SMART have just released the latest version of the highly successful SMART Learning Suite software. Please read through the following brief guide to see how your schools will benefit from the latest updates
"Adobe Captivate is an electronic learning tool for Microsoft Windows and Mac OS X which can be used to author software demonstrations, software simulations, branched scenarios, and randomized quizzes."
I was asked to create a document that enlists the new features and enhancements in Captivate 9 few months back.
The document outlines a workshop to introduce K-5 teachers to using digital game-based learning in their classrooms. The objectives are to make teachers comfortable using games, expose them to websites with educational games, and introduce age-appropriate games. Teachers will create and teach a lesson using an online game, and submit notes on student responses. Their assignments will be evaluated based on connecting to standards, detailing their lesson plan and resources, and the quality of their notes on student engagement.
I am an authorized consultant for eInstruction/Turning Technology in South Carolina. .
Bill McIntosh
Phone: 843-442-8888
Email : WKMcIntosh@Comcast.net
10 things adobe gets right about Mobile Learning with Adobe Captivate 8RJ Jacquez
The more I test Adobe Captivate 8, the more I realize this is the version for Mobile Learning Design I've been waiting for! Check out why I think that Adobe, by embracing Responsive Design principles in Captivate 8, is going in a better mobile learning direction (vs. Articulate Storyline), because it helps users design flexible and fluid m-Learning, that can be consumed on desktops, tablets and smartphones, without the need for installing an extra app.
Badges, Levels, Leaderboards, Accolades! Gamifying the learning experienceDr. Pooja Jaisingh
Learning can be made fun, and learners can be kept engaged for longer, by applying game-design thinking to non-game applications. These gamification techniques aim to tap into learners’ basic desires such as competition, achievement, rewards and status, which drives deeper engagement, higher completion rates and stronger results.
Recording link: https://www.adobe.com/cfusion/event/index.cfm?event=register_no_session&id=2609572&loc=en_us
The document discusses different options for publishing Adobe eLearning courses to devices, including SWF, HTML5, responsive design, video, and mobile apps. It outlines the pros and cons of each approach and how they perform on different devices and orientations. Publishing as a responsive course or mobile app allows content to adapt to any device size or orientation with easy access, but with some limits on functionality for apps.
MeTL is a collaborative software that allows teachers to interact with students through inking, typing, drawing, quizzes, group work, diagrams and equations. It can import PowerPoint slides and be used individually or collaboratively. Respondus LockDown Browser locks down the testing environment, preventing printing, copying or accessing other applications during an assessment. StudyMate helps students master course basics through learning activities, self-assessments and games that engage students on computers, smartphones and tablets.
2018 Education Ambassador Program: Microsoft PresentationFujitsu America
Microsoft provides an education system to empower students and save teachers time. It offers personalized learning tools to improve outcomes in reading, coding, and STEM. These tools enhance student independence through accessibility features in Windows and Office. The system also helps teachers and students stay organized with digital planning and collaboration tools. Affordable devices running Windows 10 S or Pro editions are easy for schools to manage.
"Adobe Captivate is an electronic learning tool for Microsoft Windows and Mac OS X which can be used to author software demonstrations, software simulations, branched scenarios, and randomized quizzes."
I was asked to create a document that enlists the new features and enhancements in Captivate 9 few months back.
The document outlines a workshop to introduce K-5 teachers to using digital game-based learning in their classrooms. The objectives are to make teachers comfortable using games, expose them to websites with educational games, and introduce age-appropriate games. Teachers will create and teach a lesson using an online game, and submit notes on student responses. Their assignments will be evaluated based on connecting to standards, detailing their lesson plan and resources, and the quality of their notes on student engagement.
I am an authorized consultant for eInstruction/Turning Technology in South Carolina. .
Bill McIntosh
Phone: 843-442-8888
Email : WKMcIntosh@Comcast.net
10 things adobe gets right about Mobile Learning with Adobe Captivate 8RJ Jacquez
The more I test Adobe Captivate 8, the more I realize this is the version for Mobile Learning Design I've been waiting for! Check out why I think that Adobe, by embracing Responsive Design principles in Captivate 8, is going in a better mobile learning direction (vs. Articulate Storyline), because it helps users design flexible and fluid m-Learning, that can be consumed on desktops, tablets and smartphones, without the need for installing an extra app.
Badges, Levels, Leaderboards, Accolades! Gamifying the learning experienceDr. Pooja Jaisingh
Learning can be made fun, and learners can be kept engaged for longer, by applying game-design thinking to non-game applications. These gamification techniques aim to tap into learners’ basic desires such as competition, achievement, rewards and status, which drives deeper engagement, higher completion rates and stronger results.
Recording link: https://www.adobe.com/cfusion/event/index.cfm?event=register_no_session&id=2609572&loc=en_us
The document discusses different options for publishing Adobe eLearning courses to devices, including SWF, HTML5, responsive design, video, and mobile apps. It outlines the pros and cons of each approach and how they perform on different devices and orientations. Publishing as a responsive course or mobile app allows content to adapt to any device size or orientation with easy access, but with some limits on functionality for apps.
MeTL is a collaborative software that allows teachers to interact with students through inking, typing, drawing, quizzes, group work, diagrams and equations. It can import PowerPoint slides and be used individually or collaboratively. Respondus LockDown Browser locks down the testing environment, preventing printing, copying or accessing other applications during an assessment. StudyMate helps students master course basics through learning activities, self-assessments and games that engage students on computers, smartphones and tablets.
2018 Education Ambassador Program: Microsoft PresentationFujitsu America
Microsoft provides an education system to empower students and save teachers time. It offers personalized learning tools to improve outcomes in reading, coding, and STEM. These tools enhance student independence through accessibility features in Windows and Office. The system also helps teachers and students stay organized with digital planning and collaboration tools. Affordable devices running Windows 10 S or Pro editions are easy for schools to manage.
1) The document describes a study on using iPads to encourage collaborative learning in an undergraduate web development class. Students worked in groups of two on exercises using iPads loaded with code development software.
2) Key findings included that active learning and problem-solving through practice-based exercises facilitated better understanding than traditional instruction-based learning. Collaboration provided benefits like peer tutoring and a more realistic problem-solving process.
3) However, limitations of the iPad interface hindered the coding process. Issues included obscured screens when the keyboard was active, imprecise pointing and selecting, and a lack of editing features available on traditional computers.
This document summarizes 5 basic tools for teachers: (1) course management systems like Moodle to create online courses, assign homework, and provide assessments; (2) collaborative learning platforms like Wikispaces and Edmodo for group projects; (3) cloud storage apps like Dropbox, Google Drive, and OneDrive for paperless sharing of materials; (4) video tools like iMovie and Voicethread for creating and sharing lesson videos; and (5) teacher productivity apps like flashcard makers and scanning apps for activities, grading, and organization. The presentation provides examples of free and popular tools within each category to help teachers create effective digital course materials and environments.
Globsync Technology is proposing a smart education program using their interactive multimedia modules called Smart Class. Smart Class modules cover curriculum topics through 3D interactive content to help students better visualize concepts. They can be used before or after tutoring sessions. The proposal outlines features like live video conferencing, audio/video playback, and recording sessions. It proposes developing education applications and modules covering subjects like numbers, alphabets, stories, and moral studies. An evaluation process is outlined to test and refine the modules at schools over 7 days with feedback reports.
Globsync Technology is proposing a smart education program using their interactive multimedia modules called Smart Class. Smart Class modules cover curriculum topics through 3D interactive content to help students better visualize concepts. They can be used before or after online tutoring sessions. The proposal outlines features like live video conferencing, audio/video playback, and recording sessions. It proposes developing education applications and modules covering subjects like math, languages, moral studies through videos, games and stories to simplify learning. An evaluation process is outlined to test and refine the modules at schools before full installation.
This document provides an overview of Google Apps for Education (GAFE) and how it can be used for paperless workflows and assessments in the classroom. It encourages teachers to try using Google Docs, Sheets, Slides, Forms, and Drive to collaborate, share files, and collect and grade student assignments digitally. Specific suggestions are given around using Google Classroom, shared folders, and forms to distribute, submit, and provide feedback on assignments without paper. The document concludes by asking teachers to provide examples of how they plan to use these paperless GAFE tools in their own classrooms.
This document shows the interface and explains the working of Adobe Captivate Prime.
By following the document you will learn how to:
1) How to add a Module using the Module Library.
2) Insert the above created module to a new Course.
3) Viewing the Course Catalogue
4) Assigning this course to a Learner
5) See how a learner‘s profile look like
6) Preview the course “Course- Sample Interactions”
Additional Data:
1) New features and improvements in Captivate Prime
2) Adobe Captivate DRAFT for Story-boarding
Gamification in education - 10 compelling case studies - Manu Melwin Joymanumelwin
A student’s ability to be successful academically mainly depends on how that specific student retains the information he or she receives from an educator. In return, the student’s ability to retain information principally relies on the mode of learning that suits the person.
With the seemingly countless numbers of digital tools targeted to educators, it can be overwhelming to figure out which tool(s) to use. We will narrow our focus to a handful of simple but effective web 2.0 tools that teachers and students can use to take lessons and projects to the next level. This session will cover tech tools from beginner to advanced and focus on new tools and new ways to use classic tools.
Microsoft Education - Empowering Students Today to Create the World of TomorrowDavid J Rosenthal
21st Century Skills: The 6 C’s (Character, Citizenship, Communication, Critical Thinking, Collaboration, and Creativity) symbolize the skills required for the student of the 21st century – a future in which every educated person becomes a doer and a leader.
Designed for 21st century learning, Microsoft Education prepares today’s students for tomorrow’s jobs.
With the acquisition of LinkedIn and programs like Imagine Academy, Microsoft connects education and the real world
Microsoft Office ranks in top 10 most in-demand workforce skill – 76 million job posts require this (IDC, 2016)
Equity & Empowerment: Universal access to free or low-cost learning materials across all subjects. Teachers will remain key to student learning, tools needed to augment abilities and allow them to focus on what matters.
Microsoft is uniquely positioned to provide free tools like Windows and Office at no cost to students and teachers – running on affordable devices
We focus on teachers, who plan and deliver better outcomes for their students with Professional Learning Communities built into our products and programs.
Personalized Learning: Tailored to students across learning styles, learning disabilities, and language abilities to ensure all students succeed.
We build tools that teachers and students can access easily to drive outcomes and keep kids on pace.
Teachers can collaborate with or provide private feedback to individual students, or offer the types of options that fit different learning needs like pen and ink
Inclusive design is integrated in our engineering culture, and we keep creating new ways to enable students and teachers with disabilities to create, communicate and consume content from any device.
Kahoot! and Quizizz are educational tools that allow teachers to create game-like quizzes and assessments. Both tools can be accessed from desktop browsers or mobile apps. While both are free and engage students, the document recommends Kahoot! as the better choice due to its larger library and ability to highly engage students through competitive gameplay. However, Quizizz may be better suited for formal assessments. Potential downsides include reliance on student devices and internet connectivity.
Innovative E-learning solution to accelerate Learning and Improve Effectiveness This platform provides simple to use functionalities that will help you to facilitate your e-Learning efforts. It is designed to have real virtual learning the experience between educator and learner.
SMART Notebook is collaborative learning software that allows teachers to create engaging lessons, access educational resources, and involve students through interactive tools. It was created by teachers to be intuitive and help standardize learning across different hardware brands. Key features include access to over 60,000 online lessons, intuitive creation tools, and the ability to use the software on various devices and equipment.
The Classroom of the Future at Brightspace IgniteD2L Barry
Presentation at Minnesota Brightspace Ignite on April 24, 2015, by Sheri Hutchinson, Normandale Community College and Karen LaPlant, Hennepin Technical College
Spark Touch - Like Your Interactive Whiteboard, But Better! Shalini Khemka
SparkTouch is a one-stop solution to upgrade to a ‘Smart Classroom’ setup. Experience flawless interactivity, next-gen teaching tools, unlimited free content, automated attendance and grading, classroom management, and PC-free operation - in one device.
Advanced ERP for Schools Advisory by Sumeet Mayor.pdfSumeet Mayor
Technology is the foundation for improving student outcomes via Active Learning, building group centre collaborative learning spaces to solve problems enabling active engagement. Digital video/audio and connected learning aids with movable displays enable activity based learning vs lecture based supported by Centre of Teaching excellence providing curriculum development and based on learning strategies for active learning in classrooms. Technology that supports Group work by Students, Co-work by Faculty and Community building will enable better student grades | course material | learning workspaces | impart skills and knowledge to be successful in ‘Future of Work’.
This is a comparison of needs and current offeriings by ERP solutions by leading players.
My first conference workshop, which I chose to run on gamification and maker ed.
In the first part of the presentation, I discussed how I incorporate game mechanics into my classroom routine using a couple of key digital platforms. I reflected on the achievements and obstacles encountered in gamifying units across the past three years and the effect this has had on student engagement and overall achievement.
I finished on a brief reflection on my efforts to build maker centred projects into the 'Game' as part of the Harvard Project Zero course; 'Thinking and Learning in the Maker-Centered Classroom'.
Stages software has been providing assistive technology and educational tools since 1999. Major milestones include the initial publication of instructional materials in book form, beginning of software development in 2000, and the release of apps and tools compatible with iPads in recent years. The Stages framework is a 5-step process that involves reading instructional materials, assessing learners, collecting performance data, selecting appropriate tools and materials, and integrating those tools into daily lessons. Stages tools like the assessment software, apps, and reporting features aim to individualize instruction and track progress toward IEP goals for students with cognitive or language delays.
How to Master UserZoom’s Latest Study Builder & Extract Meaningful UX InsightsUserZoom
This document summarizes the key updates and enhancements in UserZoom's Winter '19 product release. It includes redesigned study builder tools to simplify creation of studies, new video transcript features to accelerate insights extraction, and additional question types in beta results for richer user experience insights. An example user story is provided to demonstrate how the updates can help users quickly test designs and gather feedback to inform product updates. The release aims to improve research efficiency and deliver higher quality participant experiences and insights.
This document outlines resources from Microsoft to help educators with next level learning, including links to videos, blogs, and online tools. It promotes the use of OneNote for digital note-taking and collaboration, Office 365 for productivity and file sharing, and Sway for digital storytelling. Examples are given of how these apps can be used to flip lessons, assess students, and unlock creativity. Device recommendations are also provided.
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,
Chapter wise All Notes of First year Basic Civil Engineering.pptxDenish Jangid
Chapter wise All Notes of First year Basic Civil Engineering
Syllabus
Chapter-1
Introduction to objective, scope and outcome the subject
Chapter 2
Introduction: Scope and Specialization of Civil Engineering, Role of civil Engineer in Society, Impact of infrastructural development on economy of country.
Chapter 3
Surveying: Object Principles & Types of Surveying; Site Plans, Plans & Maps; Scales & Unit of different Measurements.
Linear Measurements: Instruments used. Linear Measurement by Tape, Ranging out Survey Lines and overcoming Obstructions; Measurements on sloping ground; Tape corrections, conventional symbols. Angular Measurements: Instruments used; Introduction to Compass Surveying, Bearings and Longitude & Latitude of a Line, Introduction to total station.
Levelling: Instrument used Object of levelling, Methods of levelling in brief, and Contour maps.
Chapter 4
Buildings: Selection of site for Buildings, Layout of Building Plan, Types of buildings, Plinth area, carpet area, floor space index, Introduction to building byelaws, concept of sun light & ventilation. Components of Buildings & their functions, Basic concept of R.C.C., Introduction to types of foundation
Chapter 5
Transportation: Introduction to Transportation Engineering; Traffic and Road Safety: Types and Characteristics of Various Modes of Transportation; Various Road Traffic Signs, Causes of Accidents and Road Safety Measures.
Chapter 6
Environmental Engineering: Environmental Pollution, Environmental Acts and Regulations, Functional Concepts of Ecology, Basics of Species, Biodiversity, Ecosystem, Hydrological Cycle; Chemical Cycles: Carbon, Nitrogen & Phosphorus; Energy Flow in Ecosystems.
Water Pollution: Water Quality standards, Introduction to Treatment & Disposal of Waste Water. Reuse and Saving of Water, Rain Water Harvesting. Solid Waste Management: Classification of Solid Waste, Collection, Transportation and Disposal of Solid. Recycling of Solid Waste: Energy Recovery, Sanitary Landfill, On-Site Sanitation. Air & Noise Pollution: Primary and Secondary air pollutants, Harmful effects of Air Pollution, Control of Air Pollution. . Noise Pollution Harmful Effects of noise pollution, control of noise pollution, Global warming & Climate Change, Ozone depletion, Greenhouse effect
Text Books:
1. Palancharmy, Basic Civil Engineering, McGraw Hill publishers.
2. Satheesh Gopi, Basic Civil Engineering, Pearson Publishers.
3. Ketki Rangwala Dalal, Essentials of Civil Engineering, Charotar Publishing House.
4. BCP, Surveying volume 1
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1) The document describes a study on using iPads to encourage collaborative learning in an undergraduate web development class. Students worked in groups of two on exercises using iPads loaded with code development software.
2) Key findings included that active learning and problem-solving through practice-based exercises facilitated better understanding than traditional instruction-based learning. Collaboration provided benefits like peer tutoring and a more realistic problem-solving process.
3) However, limitations of the iPad interface hindered the coding process. Issues included obscured screens when the keyboard was active, imprecise pointing and selecting, and a lack of editing features available on traditional computers.
This document summarizes 5 basic tools for teachers: (1) course management systems like Moodle to create online courses, assign homework, and provide assessments; (2) collaborative learning platforms like Wikispaces and Edmodo for group projects; (3) cloud storage apps like Dropbox, Google Drive, and OneDrive for paperless sharing of materials; (4) video tools like iMovie and Voicethread for creating and sharing lesson videos; and (5) teacher productivity apps like flashcard makers and scanning apps for activities, grading, and organization. The presentation provides examples of free and popular tools within each category to help teachers create effective digital course materials and environments.
Globsync Technology is proposing a smart education program using their interactive multimedia modules called Smart Class. Smart Class modules cover curriculum topics through 3D interactive content to help students better visualize concepts. They can be used before or after tutoring sessions. The proposal outlines features like live video conferencing, audio/video playback, and recording sessions. It proposes developing education applications and modules covering subjects like numbers, alphabets, stories, and moral studies. An evaluation process is outlined to test and refine the modules at schools over 7 days with feedback reports.
Globsync Technology is proposing a smart education program using their interactive multimedia modules called Smart Class. Smart Class modules cover curriculum topics through 3D interactive content to help students better visualize concepts. They can be used before or after online tutoring sessions. The proposal outlines features like live video conferencing, audio/video playback, and recording sessions. It proposes developing education applications and modules covering subjects like math, languages, moral studies through videos, games and stories to simplify learning. An evaluation process is outlined to test and refine the modules at schools before full installation.
This document provides an overview of Google Apps for Education (GAFE) and how it can be used for paperless workflows and assessments in the classroom. It encourages teachers to try using Google Docs, Sheets, Slides, Forms, and Drive to collaborate, share files, and collect and grade student assignments digitally. Specific suggestions are given around using Google Classroom, shared folders, and forms to distribute, submit, and provide feedback on assignments without paper. The document concludes by asking teachers to provide examples of how they plan to use these paperless GAFE tools in their own classrooms.
This document shows the interface and explains the working of Adobe Captivate Prime.
By following the document you will learn how to:
1) How to add a Module using the Module Library.
2) Insert the above created module to a new Course.
3) Viewing the Course Catalogue
4) Assigning this course to a Learner
5) See how a learner‘s profile look like
6) Preview the course “Course- Sample Interactions”
Additional Data:
1) New features and improvements in Captivate Prime
2) Adobe Captivate DRAFT for Story-boarding
Gamification in education - 10 compelling case studies - Manu Melwin Joymanumelwin
A student’s ability to be successful academically mainly depends on how that specific student retains the information he or she receives from an educator. In return, the student’s ability to retain information principally relies on the mode of learning that suits the person.
With the seemingly countless numbers of digital tools targeted to educators, it can be overwhelming to figure out which tool(s) to use. We will narrow our focus to a handful of simple but effective web 2.0 tools that teachers and students can use to take lessons and projects to the next level. This session will cover tech tools from beginner to advanced and focus on new tools and new ways to use classic tools.
Microsoft Education - Empowering Students Today to Create the World of TomorrowDavid J Rosenthal
21st Century Skills: The 6 C’s (Character, Citizenship, Communication, Critical Thinking, Collaboration, and Creativity) symbolize the skills required for the student of the 21st century – a future in which every educated person becomes a doer and a leader.
Designed for 21st century learning, Microsoft Education prepares today’s students for tomorrow’s jobs.
With the acquisition of LinkedIn and programs like Imagine Academy, Microsoft connects education and the real world
Microsoft Office ranks in top 10 most in-demand workforce skill – 76 million job posts require this (IDC, 2016)
Equity & Empowerment: Universal access to free or low-cost learning materials across all subjects. Teachers will remain key to student learning, tools needed to augment abilities and allow them to focus on what matters.
Microsoft is uniquely positioned to provide free tools like Windows and Office at no cost to students and teachers – running on affordable devices
We focus on teachers, who plan and deliver better outcomes for their students with Professional Learning Communities built into our products and programs.
Personalized Learning: Tailored to students across learning styles, learning disabilities, and language abilities to ensure all students succeed.
We build tools that teachers and students can access easily to drive outcomes and keep kids on pace.
Teachers can collaborate with or provide private feedback to individual students, or offer the types of options that fit different learning needs like pen and ink
Inclusive design is integrated in our engineering culture, and we keep creating new ways to enable students and teachers with disabilities to create, communicate and consume content from any device.
Kahoot! and Quizizz are educational tools that allow teachers to create game-like quizzes and assessments. Both tools can be accessed from desktop browsers or mobile apps. While both are free and engage students, the document recommends Kahoot! as the better choice due to its larger library and ability to highly engage students through competitive gameplay. However, Quizizz may be better suited for formal assessments. Potential downsides include reliance on student devices and internet connectivity.
Innovative E-learning solution to accelerate Learning and Improve Effectiveness This platform provides simple to use functionalities that will help you to facilitate your e-Learning efforts. It is designed to have real virtual learning the experience between educator and learner.
SMART Notebook is collaborative learning software that allows teachers to create engaging lessons, access educational resources, and involve students through interactive tools. It was created by teachers to be intuitive and help standardize learning across different hardware brands. Key features include access to over 60,000 online lessons, intuitive creation tools, and the ability to use the software on various devices and equipment.
The Classroom of the Future at Brightspace IgniteD2L Barry
Presentation at Minnesota Brightspace Ignite on April 24, 2015, by Sheri Hutchinson, Normandale Community College and Karen LaPlant, Hennepin Technical College
Spark Touch - Like Your Interactive Whiteboard, But Better! Shalini Khemka
SparkTouch is a one-stop solution to upgrade to a ‘Smart Classroom’ setup. Experience flawless interactivity, next-gen teaching tools, unlimited free content, automated attendance and grading, classroom management, and PC-free operation - in one device.
Advanced ERP for Schools Advisory by Sumeet Mayor.pdfSumeet Mayor
Technology is the foundation for improving student outcomes via Active Learning, building group centre collaborative learning spaces to solve problems enabling active engagement. Digital video/audio and connected learning aids with movable displays enable activity based learning vs lecture based supported by Centre of Teaching excellence providing curriculum development and based on learning strategies for active learning in classrooms. Technology that supports Group work by Students, Co-work by Faculty and Community building will enable better student grades | course material | learning workspaces | impart skills and knowledge to be successful in ‘Future of Work’.
This is a comparison of needs and current offeriings by ERP solutions by leading players.
My first conference workshop, which I chose to run on gamification and maker ed.
In the first part of the presentation, I discussed how I incorporate game mechanics into my classroom routine using a couple of key digital platforms. I reflected on the achievements and obstacles encountered in gamifying units across the past three years and the effect this has had on student engagement and overall achievement.
I finished on a brief reflection on my efforts to build maker centred projects into the 'Game' as part of the Harvard Project Zero course; 'Thinking and Learning in the Maker-Centered Classroom'.
Stages software has been providing assistive technology and educational tools since 1999. Major milestones include the initial publication of instructional materials in book form, beginning of software development in 2000, and the release of apps and tools compatible with iPads in recent years. The Stages framework is a 5-step process that involves reading instructional materials, assessing learners, collecting performance data, selecting appropriate tools and materials, and integrating those tools into daily lessons. Stages tools like the assessment software, apps, and reporting features aim to individualize instruction and track progress toward IEP goals for students with cognitive or language delays.
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This document summarizes the key updates and enhancements in UserZoom's Winter '19 product release. It includes redesigned study builder tools to simplify creation of studies, new video transcript features to accelerate insights extraction, and additional question types in beta results for richer user experience insights. An example user story is provided to demonstrate how the updates can help users quickly test designs and gather feedback to inform product updates. The release aims to improve research efficiency and deliver higher quality participant experiences and insights.
This document outlines resources from Microsoft to help educators with next level learning, including links to videos, blogs, and online tools. It promotes the use of OneNote for digital note-taking and collaboration, Office 365 for productivity and file sharing, and Sway for digital storytelling. Examples are given of how these apps can be used to flip lessons, assess students, and unlock creativity. Device recommendations are also provided.
Similar to NEW Smart notebook 17 features and comparisons vs 11.4 (20)
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,
Chapter wise All Notes of First year Basic Civil Engineering.pptxDenish Jangid
Chapter wise All Notes of First year Basic Civil Engineering
Syllabus
Chapter-1
Introduction to objective, scope and outcome the subject
Chapter 2
Introduction: Scope and Specialization of Civil Engineering, Role of civil Engineer in Society, Impact of infrastructural development on economy of country.
Chapter 3
Surveying: Object Principles & Types of Surveying; Site Plans, Plans & Maps; Scales & Unit of different Measurements.
Linear Measurements: Instruments used. Linear Measurement by Tape, Ranging out Survey Lines and overcoming Obstructions; Measurements on sloping ground; Tape corrections, conventional symbols. Angular Measurements: Instruments used; Introduction to Compass Surveying, Bearings and Longitude & Latitude of a Line, Introduction to total station.
Levelling: Instrument used Object of levelling, Methods of levelling in brief, and Contour maps.
Chapter 4
Buildings: Selection of site for Buildings, Layout of Building Plan, Types of buildings, Plinth area, carpet area, floor space index, Introduction to building byelaws, concept of sun light & ventilation. Components of Buildings & their functions, Basic concept of R.C.C., Introduction to types of foundation
Chapter 5
Transportation: Introduction to Transportation Engineering; Traffic and Road Safety: Types and Characteristics of Various Modes of Transportation; Various Road Traffic Signs, Causes of Accidents and Road Safety Measures.
Chapter 6
Environmental Engineering: Environmental Pollution, Environmental Acts and Regulations, Functional Concepts of Ecology, Basics of Species, Biodiversity, Ecosystem, Hydrological Cycle; Chemical Cycles: Carbon, Nitrogen & Phosphorus; Energy Flow in Ecosystems.
Water Pollution: Water Quality standards, Introduction to Treatment & Disposal of Waste Water. Reuse and Saving of Water, Rain Water Harvesting. Solid Waste Management: Classification of Solid Waste, Collection, Transportation and Disposal of Solid. Recycling of Solid Waste: Energy Recovery, Sanitary Landfill, On-Site Sanitation. Air & Noise Pollution: Primary and Secondary air pollutants, Harmful effects of Air Pollution, Control of Air Pollution. . Noise Pollution Harmful Effects of noise pollution, control of noise pollution, Global warming & Climate Change, Ozone depletion, Greenhouse effect
Text Books:
1. Palancharmy, Basic Civil Engineering, McGraw Hill publishers.
2. Satheesh Gopi, Basic Civil Engineering, Pearson Publishers.
3. Ketki Rangwala Dalal, Essentials of Civil Engineering, Charotar Publishing House.
4. BCP, Surveying volume 1
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This document provides an overview of wound healing, its functions, stages, mechanisms, factors affecting it, and complications.
A wound is a break in the integrity of the skin or tissues, which may be associated with disruption of the structure and function.
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Healing can occur in two ways: Regeneration and Repair
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إضغ بين إيديكم من أقوى الملازم التي صممتها
ملزمة تشريح الجهاز الهيكلي (نظري 3)
💀💀💀💀💀💀💀💀💀💀
تتميز هذهِ الملزمة بعِدة مُميزات :
1- مُترجمة ترجمة تُناسب جميع المستويات
2- تحتوي على 78 رسم توضيحي لكل كلمة موجودة بالملزمة (لكل كلمة !!!!)
#فهم_ماكو_درخ
3- دقة الكتابة والصور عالية جداً جداً جداً
4- هُنالك بعض المعلومات تم توضيحها بشكل تفصيلي جداً (تُعتبر لدى الطالب أو الطالبة بإنها معلومات مُبهمة ومع ذلك تم توضيح هذهِ المعلومات المُبهمة بشكل تفصيلي جداً
5- الملزمة تشرح نفسها ب نفسها بس تكلك تعال اقراني
6- تحتوي الملزمة في اول سلايد على خارطة تتضمن جميع تفرُعات معلومات الجهاز الهيكلي المذكورة في هذهِ الملزمة
واخيراً هذهِ الملزمة حلالٌ عليكم وإتمنى منكم إن تدعولي بالخير والصحة والعافية فقط
كل التوفيق زملائي وزميلاتي ، زميلكم محمد الذهبي 💊💊
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NEW Smart notebook 17 features and comparisons vs 11.4
1. A subscription to the new SMART Learning Suite ensures that you
get the latest SMART Notebook enhancements, plus access to
SMART amp, SMART lab and SMART response 2 !
GET THESE BENEFITS WITH A
SMART LEARNING SUITE SUBSCRIPTION
GAMIFICATION
SMART lab lets teachers quickly build fun, engaging and visually appealing game-based activities.
• All content is customisable to grade and subject
• Leverages student devices
INSIGHT INTO LEARNING
SMART Learning Suite gives unprecedented insight into the learning process of your students.
• Create formative assessments that students can complete on any device
• Watch work as it unfolds in collaborative workspaces where students lead their own learning
SAVE TEACHERS’ TIME
SMART Learning Suite provides the tools teachers need to make pedagogically sound lessons
fun, without draining all of their time.
• Create game-based activities and formative assessments in under 5 minutes
• Find templated activities on the SMART Exchange network
• A simple interface that lets teachers focus on teaching
INTEGRATION WITH STUDENT DEVICES
SMART Learning Suite lets students use their devices to:
• Engage in lessons anywhere, not just in front of the class
• Play gamification activities
• Complete formative assessments
To find out more about the
NEW SMART Learning Suite
features call Crystalised
TODAY on 0333 241 4100