privacy and appropriate student use are also addressed.
Mobile learning is defined as learning across different contexts using personal electronic devices through social and content interactions. It allows any setting to function as a classroom since mobile technology enables internet access from all devices. Mobile learning will help students better understand classroom lessons as they can access knowledge sources on their mobile devices before and after class. As the new generation enjoys using technology, mobile learning will make the learning process more fun and engaging for students. For these reasons, mobile learning is considered the future of education systems.
The applicant is applying for an internship at KPR. They have a B.A. in Advertisement from Catholic University of Daegu with a 3.73 GPA. Their skills include intermediate English, basic Spanish, and computer programs like PowerPoint. They have experience teaching taekwondo and Korean language classes. Their motivation is to share their positive energy and happiness with others through a career in public relations. They are looking to join KPR to promote a friendly world.
Mobile learning. Zirve University ELT Department" & "ingilizce Öğretmenliği" rabiiaaa
Mobile learning utilizes portable electronic devices like smartphones, tablets, and laptops to provide educational content that can be accessed anywhere and allows for collaborative and self-directed study. It aims to improve student outcomes like retention and achievement by supporting differentiated instruction that engages all learners. Mobile learning gives students independence over how, where, and when they learn by allowing educational resources to be constantly accessible. While it expands the classroom beyond four walls and enables learning in real-world settings, mobile learning also faces challenges in ensuring all students have access to necessary technology and data.
Mobile learning has the potential to change language learning by making it more personalized, situated, authentic, spontaneous, and informal. With mobile devices, learning can occur anywhere and be connected to real-world experiences. While teachers will still play an important guiding role, mobile learning empowers learners and enables new types of collaborative activities both inside and outside the classroom. It allows learners to communicate about language and receive assistance anywhere, anytime. Overall, mobile learning draws attention to how mobility and associated digital technologies can transform the nature of learning.
The document summarizes a two-day seminar on mobile business-to-business (B2B) applications (apps). Day one covered statistics on mobile device usage, the benefits of B2B apps for businesses, examples of apps commonly used in professional contexts, categories of B2B apps, and demonstrations of sample apps. Day two began with a recap and discussion of insights from day one. It then covered the process of developing a B2B app from concept to design to implementation and discussed next steps for collaboration. The goal of the seminar was to help attendees better understand the potential for B2B apps and learn how to create apps that add value for business clients.
El documento presenta resúmenes de menos de 3 oraciones sobre famosas fotografías históricas como la del Che Guevara, el monje budista Thich Quang Duc inmolándose, la ejecución de un prisionero en Vietnam, la niña Kim Phuc desnuda escapando de un bombardeo con napalm, Sharbat Gula ("la niña afgana") en un campamento de refugiados, Omayra Sánchez muriendo atrapada en el lodo después de una erupción volcánica, el "Hombre del Tanque" enfrentánd
* भारत को रोग मुक्त करने के लिए वेलसाईंस अपनाये।
* वेलसाईंस सर्वश्रेष्ठ प्रबंधन और सेवाओं के साथ वेलनेस उद्योग का सबसे अच्छा भुगतान पेश करता है।
* # 1 और 100 प्रतिशत असली कंपनी. जो आपके सपनों को पूरा कर सकती है।
* 65 साल पुरानी भारतीय बहुराष्ट्रीय कंपनी केरला आयुर्वेद लिमिटेड कोच्चि( रिसर्च पार्टनर) द्वारा वैज्ञानिक तरीके से अनुसंधान करके बनाये हुए उत्पाद।
* वेलसाईंस के न्यूट्रा उत्पाद आयुर्वेद के 5000 साल पुराने सिद्धांत पर आधारित हैं। इनका कोई साइड प्रभाव नहीं है।
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* पाली हर्बल फ़ोर्मुलेशन उत्पाद एक्टिव आय्देन्तिफ़िअब्ले मार्कर (एम) प्रौद्योगिकी के साथ।
* नियमित पुनःखरीद करने के लिए सबसे अच्छी कीमतों पर उत्पाद।
* क्रेडिट कार्ड / डेबिट कार्ड, टी जेड कार्ड और एक्सिस बैंक के माध्यम से ऑनलाइन उत्पादों की खरिदारी का भुगतान।
दुनिया का नंबर -1 BillDesk पेमेंट गेटवे।
* उत्पादों का वितरण 3 दिनों में भारत की सबसे अच्छी कूरियर कंपनी के द्वारा।
* यहां तक कि केवल एक उत्पाद देश भर में कहीं भी भिजवाया जा सकता है।
* कंपनी की स्थापना उन पेशेवरों द्वारा की गई है जिन्होंने पहेली बार भारत में एमएलएम उद्योग की नीव राखी थी।
* नि: शुल्क पंजीकरण। जोइनिङ्ग पर उत्पादों की खरीद डिस्काउंटेड प्राइस(DP) पर ना कि MRP पर।
* 20% खुदरा मार्जिन और ऑफर। रोमांचक उत्पाद की पेशकश के साथ खुदरा लाभ।
* हर बार आपकी खुद की प्रोडक्ट खरीद पर २०% डिस्काउंट के अलावा DP का 70% सेल वॉल्यूम आपकी वीकर लेग मे चला जाता है।
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* नई जोइनिङ्ग होने और पुनःख
Proyecto Final del Curso Mobile Learning 2014 #mlearning_INTEF
Escuela Oficial de Idiomas de Alicante
Nivel: Intermedio 2
Alemán
Objetivo: escribimos una poesía en alemán y utilizamos aplicaciones de dispositivos móviles (Mindmeister, Photo Grid, Blogger, Soundcloud, Unitag, QR Droid, Magisto).
Mobile Monday is a non-profit organization with 75 chapters around the world focused on networking in the mobile industry. Each month, chapters organize local events to share ideas, best practices, and trends. Mobile Monday Switzerland has chapters in several major Swiss cities that hold monthly events. The provided document advertises an upcoming Mobile Monday event in Switzerland that will feature presentations from representatives of Google, Duolingo, and other companies on the topic of mobile learning.
The document provides information about using video conferencing equipment for educational purposes. It discusses the benefits of video conferencing for teachers and students, such as increased collaboration, interaction with experts, and opportunities for virtual field trips. It also offers tips for planning a successful video conference, including preparing students, setting up equipment, and evaluating the experience.
This document provides an overview of mobile learning. It defines mobile learning as learning facilitated by mobile devices that allows learners to be physically mobile. It discusses the benefits of mobile learning including flexibility and accessibility. Examples of mobile learning applications are provided such as eBooks, job aids, and augmented reality. Planning considerations for mobile learning like device capabilities and limitations are outlined. Resources for researching mobile learning trends and the ADL mobile learning program are also summarized.
Mobile learning Zirve University ELT Department" & "ingilizce Öğretmenliği"Mesut Cura
Mobile learning allows students to learn through portable devices anywhere, offering several key benefits. It allows access to lessons, videos, and audio from anywhere while enabling interaction with other students and instructors. This flexible learning means students can access materials 24/7 from any location. Each student can also learn at their own pace, with slower learners not held back and faster learners not wasting time on basic lessons. Performance and understanding can be measured in diverse ways as mobile learning blends digital and physical learning.
Video conferencing allows people in different locations to communicate face-to-face through real-time transmission of audio and video. It has evolved from an expensive technology seen at world's fairs in the 1960s to a widely used tool for business meetings, distance learning, and telemedicine. Standards and improvements in quality have increased its usability and acceptance. As networks and capabilities continue to advance, forecasts predict video conferencing applications like desktop conferencing will double each year through 2001, driving further network development.
Towards a social ontology based english learning mobile environment for profe...Atlas Uned
This document discusses the SO-CALL-ME research project funded by the Spanish Ministry of Science and Innovation. The project aims to develop a mobile-assisted language learning environment for English for Specific Purposes. It builds on previous work by the ATLAS Research Group exploring the potential of mobile phones for language learning. The SO-CALL-ME environment will use cognitive augmentation techniques, a linguistic ontology of learning objects, and situated learning scenarios to enhance oral comprehension and production in professional communication contexts. The goal is to provide a flexible, adaptive, and interactive mobile-based system for authentic English for Specific Purposes learning.
In this session, we introduced the concepts of mobile and ubiquitous learning and we had a brief look at some examples of mobile learning apps being used to educate child refugees in Syria. Groups then designed their own mobile learning app and the app must be targeted at children living within a developing context.
The document discusses mobile and ubiquitous learning. It begins by reviewing the early concepts of mobile learning from the 1970s, including the idea of a portable personal computer. It then provides definitions of mobile learning that emphasize learning across contexts using personal devices. The document also discusses how mobile learning enables situated, authentic, and personalized learning opportunities. It reviews examples of mobile apps being used in developing countries for education. Finally, it defines ubiquitous learning as learning that can happen anywhere and anytime through embedded contextual information, and discusses how it builds on many of the same principles as mobile learning.
This document discusses digital storytelling and its potential to increase critical thinking skills. It begins by describing the "Net Generation" of students who have grown up with widespread digital technology use. While these students are more visually literate and able to multitask, their reading skills have declined. The challenge is engaging these students through technology while still developing important 21st century skills like critical thinking. Digital storytelling and video games can help by making learning interactive and stimulating reflection. When computers are incorporated into classrooms through initiatives like 1-to-1 laptop programs, they become valuable supplemental tools for collaboration, independent learning, and developing 21st century skills.
Emotional Mapping of Museum Augmented Places (EMMAP) has been developed during the PhD program in “e-Learning” at the Faculty of Engineering, Università Politecnica delle Marche, Ancona, Italy. EMMAP is devoted to promote mobile and ubiquitous learning environments in museums or in other places of historic-cultural interest.
This document summarizes Nicola Beddall-Hill's research on using mobile methods to observe mobile learning in field trip settings. The research investigated how students on Masters of Science in GIS field trips used mobile devices for data collection and analysis. Ethnographic and mobile methods were used to observe students' interactions in real-world settings. Preliminary findings showed themes around ownership of devices and the role of pen and paper in learning. Issues with the mobile methods included privacy concerns and discomfort wearing recording devices. Future directions may include new analysis methods integrating location data and considering ethical issues in mobile research methods.
Permission to Tell Stories: Digital storytelling, Glogs, and More Fate 09Susan Wegmann
The document discusses how digital storytelling can be used to engage students and invigorate learning. It provides examples of how teachers have used digital storytelling to teach vocabulary words and literary elements. Resources for digital storytelling like software, tutorials and example student projects are shared. The benefits of digital storytelling for students include improving writing, speaking, technical and personal skills through an authentic and collaborative process.
This document discusses mobile learning and mobile technology. It defines mobile learning as any learning activity that uses portable digital devices and allows learning to take place both inside and outside the classroom. The document lists some advantages of mobile learning such as it being personal, authentic, and context-aware. It also lists some challenges such as issues around security, distractions, and device cleanliness. The document discusses affordances of mobile devices for learning and examples like portability and connectivity. It provides statistics on children's access to mobile technology and increasing use of mobile devices in the workplace.
Mobile practices have become integrated into everyday life through organized social activities and relationships. While mobile technologies can be seen as just objects, when adopted into human practices they take on relational meanings. Mobile devices are subtly shaping social interactions and maintaining networks of communication. In educational contexts, mobiles offer opportunities for new forms of learning but also challenges around distraction and equitable access. Schools must consider how to teach mobile literacy skills to avoid widening digital divides.
Presentation at MATURE Workshop on User Centred Requirements Processes for E-Learning and Knowledge Management – A European-Wide Perspective (#MUCRP09) July 2009 http://tinyurl.com/mod9l9
The value of collaborative learning in educating the2012Student
Sharing knowledge, resources and conversations is critical for developing ICT capabilities. Collaboration underpins effective ICT frameworks and allows pedagogical practices to evolve with change. The document discusses how digital natives and immigrants differ in their technology experience and use, and the need for educational practices to bridge this divide by incorporating technologies students use outside of school.
The value of collaborative learning in educating the2012Student
Sharing knowledge, resources, and conversations is critical for developing ICT capabilities. Collaboration underpins effective ICT frameworks and allows pedagogical practices to evolve with change. The document discusses how digital natives and immigrants differ in their technology experience and use. It also addresses the importance of collaboration between educators in integrating technology into classrooms and bridging gaps between students' in-school and out-of-school technology habits.
The tensions between expected and actual engagement in digitally–mediated com...jtelss10
1. The document discusses tensions between assumptions of how learners engage with digitally-mediated communication and collaboration versus their actual practices.
2. A study of undergraduates found they preferred informal digital tools like instant messaging for more intimate discussions, while using formal institutional tools like discussion boards less collaboratively.
3. Engagement in collaborative work was contingent on the task design, goals, digital tools used, and assumptions made about learners, highlighting a need for research reconnecting with learner experiences.
Ubiquitous Learning Ecosystem for Lifelong Learnersbtabuenca
Bernardo Tabuenca is pursuing a PhD at the Open University of the Netherlands to develop integrated personal learning ecologies to better support lifelong learners. Over three years, he aims to design smart learning objects and prototypes that allow learners to connect informal and formal learning across contexts using multiple devices. His work so far includes a framework for linking learning and context, as well as location-based response software and contributions to the ARLearn augmented reality platform. Upcoming work will involve prototyping a personal learning ecosystem for lifelong learners and evaluating how it can help them better manage learning activities.
The document discusses several frameworks for conceptualizing mobile learning, including:
1. Koole's FRAME model which considers the overlap between the learner, social, and device aspects of mobile learning.
2. Activity theory which views learning as situated within a social context and influenced by mediating tools/artifacts. Mobile devices can expand the tools available for learning activities.
3. The sociocultural theory of learning which emphasizes that learning occurs through communication and collaboration between learners, teachers, and experts. Mobile devices can facilitate these interactions.
The document analyzes how these frameworks apply to different contexts of mobile learning like museums, field studies, and problem-based learning.
This document discusses definitions, beliefs, purposes, justifications, conditions, and pedagogical implications regarding computer-assisted language learning (CALL), information and communications technologies (ICT), and technology-enhanced language learning (TELL). It provides definitions for these terms and explores beliefs around their use, including that they should be used to improve rather than replace traditional teaching. Justifications for their use include increasing learner awareness, developing autonomy, and incorporating new strategies. Conditions like teacher and learner perceptions, equipment, and evaluation criteria also impact their implementation.
The document discusses the use of whiteboards in the classroom and how they are changing how teachers teach. Whiteboards can be used across curriculums and benefit all types of learners through visual, tactile, and audio engagement. An interactive whiteboard interfaces a computer and projector to display content on its surface, allowing teachers to easily integrate lessons. While expensive, whiteboards facilitate universal design and creative lesson planning. Grants may help schools that cannot otherwise afford this technology.
Two case studies are described that used design research to explore how mobile devices and social media can support informal learning. The first case involved developing location-based mobile tours to support task-conscious learning about urban education and language learning. Evaluations found the tours promoted active learning. The second case involved developing a "people tagging" tool within a social network for a career guidance organization to help people find expertise within the organization. Both cases showed promise but raised issues about scaling the approaches to support learning on a larger scale.
Presentation call, tell, ict as resources for material designEdgar Lucero
This paper intends to provide language teachers with reflective points of reference to think of how, what, and where to start when technology comes into play in the process of language teaching. The discussion begins with the most common beliefs that authors in the field have stated when approaching technology for language teaching purposes. Subsequently, the discussion establishes the main objectives for the application of technology for language learning. Finally, it will present the most pertinent justifications and points of reference for the use of technology in language teaching and learning in accordance with learner, teacher, content, and context level
Gender and Mental Health - Counselling and Family Therapy Applications and In...PsychoTech Services
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!
Beyond Degrees - Empowering the Workforce in the Context of Skills-First.pptxEduSkills OECD
Iván Bornacelly, Policy Analyst at the OECD Centre for Skills, OECD, presents at the webinar 'Tackling job market gaps with a skills-first approach' on 12 June 2024
Leveraging Generative AI to Drive Nonprofit InnovationTechSoup
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.)
Level 3 NCEA - NZ: A Nation In the Making 1872 - 1900 SML.pptHenry Hollis
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,
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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Philippine Edukasyong Pantahanan at Pangkabuhayan (EPP) CurriculumMJDuyan
(𝐓𝐋𝐄 𝟏𝟎𝟎) (𝐋𝐞𝐬𝐬𝐨𝐧 𝟏)-𝐏𝐫𝐞𝐥𝐢𝐦𝐬
𝐃𝐢𝐬𝐜𝐮𝐬𝐬 𝐭𝐡𝐞 𝐄𝐏𝐏 𝐂𝐮𝐫𝐫𝐢𝐜𝐮𝐥𝐮𝐦 𝐢𝐧 𝐭𝐡𝐞 𝐏𝐡𝐢𝐥𝐢𝐩𝐩𝐢𝐧𝐞𝐬:
- 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.
𝐄𝐱𝐩𝐥𝐚𝐢𝐧 𝐭𝐡𝐞 𝐍𝐚𝐭𝐮𝐫𝐞 𝐚𝐧𝐝 𝐒𝐜𝐨𝐩𝐞 𝐨𝐟 𝐚𝐧 𝐄𝐧𝐭𝐫𝐞𝐩𝐫𝐞𝐧𝐞𝐮𝐫:
-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.
Temple of Asclepius in Thrace. Excavation resultsKrassimira Luka
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).
7. “the processes (both personal and public) of coming
to know through exploration and conversation
across multiple contexts amongst people and
interactive technologies”
(Sharples, M., et al, 2007)
8. “the processes (both personal and public) of coming
to know through exploration and conversation
across multiple contexts amongst people and
interactive technologies”
(Sharples, M., et al, 2007)
10. “the formal or informal setting in which a situation occurs; it can
include many aspects or dimensions, such as environment, social
activity, goals or tasks of groups and individuals; time
(year/month/day).”
(Brown, 2010)
21. “Suppose the display panel
covers the full extent of the
notebook surface. Any keyboard
arrangement one might wish can
then be displayed anywhere on
the surface.”
A Personal Computer for Children of all Ages (Alan Kay 1972).
22. “"Personal" also means owned by
its user (needs to cost no more
than a TV) and portable (which to
me means that the user can
easily carry the device and other
things at the same time).”
A Personal Computer for Children of all Ages (Alan Kay 1972).
28. the Learner is Mobile.
*not the Technology
How can we take advantage of this?
29. What learners want:
*To be able to use their own devices
with corporately-owned IT
infrastructure.
*For technology not to be used as a
crutch for poor learning and teaching
experiences.
*Unhampered digital communication
with their peers, tutors and
administrators.
JISC (2011)
45. Lesson 3.
Get the right people involved (early).
• Observe
• Interview (informal)
• Design and Re-Design
• Capitalize on what they already have
46.
47. Vocabulary Scavenger Hunt
• Interactive posters
• NFC tags and QR Codes
• Contextualising language in real situations
• Feedback from learners
• What next?