Stories were once the primary medium for sharing knowledge and culture. Stories captivate our senses and excite our imagination. Today’s digital technologies allow us to bring the medium back into prominence by allowing media convergence, social interaction and audience (learner) involvement in the story.
Join this session to explore technologies, strategies and resources for story creation, student interaction and games in education.
The slides are from a webinar I facilitated on January 27, 2015. The webinar recording can be viewed at http://www.training-pros.com/newsroom/trainingpros-webinars. Also, read the webinar recap at http://www.training-pros.com/newsroom/learning-highlights/instruction-principles-webinar.
Instruction should be engaging, effective and efficient. The First Principles of Instruction, from Dr. David Merrill, provide a framework for designing instruction that moves beyond the rote, information-based instruction that commonplace in corporate learning and all levels of education. Learning should be problem-centered, require activation, include demonstration, require application and incorporate opportunities for integration. Attend this webinar to discover the First Principles of Instruction and practice applying them to one of your learning designs.
This course focuses on applying game and simulation design strategies to increase context, motivation, engagement and learning outcomes. Character development, narrative, user interface, game play, game balancing, principles of level design and feedback in games and simulations will be applied as students design a game or simulation to achieve a learning goal. The differences and similarities between game and simulation concepts, genres and worlds will be examined as will game and simulation intricacies for specific groups and game production and management.
From 5/22/13 webinar
Teachers who want to increase engagement in the classroom, leverage the mind-body connection to increase academic performance, and increase students' physical and health literacy, are applying Active Learning with their students. Attend this webinar to learn about the role of Active Learning in changing education.
The webinar will present:
* The Fizika Active Learning Model
* The research behind active learning and physical literacy
* A sample lesson from the online course
* The benefits of the Active Learning Specialist Certificate
Active Learning Specialists play a vital role in designing strategies for incorporating physical movement into the learning process, helping classroom teachers, counselors, and athletic directors apply brain based research to help all students learn more effectively. With the advent of the common core and new teacher evaluation requirements, Active Learning Specialists can help principals implement effective teaching and learning methods that prepare students' brains for learning.
Based on research and informed by best practices, the Active Learning Specialist Certificate is designed to help educators incorporate physical literacy, educational neuroscience and cognitive psychology into the learning process to improve academic and health outcomes. An online learning course has been developed to provide teachers with knowledge and skills to create and implement an Active Learning Plan in their classroom, school, district or alternative educational setting. This course is self-paced and applied, with coaching and feedback from leading experts in the field of Active Learning. Developed by the innovators and thought leaders at Fizika Group, the course curriculum is balanced with research from the fields of physical science and education, and includes practical steps to develop meaningful classroom applications. To learn more about the program go to www.HarrisburgU.edu/ActiveLearning.
Micro Instructional Design for Problem-Based and Game-Based LearningAndy Petroski
This slidedeck is from a 12/17/13 webinar.
Description: Instructional design is both a process (macro) and a strategy (micro). Micro instructional design models should provide a formula for designing user experience, engagement and interaction that supports learning. Join this online session to explore David Merrill’s Pebble in the Pond (PiP) instructional design model for problem-based learning and consider how it can also be applied to game-based learning design.
Objectives:
-Define macro and micro instructional design
-Explore a micro instructional design model
-Consider how game-based learning can come from problem-based learning
Why am I Negotiating with Aliens During Training?Andy Petroski
This slide deck is from a webinar held on 3/18/16. View the webinar recording at https://www.youtube.com/watch?v=J_uU6p8I6_0. Check out the book at http://www.amazon.com/Alternate-Reality-Games-Gamification-Performance/dp/1498722385.
Immersive learning through games, gamification and simulations is being used by a variety of institutions and organizations to transform the learning experience. Alternate Reality Games (ARGs) are immersive learning through a transmedia experience, designed to generate engagement and immersive learning beyond what is achieved in formal and conventional training and communication approaches.
ARGs combine real-world experience with fictional clues, puzzles and communication in a collaborative game format. The story-based and problem-based experience promotes the use of online resources, collaboration among game players, and critical thinking related to the storyline and problem-based activities.
Join this session to play a 5-minute ARG and explore the ways in which you can take advantage of Alternate Reality Games to transform the impact of training solutions.
Session Objectives:
Define ARGs for Employee Learning
Explore ARG Examples
Discover player interactions in ARGs
Identify opportunities for an ARG
Implementing an Online Learning InitiativeAndy Petroski
This is from a session at the e-Learning Revolution Conference at IU 13 on 6/24/15.
School districts creating their own online learning courses, with existing faculty and resources, often stumble with initial efforts as they try to apply existing models to a new learning environment. Join this session to explore strategies, tools, and processes that can support the transition to online learning and see
demonstrations of working models.
Stories were once the primary medium for sharing knowledge and culture. Stories captivate our senses and excite our imagination. Today’s digital technologies allow us to bring the medium back into prominence by allowing media convergence, social interaction and audience (learner) involvement in the story.
Join this session to explore technologies, strategies and resources for story creation, student interaction and games in education.
The slides are from a webinar I facilitated on January 27, 2015. The webinar recording can be viewed at http://www.training-pros.com/newsroom/trainingpros-webinars. Also, read the webinar recap at http://www.training-pros.com/newsroom/learning-highlights/instruction-principles-webinar.
Instruction should be engaging, effective and efficient. The First Principles of Instruction, from Dr. David Merrill, provide a framework for designing instruction that moves beyond the rote, information-based instruction that commonplace in corporate learning and all levels of education. Learning should be problem-centered, require activation, include demonstration, require application and incorporate opportunities for integration. Attend this webinar to discover the First Principles of Instruction and practice applying them to one of your learning designs.
This course focuses on applying game and simulation design strategies to increase context, motivation, engagement and learning outcomes. Character development, narrative, user interface, game play, game balancing, principles of level design and feedback in games and simulations will be applied as students design a game or simulation to achieve a learning goal. The differences and similarities between game and simulation concepts, genres and worlds will be examined as will game and simulation intricacies for specific groups and game production and management.
From 5/22/13 webinar
Teachers who want to increase engagement in the classroom, leverage the mind-body connection to increase academic performance, and increase students' physical and health literacy, are applying Active Learning with their students. Attend this webinar to learn about the role of Active Learning in changing education.
The webinar will present:
* The Fizika Active Learning Model
* The research behind active learning and physical literacy
* A sample lesson from the online course
* The benefits of the Active Learning Specialist Certificate
Active Learning Specialists play a vital role in designing strategies for incorporating physical movement into the learning process, helping classroom teachers, counselors, and athletic directors apply brain based research to help all students learn more effectively. With the advent of the common core and new teacher evaluation requirements, Active Learning Specialists can help principals implement effective teaching and learning methods that prepare students' brains for learning.
Based on research and informed by best practices, the Active Learning Specialist Certificate is designed to help educators incorporate physical literacy, educational neuroscience and cognitive psychology into the learning process to improve academic and health outcomes. An online learning course has been developed to provide teachers with knowledge and skills to create and implement an Active Learning Plan in their classroom, school, district or alternative educational setting. This course is self-paced and applied, with coaching and feedback from leading experts in the field of Active Learning. Developed by the innovators and thought leaders at Fizika Group, the course curriculum is balanced with research from the fields of physical science and education, and includes practical steps to develop meaningful classroom applications. To learn more about the program go to www.HarrisburgU.edu/ActiveLearning.
Micro Instructional Design for Problem-Based and Game-Based LearningAndy Petroski
This slidedeck is from a 12/17/13 webinar.
Description: Instructional design is both a process (macro) and a strategy (micro). Micro instructional design models should provide a formula for designing user experience, engagement and interaction that supports learning. Join this online session to explore David Merrill’s Pebble in the Pond (PiP) instructional design model for problem-based learning and consider how it can also be applied to game-based learning design.
Objectives:
-Define macro and micro instructional design
-Explore a micro instructional design model
-Consider how game-based learning can come from problem-based learning
Why am I Negotiating with Aliens During Training?Andy Petroski
This slide deck is from a webinar held on 3/18/16. View the webinar recording at https://www.youtube.com/watch?v=J_uU6p8I6_0. Check out the book at http://www.amazon.com/Alternate-Reality-Games-Gamification-Performance/dp/1498722385.
Immersive learning through games, gamification and simulations is being used by a variety of institutions and organizations to transform the learning experience. Alternate Reality Games (ARGs) are immersive learning through a transmedia experience, designed to generate engagement and immersive learning beyond what is achieved in formal and conventional training and communication approaches.
ARGs combine real-world experience with fictional clues, puzzles and communication in a collaborative game format. The story-based and problem-based experience promotes the use of online resources, collaboration among game players, and critical thinking related to the storyline and problem-based activities.
Join this session to play a 5-minute ARG and explore the ways in which you can take advantage of Alternate Reality Games to transform the impact of training solutions.
Session Objectives:
Define ARGs for Employee Learning
Explore ARG Examples
Discover player interactions in ARGs
Identify opportunities for an ARG
Implementing an Online Learning InitiativeAndy Petroski
This is from a session at the e-Learning Revolution Conference at IU 13 on 6/24/15.
School districts creating their own online learning courses, with existing faculty and resources, often stumble with initial efforts as they try to apply existing models to a new learning environment. Join this session to explore strategies, tools, and processes that can support the transition to online learning and see
demonstrations of working models.
Play.Analyze.Create: Using Game in EducationAndy Petroski
Motivation, clear objectives, critical thinking about consequences, and instant and abundant feedback are all elements of the best learning experiences. These are also elements of the best games. There is momentum behind games in education that includes playing entertainment games, playing educational games, using games as text and creating games in the classroom to teach core concepts and develop 21st century skills. Attend this session to learn more about how games can be a foundation for deeper learning and higher order thinking in education.
Micro Instructional Design for Problem-Based and Game-Based LearningAndy Petroski
The slides are from a webinar that I facilitated on March 30, 2015. The webinar recording can be viewed at http://www.training-pros.com/newsroom/trainingpros-webinars
Micro ID for Problem-Based and Game-Based Learning
Instructional design is both a process (macro) and a strategy (micro). Micro instructional design models should provide a formula for designing user experience, engagement and interaction that supports learning. Join this online session to explore David Merrill’s Pebble in the Pond (PiP) instructional design model for problem-based learning and consider how it can also be applied to game-based learning design.
This example documentation was created for students in the LTMS 636: Micro Instructional Design course in the Learning Technologies Master of Science program at Harrisburg University (www.harrisburgu.edu/learningtechnologies). This is an example of Pebble-in-the-Pond instructional design. I created the example documentation based on the information and examples presented by Dr. Merrill in his First Principles of Instruction book.
Maryland ATD 90 Minute Serious Game JamAndy Petroski
These slides are from a 90 minute serious game jam I facilitated for the Maryland ATD on March 12, 2015
Materials and resources can be accessed at http://apetroski.wikispaces.com/Serious+Game+Jam
Maryland ATD
Serious Game Jam
Thursday, March 12, 2015
Bring the learning objectives for your next performance improvement or behavior change effort and leave with a serious game design. In this serious game jam session participants will explore the major elements of serious game design (story, character, mechanics) and create a rough plan for a serious game. Small group or individual work will be an option. Bring your laptop or tablet to create your plan for a serious game.
Objectives:
- Identify ways in which elements of serious game design can improve existing learning solutions
- Increase the focus and achieve depth of learning by applying serious game design techniques
- Improve performance outcomes with serious game design
These slides are from the 2014 IU 13 Elementary Technology Conference
Motivation, clear objectives, critical thinking about consequences, and instant and abundant feedback are all elements of the best learning experiences. These are also elements of the best games. There is momentum behind games in education that includes playing entertainment games, playing educational games, using games as text and creating games in the classroom to teach core concepts and develop 21st century skills. Attend this session to learn more about how games can be a foundation for deeper learning and higher order thinking in education.
Grounding Social Learning While Still Allowing it to FlyAndy Petroski
This slide deck is from a webinar on 10/27/14 - http://www.training-pros.com/newsroom/learning-insights/archive/view/listid-37/mailid-68
Organizations adding social media as an internal training and communication tool often do so to duplicate the success of the marketing department, leverage unused features in existing technology, follow an industry trend or appeal to younger workers. However, successful social learning implementations require activities grounded in strategy and a way to measure success. Join this webinar to explore case studies of successful social learning efforts and discover the training and communication challenges that social media can address.
Avoiding the Pitfalls of Webinars & Virtual ClassroomsAndy Petroski
This is a handout that is distributed as part of Harrisburg University of Science & Technology's webinar and workshop series on webinars and virtual classrooms.
Technology for Physical Activity & LearningAndy Petroski
Lack of physical activity impacts students’ health and studies show that it impacts academic performance. Video games and technology are often blamed. Join this session to see how technology and Active Learning (physical movement in learning) can be combined to increase student engagement in learning, classroom behavior and academic performance.
Smarter Buildings Game Design for LTMS 531: Designing Serious Games & Simulat...Andy Petroski
This game design document was created by Charles Palmer, Jenica Jones, Cameron Spurlock and me as part of the LTMS 531: Designing Serious Games & Simulations course in the Learning Technologies Master of Science (LTMS) program at Harrisburg University (http://www.harrisburgu.edu/learningtechnologies). The course is in the Serious Games & Simulation concentration in the LTMS degree.
The students and the professors worked on the project together as a way to further explore and practice game design concepts introduced in class and through readings. The practice game design also supported the development of skills that students applied to their own game design projects.
We partnered with IBM to establish the game concept and communicated with IBM representatives throughout the semester to receive feedback and discuss game design strategies.
Gamification for Business, Training and EducationAndy Petroski
Gamification is the concept of applying game techniques to non-game environments. In the past few years, gamification tactics have expanded upon early customer loyalty programs and have applied techniques from games such as story, levels, competition, leaderboards, and challenges to increase customer and employee engagement. Beyond marketing, gamification is being used to motivate learners in education, impact behavior change in healthcare, and motivate actions and performance in business.
Good Webinars Gone Bad: Avoiding the Pitfalls of Webinars & Virtual ClassesAndy Petroski
This slide deck is from a 12-5-13 webinar.
We’ve all experienced them as attendees; the good, the bad, the ugly webinars. But, what makes a good webinar good and bad webinar bad? The presenter and the presentation material are a key to the experience, but so are many other little details. Attend this session to explore many of the before-and-after details of a webinar that can make or break the experience. What is your process and webinar preparation checklist? Have you considered time zone differences in your promotional message? Have you established the location from which the presenter will participate? What information will you provide the audience when they enter the webinar? There is no fee to attend this event.
Teaching the Common Core with Web-Based TechnologyAndy Petroski
Educators around the country are exploring innovative ways to teach the new Common Core standards. Innovative instructional strategies supported by technology integration will play a crucial role in the successful implementation of the Common Core.
-Explore the Common Core standards and some of the web-based technologies that will support the Common Core curriculum
-Investigate instructional strategies and web 2.0 integration to impact teaching and classroom dynamics
This slide deck is from an 11/21/13 webinar.
Social media has expanded beyond marketing and become a more prominent tool for organizational learning and communication. Organizations adding social media as an internal training and communication tool often do so to duplicate the success of marketing, leverage unused features in existing technology, follow an industry trend or appeal to younger workers. However, successful social learning implementations require a strategy and a way to measure success. Join this webinar to explore case studies of successful social learning efforts and discover the training and communication challenges that social media can address.
Objectives: • Consider the challenges that social learning can address • Identify and measure social learning success
This course focuses on applying game and simulation design strategies to increase context, motivation, engagement and learning outcomes. Character development, narrative, user interface, game play, game balancing, principles of level design and feedback in games and simulations will be applied as students design a game or simulation to achieve a learning goal. The differences and similarities between game and simulation concepts, genres and worlds will be examined as will game and simulation intricacies for specific groups and game production and management.
This course focuses on applying game and simulation design strategies to increase context, motivation, engagement and learning outcomes. Character development, narrative, user interface, game play, game balancing, principles of level design and feedback in games and simulations will be applied as students design a game or simulation to achieve a learning goal. The differences and similarities between game and simulation concepts, genres and worlds will be examined as will game and simulation intricacies for specific groups and game production and management.
This course focuses on applying game and simulation design strategies to increase context, motivation, engagement and learning outcomes. Character development, narrative, user interface, game play, game balancing, principles of level design and feedback in games and simulations will be applied as students design a game or simulation to achieve a learning goal. The differences and similarities between game and simulation concepts, genres and worlds will be examined as will game and simulation intricacies for specific groups and game production and management.
Operation “Blue Star” is the only event in the history of Independent India where the state went into war with its own people. Even after about 40 years it is not clear if it was culmination of states anger over people of the region, a political game of power or start of dictatorial chapter in the democratic setup.
The people of Punjab felt alienated from main stream due to denial of their just demands during a long democratic struggle since independence. As it happen all over the word, it led to militant struggle with great loss of lives of military, police and civilian personnel. Killing of Indira Gandhi and massacre of innocent Sikhs in Delhi and other India cities was also associated with this movement.
Play.Analyze.Create: Using Game in EducationAndy Petroski
Motivation, clear objectives, critical thinking about consequences, and instant and abundant feedback are all elements of the best learning experiences. These are also elements of the best games. There is momentum behind games in education that includes playing entertainment games, playing educational games, using games as text and creating games in the classroom to teach core concepts and develop 21st century skills. Attend this session to learn more about how games can be a foundation for deeper learning and higher order thinking in education.
Micro Instructional Design for Problem-Based and Game-Based LearningAndy Petroski
The slides are from a webinar that I facilitated on March 30, 2015. The webinar recording can be viewed at http://www.training-pros.com/newsroom/trainingpros-webinars
Micro ID for Problem-Based and Game-Based Learning
Instructional design is both a process (macro) and a strategy (micro). Micro instructional design models should provide a formula for designing user experience, engagement and interaction that supports learning. Join this online session to explore David Merrill’s Pebble in the Pond (PiP) instructional design model for problem-based learning and consider how it can also be applied to game-based learning design.
This example documentation was created for students in the LTMS 636: Micro Instructional Design course in the Learning Technologies Master of Science program at Harrisburg University (www.harrisburgu.edu/learningtechnologies). This is an example of Pebble-in-the-Pond instructional design. I created the example documentation based on the information and examples presented by Dr. Merrill in his First Principles of Instruction book.
Maryland ATD 90 Minute Serious Game JamAndy Petroski
These slides are from a 90 minute serious game jam I facilitated for the Maryland ATD on March 12, 2015
Materials and resources can be accessed at http://apetroski.wikispaces.com/Serious+Game+Jam
Maryland ATD
Serious Game Jam
Thursday, March 12, 2015
Bring the learning objectives for your next performance improvement or behavior change effort and leave with a serious game design. In this serious game jam session participants will explore the major elements of serious game design (story, character, mechanics) and create a rough plan for a serious game. Small group or individual work will be an option. Bring your laptop or tablet to create your plan for a serious game.
Objectives:
- Identify ways in which elements of serious game design can improve existing learning solutions
- Increase the focus and achieve depth of learning by applying serious game design techniques
- Improve performance outcomes with serious game design
These slides are from the 2014 IU 13 Elementary Technology Conference
Motivation, clear objectives, critical thinking about consequences, and instant and abundant feedback are all elements of the best learning experiences. These are also elements of the best games. There is momentum behind games in education that includes playing entertainment games, playing educational games, using games as text and creating games in the classroom to teach core concepts and develop 21st century skills. Attend this session to learn more about how games can be a foundation for deeper learning and higher order thinking in education.
Grounding Social Learning While Still Allowing it to FlyAndy Petroski
This slide deck is from a webinar on 10/27/14 - http://www.training-pros.com/newsroom/learning-insights/archive/view/listid-37/mailid-68
Organizations adding social media as an internal training and communication tool often do so to duplicate the success of the marketing department, leverage unused features in existing technology, follow an industry trend or appeal to younger workers. However, successful social learning implementations require activities grounded in strategy and a way to measure success. Join this webinar to explore case studies of successful social learning efforts and discover the training and communication challenges that social media can address.
Avoiding the Pitfalls of Webinars & Virtual ClassroomsAndy Petroski
This is a handout that is distributed as part of Harrisburg University of Science & Technology's webinar and workshop series on webinars and virtual classrooms.
Technology for Physical Activity & LearningAndy Petroski
Lack of physical activity impacts students’ health and studies show that it impacts academic performance. Video games and technology are often blamed. Join this session to see how technology and Active Learning (physical movement in learning) can be combined to increase student engagement in learning, classroom behavior and academic performance.
Smarter Buildings Game Design for LTMS 531: Designing Serious Games & Simulat...Andy Petroski
This game design document was created by Charles Palmer, Jenica Jones, Cameron Spurlock and me as part of the LTMS 531: Designing Serious Games & Simulations course in the Learning Technologies Master of Science (LTMS) program at Harrisburg University (http://www.harrisburgu.edu/learningtechnologies). The course is in the Serious Games & Simulation concentration in the LTMS degree.
The students and the professors worked on the project together as a way to further explore and practice game design concepts introduced in class and through readings. The practice game design also supported the development of skills that students applied to their own game design projects.
We partnered with IBM to establish the game concept and communicated with IBM representatives throughout the semester to receive feedback and discuss game design strategies.
Gamification for Business, Training and EducationAndy Petroski
Gamification is the concept of applying game techniques to non-game environments. In the past few years, gamification tactics have expanded upon early customer loyalty programs and have applied techniques from games such as story, levels, competition, leaderboards, and challenges to increase customer and employee engagement. Beyond marketing, gamification is being used to motivate learners in education, impact behavior change in healthcare, and motivate actions and performance in business.
Good Webinars Gone Bad: Avoiding the Pitfalls of Webinars & Virtual ClassesAndy Petroski
This slide deck is from a 12-5-13 webinar.
We’ve all experienced them as attendees; the good, the bad, the ugly webinars. But, what makes a good webinar good and bad webinar bad? The presenter and the presentation material are a key to the experience, but so are many other little details. Attend this session to explore many of the before-and-after details of a webinar that can make or break the experience. What is your process and webinar preparation checklist? Have you considered time zone differences in your promotional message? Have you established the location from which the presenter will participate? What information will you provide the audience when they enter the webinar? There is no fee to attend this event.
Teaching the Common Core with Web-Based TechnologyAndy Petroski
Educators around the country are exploring innovative ways to teach the new Common Core standards. Innovative instructional strategies supported by technology integration will play a crucial role in the successful implementation of the Common Core.
-Explore the Common Core standards and some of the web-based technologies that will support the Common Core curriculum
-Investigate instructional strategies and web 2.0 integration to impact teaching and classroom dynamics
This slide deck is from an 11/21/13 webinar.
Social media has expanded beyond marketing and become a more prominent tool for organizational learning and communication. Organizations adding social media as an internal training and communication tool often do so to duplicate the success of marketing, leverage unused features in existing technology, follow an industry trend or appeal to younger workers. However, successful social learning implementations require a strategy and a way to measure success. Join this webinar to explore case studies of successful social learning efforts and discover the training and communication challenges that social media can address.
Objectives: • Consider the challenges that social learning can address • Identify and measure social learning success
This course focuses on applying game and simulation design strategies to increase context, motivation, engagement and learning outcomes. Character development, narrative, user interface, game play, game balancing, principles of level design and feedback in games and simulations will be applied as students design a game or simulation to achieve a learning goal. The differences and similarities between game and simulation concepts, genres and worlds will be examined as will game and simulation intricacies for specific groups and game production and management.
This course focuses on applying game and simulation design strategies to increase context, motivation, engagement and learning outcomes. Character development, narrative, user interface, game play, game balancing, principles of level design and feedback in games and simulations will be applied as students design a game or simulation to achieve a learning goal. The differences and similarities between game and simulation concepts, genres and worlds will be examined as will game and simulation intricacies for specific groups and game production and management.
This course focuses on applying game and simulation design strategies to increase context, motivation, engagement and learning outcomes. Character development, narrative, user interface, game play, game balancing, principles of level design and feedback in games and simulations will be applied as students design a game or simulation to achieve a learning goal. The differences and similarities between game and simulation concepts, genres and worlds will be examined as will game and simulation intricacies for specific groups and game production and management.
Operation “Blue Star” is the only event in the history of Independent India where the state went into war with its own people. Even after about 40 years it is not clear if it was culmination of states anger over people of the region, a political game of power or start of dictatorial chapter in the democratic setup.
The people of Punjab felt alienated from main stream due to denial of their just demands during a long democratic struggle since independence. As it happen all over the word, it led to militant struggle with great loss of lives of military, police and civilian personnel. Killing of Indira Gandhi and massacre of innocent Sikhs in Delhi and other India cities was also associated with this movement.
Unit 8 - Information and Communication Technology (Paper I).pdfThiyagu K
This slides describes the basic concepts of ICT, basics of Email, Emerging Technology and Digital Initiatives in Education. This presentations aligns with the UGC Paper I syllabus.
A Strategic Approach: GenAI in EducationPeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
A review of the growth of the Israel Genealogy Research Association Database Collection for the last 12 months. Our collection is now passed the 3 million mark and still growing. See which archives have contributed the most. See the different types of records we have, and which years have had records added. You can also see what we have for the future.
June 3, 2024 Anti-Semitism Letter Sent to MIT President Kornbluth and MIT Cor...Levi Shapiro
Letter from the Congress of the United States regarding Anti-Semitism sent June 3rd to MIT President Sally Kornbluth, MIT Corp Chair, Mark Gorenberg
Dear Dr. Kornbluth and Mr. Gorenberg,
The US House of Representatives is deeply concerned by ongoing and pervasive acts of antisemitic
harassment and intimidation at the Massachusetts Institute of Technology (MIT). Failing to act decisively to ensure a safe learning environment for all students would be a grave dereliction of your responsibilities as President of MIT and Chair of the MIT Corporation.
This Congress will not stand idly by and allow an environment hostile to Jewish students to persist. The House believes that your institution is in violation of Title VI of the Civil Rights Act, and the inability or
unwillingness to rectify this violation through action requires accountability.
Postsecondary education is a unique opportunity for students to learn and have their ideas and beliefs challenged. However, universities receiving hundreds of millions of federal funds annually have denied
students that opportunity and have been hijacked to become venues for the promotion of terrorism, antisemitic harassment and intimidation, unlawful encampments, and in some cases, assaults and riots.
The House of Representatives will not countenance the use of federal funds to indoctrinate students into hateful, antisemitic, anti-American supporters of terrorism. Investigations into campus antisemitism by the Committee on Education and the Workforce and the Committee on Ways and Means have been expanded into a Congress-wide probe across all relevant jurisdictions to address this national crisis. The undersigned Committees will conduct oversight into the use of federal funds at MIT and its learning environment under authorities granted to each Committee.
• The Committee on Education and the Workforce has been investigating your institution since December 7, 2023. The Committee has broad jurisdiction over postsecondary education, including its compliance with Title VI of the Civil Rights Act, campus safety concerns over disruptions to the learning environment, and the awarding of federal student aid under the Higher Education Act.
• The Committee on Oversight and Accountability is investigating the sources of funding and other support flowing to groups espousing pro-Hamas propaganda and engaged in antisemitic harassment and intimidation of students. The Committee on Oversight and Accountability is the principal oversight committee of the US House of Representatives and has broad authority to investigate “any matter” at “any time” under House Rule X.
• The Committee on Ways and Means has been investigating several universities since November 15, 2023, when the Committee held a hearing entitled From Ivory Towers to Dark Corners: Investigating the Nexus Between Antisemitism, Tax-Exempt Universities, and Terror Financing. The Committee followed the hearing with letters to those institutions on January 10, 202
Model Attribute Check Company Auto PropertyCeline George
In Odoo, the multi-company feature allows you to manage multiple companies within a single Odoo database instance. Each company can have its own configurations while still sharing common resources such as products, customers, and suppliers.
A workshop hosted by the South African Journal of Science aimed at postgraduate students and early career researchers with little or no experience in writing and publishing journal articles.
Introduction to AI for Nonprofits with Tapp NetworkTechSoup
Dive into the world of AI! Experts Jon Hill and Tareq Monaur will guide you through AI's role in enhancing nonprofit websites and basic marketing strategies, making it easy to understand and apply.
Francesca Gottschalk - How can education support child empowerment.pptxEduSkills OECD
Francesca Gottschalk from the OECD’s Centre for Educational Research and Innovation presents at the Ask an Expert Webinar: How can education support child empowerment?