Electronic game school is a free website with educational games, tests, and puzzles covering topics in various subjects like math, science, geography and history. The website aims to make learning fun and easy by incorporating games. Currently there is one game developed for several subjects like biology, physics, math, and geography. The website plans to develop more games for all categories over the coming years to expand the educational content and engage students. The games are designed to be interactive, include pictures and animations, and can be used for learning as well as testing purposes.
A free educational project, where knowledge is obtained by playing games, and every game reward +1 Knowledge Level. Include authorship games, tests and puzzles, with educational and exploration data.
Using Games to Inspire Creativity in Your Digital Natives discusses how games can be used to motivate and engage today's students, known as "digital natives" who have grown up with technology. Research has shown that games can develop skills like strategic thinking, problem solving, and reasoning. Games require players to learn skills and concepts to advance, making them responsible for their own progress unlike other media. Different types of games are described like educational entertainment and simulations, along with examples of games for different ages and subjects. Benefits of educational games include fostering creativity, problem solving, and making learning fun.
An Introduction to Educational Game DesignMichael Pinto
This presentation covers:
- Definition of a Game
- What Makes a Game a Game
- Learning Through Play (High Concept)
- How To Start To Learn How to Design Games
- Core Mechanisms of Games
- Soft Qualities of Games
- Survey of Different Types Of Games and Their Mechanisms
- Overview of Educational Games
- Gamification for Education
- Educational Games In Context of Transmedia Storytelling
This document provides a list of activities from A to Z that can be used to encourage cooperative learning across different ages. Some of the activities included are: audiobooks, board games, digital picture books, flip books, games designed in PowerPoint, herb garden signs, illusion puzzles, kaleidoscopes, map making, music videos, puzzles, quilt patterns, recipe books, secret messages, top ten lists, virtual reality programs, weather watches, word games, and zip code labels. The document encourages using various free online tools and programs to create projects for these activities.
The document discusses the ENGAGE project, which aims to teach responsible research and innovation in science and technology on a large scale using educational games and materials. It provides an overview of the gamified learning activities and games that teach about various science and ethics topics. It also lists the contacts for the ENGAGE consortium working on the project.
The document outlines ideas for features to include in a pixel space shooting game. Some key ideas discussed include:
- Having the game set in space with ghosts that spaceship fighters shoot lasers at for points
- Including customization options for spaceships and power-ups obtained by gaining points
- Implementing bright colors, sci-fi music, and stars in space for atmospheric effects
- Ensuring the game appeals to audiences aged 12-20 of all genders and social statuses
A free educational project, where knowledge is obtained by playing games, and every game reward +1 Knowledge Level. Include authorship games, tests and puzzles, with educational and exploration data.
Using Games to Inspire Creativity in Your Digital Natives discusses how games can be used to motivate and engage today's students, known as "digital natives" who have grown up with technology. Research has shown that games can develop skills like strategic thinking, problem solving, and reasoning. Games require players to learn skills and concepts to advance, making them responsible for their own progress unlike other media. Different types of games are described like educational entertainment and simulations, along with examples of games for different ages and subjects. Benefits of educational games include fostering creativity, problem solving, and making learning fun.
An Introduction to Educational Game DesignMichael Pinto
This presentation covers:
- Definition of a Game
- What Makes a Game a Game
- Learning Through Play (High Concept)
- How To Start To Learn How to Design Games
- Core Mechanisms of Games
- Soft Qualities of Games
- Survey of Different Types Of Games and Their Mechanisms
- Overview of Educational Games
- Gamification for Education
- Educational Games In Context of Transmedia Storytelling
This document provides a list of activities from A to Z that can be used to encourage cooperative learning across different ages. Some of the activities included are: audiobooks, board games, digital picture books, flip books, games designed in PowerPoint, herb garden signs, illusion puzzles, kaleidoscopes, map making, music videos, puzzles, quilt patterns, recipe books, secret messages, top ten lists, virtual reality programs, weather watches, word games, and zip code labels. The document encourages using various free online tools and programs to create projects for these activities.
The document discusses the ENGAGE project, which aims to teach responsible research and innovation in science and technology on a large scale using educational games and materials. It provides an overview of the gamified learning activities and games that teach about various science and ethics topics. It also lists the contacts for the ENGAGE consortium working on the project.
The document outlines ideas for features to include in a pixel space shooting game. Some key ideas discussed include:
- Having the game set in space with ghosts that spaceship fighters shoot lasers at for points
- Including customization options for spaceships and power-ups obtained by gaining points
- Implementing bright colors, sci-fi music, and stars in space for atmospheric effects
- Ensuring the game appeals to audiences aged 12-20 of all genders and social statuses
AFH Minideck: Villa Rosa Planning, Port-au-Prince, HaitiKarl Johnson
Villa Rosa, an informal community, was engaged by Architecture for Humanity Haiti in the development of "urban acupuncture," built public infrastructure interventions. Villa Rosa community members participated heavily in project location, function, and construction.
This document lists various job titles including accountant, actor, architect, astronomer, bricklayer, butcher, carpenter, fashion designer, florist, translator, engineer, electrician, journalist, veterinarian, animal handler, lifeguards, librarian, optician, pharmacist, and real estate agent. It also includes questions about which university someone wants to study at, what they want to study, and what career they want to pursue.
The World Cup is a major international soccer tournament held every 4 years that has significant economic and financial impacts. When Brazil hosted the 2014 World Cup, their stock market declined slightly on the day they were defeated in the tournament due to the emotional reaction of investors. However, hosting the World Cup provides a country long term economic benefits through infrastructure investment and increased tourism. For investors, strategically investing in multinational companies that sponsor the World Cup or foreign market ETFs can provide diversification opportunities, though short term reactions to game outcomes may occur.
From analyzing the market for a new music magazine, the document summarizes that Time Inc.'s Inspire division would make a good distributor. Statistics show NME's audience is 73% male, and Inspire targets male audiences. Since the new magazine will cover similar indie rock music genres and themes as NME, its audience is also likely to be majority male. Time Inc. successfully targeted NME's predominantly male demographic, so they would likely also be effective in distributing the new magazine to its intended male audience.
This document summarizes a presentation about the Ruby on Rails web development framework. It highlights key features of Rails like being fast, easy to use, scalable, and performant. It also discusses how Rails handles common development tasks like databases, authorization, authentication, and full CRUD functionality out of the box. The presentation provides code examples for models, migrations, controllers and testing with Rails.
Heritage Homes comes up with their most recent project Noah's Ark 2500 square feet of exquisite architectural marvel combined with lush green covering around visit
http://heritagenoahsark.com/ for more details
This document contains photo credits from 11 different photographers for images used in a Haiku Deck presentation on SlideShare. The photos are credited to DeeAshley, jordi olaria jané, Ignacio Sanz, Ramón Peco, El Coleccionista de Instantes, Aysha Bibiana Balboa, Pink Sherbet Photography, Marocain_Heimlich, MightyBoyBrian, Jose Luis Mieza Photography, and Claudio.Ar. The document encourages the reader to get started creating their own Haiku Deck presentation.
Este poema invita a un niño a pasar la tarde en el huerto del autor, donde podrá subirse a un granado para comer granos, verse reflejado en un estanque como un lirio dorado, y acariciar una paloma con alas fragantes y ojos de novia. Antes de irse, el niño deberá observar bien el palomar para no olvidarlo.
Games for learning & Role Play ScenariosPaul Pivec
This document discusses research on the effectiveness of game-based learning. It summarizes various studies that have found mixed results about games stimulating learning. Some studies found games can develop skills like strategic thinking while others found no significant learning differences compared to traditional methods. The document also notes learners prefer games that are fun, collaborative, and relevant to learning objectives. Game-based learning works best when games are well-designed for learning goals and used as a supplemental tool in a classroom environment rather than replacement for teachers.
This document discusses serious games and their purposes. It provides examples of serious games created by organizations in Canada for purposes like training, education, and addressing social issues. It also discusses theories about what makes games fun and how they can be used as learning tools. Experts are quoted discussing how games can teach us about systems and accelerate learning patterns through practice and permutations.
Super Microbe World: Using Games to Teach Science and HygieneDavid Farrell
This document discusses using games to teach hygiene and science concepts related to microbes. It describes research conducted with children to identify popular game genres and a resulting detective and platformer game designed around modeling learning outcomes related to microbes. The games showed some success in improving knowledge but further refinement is needed to better link game mechanics to learning objectives. The author advocates an approach of designing game mechanics to directly represent and teach target concepts.
This document discusses using games-based learning in congregational schools through a partnership between Global Kids and the Jewish Education Project. It provides an agenda for a workshop on this topic, including an icebreaker, introductions, an overview of games-based learning, designing a sample game, case studies, and next steps. Participants will discuss using games to teach content areas like history, Hebrew, and ethics in Jewish education. The document cites research on the benefits of digital games for helping children gain skills and content knowledge in an engaging way.
The mood board is inspiring the game project by providing ideas for fish designs and color schemes. Real and imaginary fish in the mood board are influencing lighting techniques and color palettes. Key influences on the project include the unique fish designs and alien planet setting of Subnautica, the atmospheric lighting and perspective of Inside, and the unique deep sea creature designs and color schemes in the underwater horror game Soma.
GAMES IN EDUCATION: REALIZING OPPORTUNITIES AND OVERCOMING OBSTACLESAndy Petroski
The potential for games to augment traditional education and create entirely new learning opportunities is seemingly endless. But along with its new opportunities, educational gaming also brings about a host of new challenges for educators to consider. How do I design and assess an educational game? How can I support educational gaming, in a single class or for an entire institution? How do I even get started?
In this session, Andy and Chris will discuss these questions and many others as they share their experiences bringing educational gaming to Harrisburg and Penn State Universities. They'll explore and share examples of the many ways that educational games can be played, from traditional web games to cutting edge alternate reality. They'll discuss common myths about educational gaming, share some of their best (and worst) practices, and even take a look into the future. From design to institutional support and everything in between, this session will discuss all things educational gaming.
AFH Minideck: Villa Rosa Planning, Port-au-Prince, HaitiKarl Johnson
Villa Rosa, an informal community, was engaged by Architecture for Humanity Haiti in the development of "urban acupuncture," built public infrastructure interventions. Villa Rosa community members participated heavily in project location, function, and construction.
This document lists various job titles including accountant, actor, architect, astronomer, bricklayer, butcher, carpenter, fashion designer, florist, translator, engineer, electrician, journalist, veterinarian, animal handler, lifeguards, librarian, optician, pharmacist, and real estate agent. It also includes questions about which university someone wants to study at, what they want to study, and what career they want to pursue.
The World Cup is a major international soccer tournament held every 4 years that has significant economic and financial impacts. When Brazil hosted the 2014 World Cup, their stock market declined slightly on the day they were defeated in the tournament due to the emotional reaction of investors. However, hosting the World Cup provides a country long term economic benefits through infrastructure investment and increased tourism. For investors, strategically investing in multinational companies that sponsor the World Cup or foreign market ETFs can provide diversification opportunities, though short term reactions to game outcomes may occur.
From analyzing the market for a new music magazine, the document summarizes that Time Inc.'s Inspire division would make a good distributor. Statistics show NME's audience is 73% male, and Inspire targets male audiences. Since the new magazine will cover similar indie rock music genres and themes as NME, its audience is also likely to be majority male. Time Inc. successfully targeted NME's predominantly male demographic, so they would likely also be effective in distributing the new magazine to its intended male audience.
This document summarizes a presentation about the Ruby on Rails web development framework. It highlights key features of Rails like being fast, easy to use, scalable, and performant. It also discusses how Rails handles common development tasks like databases, authorization, authentication, and full CRUD functionality out of the box. The presentation provides code examples for models, migrations, controllers and testing with Rails.
Heritage Homes comes up with their most recent project Noah's Ark 2500 square feet of exquisite architectural marvel combined with lush green covering around visit
http://heritagenoahsark.com/ for more details
This document contains photo credits from 11 different photographers for images used in a Haiku Deck presentation on SlideShare. The photos are credited to DeeAshley, jordi olaria jané, Ignacio Sanz, Ramón Peco, El Coleccionista de Instantes, Aysha Bibiana Balboa, Pink Sherbet Photography, Marocain_Heimlich, MightyBoyBrian, Jose Luis Mieza Photography, and Claudio.Ar. The document encourages the reader to get started creating their own Haiku Deck presentation.
Este poema invita a un niño a pasar la tarde en el huerto del autor, donde podrá subirse a un granado para comer granos, verse reflejado en un estanque como un lirio dorado, y acariciar una paloma con alas fragantes y ojos de novia. Antes de irse, el niño deberá observar bien el palomar para no olvidarlo.
Games for learning & Role Play ScenariosPaul Pivec
This document discusses research on the effectiveness of game-based learning. It summarizes various studies that have found mixed results about games stimulating learning. Some studies found games can develop skills like strategic thinking while others found no significant learning differences compared to traditional methods. The document also notes learners prefer games that are fun, collaborative, and relevant to learning objectives. Game-based learning works best when games are well-designed for learning goals and used as a supplemental tool in a classroom environment rather than replacement for teachers.
This document discusses serious games and their purposes. It provides examples of serious games created by organizations in Canada for purposes like training, education, and addressing social issues. It also discusses theories about what makes games fun and how they can be used as learning tools. Experts are quoted discussing how games can teach us about systems and accelerate learning patterns through practice and permutations.
Super Microbe World: Using Games to Teach Science and HygieneDavid Farrell
This document discusses using games to teach hygiene and science concepts related to microbes. It describes research conducted with children to identify popular game genres and a resulting detective and platformer game designed around modeling learning outcomes related to microbes. The games showed some success in improving knowledge but further refinement is needed to better link game mechanics to learning objectives. The author advocates an approach of designing game mechanics to directly represent and teach target concepts.
This document discusses using games-based learning in congregational schools through a partnership between Global Kids and the Jewish Education Project. It provides an agenda for a workshop on this topic, including an icebreaker, introductions, an overview of games-based learning, designing a sample game, case studies, and next steps. Participants will discuss using games to teach content areas like history, Hebrew, and ethics in Jewish education. The document cites research on the benefits of digital games for helping children gain skills and content knowledge in an engaging way.
The mood board is inspiring the game project by providing ideas for fish designs and color schemes. Real and imaginary fish in the mood board are influencing lighting techniques and color palettes. Key influences on the project include the unique fish designs and alien planet setting of Subnautica, the atmospheric lighting and perspective of Inside, and the unique deep sea creature designs and color schemes in the underwater horror game Soma.
GAMES IN EDUCATION: REALIZING OPPORTUNITIES AND OVERCOMING OBSTACLESAndy Petroski
The potential for games to augment traditional education and create entirely new learning opportunities is seemingly endless. But along with its new opportunities, educational gaming also brings about a host of new challenges for educators to consider. How do I design and assess an educational game? How can I support educational gaming, in a single class or for an entire institution? How do I even get started?
In this session, Andy and Chris will discuss these questions and many others as they share their experiences bringing educational gaming to Harrisburg and Penn State Universities. They'll explore and share examples of the many ways that educational games can be played, from traditional web games to cutting edge alternate reality. They'll discuss common myths about educational gaming, share some of their best (and worst) practices, and even take a look into the future. From design to institutional support and everything in between, this session will discuss all things educational gaming.
It's Gonna Be The Future Soon: Science Fiction, Video Games, and the Future ...Lucas Gillispie
What if science fiction were a reality? What if the way we interact in games were the way we interacted in real life? Soon, these things will be a reality and they'll impact learning! It's going to be exciting!
Design Paradox: Educational Game DesignKatrin Becker
The document discusses the history and challenges of educational games. It notes that early "edutainment" games from the 1980s-90s did not live up to expectations and game designers avoided the education genre. More recently, educational games have improved by incorporating more modern game elements and becoming more interdisciplinary. However, tensions still exist between instructional design which prioritizes learning outcomes, and game design which focuses on player experience. The document calls for better integrating the two disciplines to create engaging and effective educational games.
The document provides a list of best Christmas gifts for 2010 divided into several categories: gifts for babies/children of different age groups, teenagers, women, men, parents. It includes toys, electronics, home appliances and more. Specific gifts mentioned are iPad, Kindle, iPod nano, Samsung LED TV, Canon Rebel camera, Fisher-Price toys, Nerf blasters, Lego sets, Xbox 360, jewelry and more. The document aims to help people choose appropriate gifts for family and friends for Christmas 2010.
Towards Tangible Gamificaiton of Co-design Contexts: Two Studies in Primary S...Rosella Gennari
The document describes two studies that explored gamifying co-design contexts in primary schools. The 2013 study involved shorter missions over 8 weeks with challenges, cooperation, and emotions tracked. The 2014 study had longer, more tangibly gamified missions over 14 weeks involving cooperative roles, rules, and progression tracking. Data was collected on material satisfaction, challenge success, cooperation, and achievement emotions to understand the impact of gamification on engagement and learning. Results showed positive emotions increased across missions while cooperation and inclusion also improved.
Outline of a game based appproach to strengthening basic literacy numeracy and science skills in primary schools in India with specific emphasis on underserved communities
Games can be effective learning tools when designed well. They engage students through immersive experiences, interactions, and challenges. Well-crafted educational games develop skills through scaffolded practice and feedback within meaningful contexts. However, many classroom games focus narrowly on drill and practice. True games foster exploration, collaboration, and higher-order thinking aligned with curriculum standards. Educators should consider how games can tap into students' natural abilities and motivate deeper learning.
Games can be effective learning tools when designed well. They engage students through immersive experiences, interaction, and competition/collaboration according to brain research. Educational games exist across subjects like math, language arts, science and economics. Challenges include aligning games to standards and transferring skills from games to classrooms. Virtual worlds also offer engaging educational experiences through exploration, interaction and simulations.
Introduction games for education presentation by steve buncedrstevebunce
Dr. Steve Bunce introduced four areas related to using games for education: game study, game play, game making, and game innovation. Game study involves analyzing how games can create engaging learning environments. Game play looks at using popular video games as themes for classroom lessons. Game making has students design their own games using tools like Scratch. Game innovation explores new digital games and augmented reality for educational purposes.
Jumangi 3: Space Exploration || NASA Space Apps AlexandriaJanaNaief
This document summarizes a 2D platformer video game called "Space Quest: The Game" that was created to educate players about space exploration and the challenges of space debris. The game has players jump from platform to platform on different celestial bodies like the ISS, Moon, and planets to teach about the solar system. It was made using the Unity game engine along with coding and digital design tools. Future plans include adding upgrades, more information on space exploration history, and transforming it into a 3D game.
2011 EventCamp National Conference -- Jessica Levin/Midori Connolly Social ga...EventCamp
This document discusses how social games can be used for events. It first covers the theory behind why games can aid learning, noting that they help people enter a state of flow, provide safe emotional engagement, and foster competition and community. Specific game mechanics like rules, roles, challenges and rewards are also outlined. Finally, some example game formats and tools are proposed, and key steps for planning a successful game event are outlined, including setting objectives, gaining stakeholder buy-in, choosing tools/formats, and assessing performance.
Jumangi 3: Space Exploration || NASA Space Apps AlexandriaJanaNaief
The document discusses a 2D platformer video game called "Space Quest: The Game" created to educate the public about space exploration and its challenges in an engaging way. The game has players jump from platform to platform as they advance through different celestial destinations from Earth orbit to the Moon and planets. It uses NASA data and aims to raise awareness about space debris while teaching about the history of the solar system. Future plans include adding upgrades, more information on space exploration history, and potentially transforming it into a 3D game.
This document discusses whether video games can be educational. It outlines several key elements that make a video game both fun and educational, including challenge/strategy, element of surprise, replayability, inclusion of new information, memorization, applying knowledge through context and cognition, and addressing gender and ethnic balance. It then provides examples of several game development companies that design video games to help kids learn, such as Big Fish Games, Broderbund, and Educational Insights, which create games around subjects like animal habitats, puzzles, word associations, history, and mathematics.
The document discusses games and serious games. It begins with definitions of play and games, and notes that while reality is broken, games can make the world better. It discusses how games are designed with elements like aesthetics, mechanics, story and technology. Game design considers the player experience and principles of learning. Serious games can teach in an engaging way by empowering learners and integrating learning into the gameplay.
How to Setup Warehouse & Location in Odoo 17 InventoryCeline George
In this slide, we'll explore how to set up warehouses and locations in Odoo 17 Inventory. This will help us manage our stock effectively, track inventory levels, and streamline warehouse operations.
LAND USE LAND COVER AND NDVI OF MIRZAPUR DISTRICT, UPRAHUL
This Dissertation explores the particular circumstances of Mirzapur, a region located in the
core of India. Mirzapur, with its varied terrains and abundant biodiversity, offers an optimal
environment for investigating the changes in vegetation cover dynamics. Our study utilizes
advanced technologies such as GIS (Geographic Information Systems) and Remote sensing to
analyze the transformations that have taken place over the course of a decade.
The complex relationship between human activities and the environment has been the focus
of extensive research and worry. As the global community grapples with swift urbanization,
population expansion, and economic progress, the effects on natural ecosystems are becoming
more evident. A crucial element of this impact is the alteration of vegetation cover, which plays a
significant role in maintaining the ecological equilibrium of our planet.Land serves as the foundation for all human activities and provides the necessary materials for
these activities. As the most crucial natural resource, its utilization by humans results in different
'Land uses,' which are determined by both human activities and the physical characteristics of the
land.
The utilization of land is impacted by human needs and environmental factors. In countries
like India, rapid population growth and the emphasis on extensive resource exploitation can lead
to significant land degradation, adversely affecting the region's land cover.
Therefore, human intervention has significantly influenced land use patterns over many
centuries, evolving its structure over time and space. In the present era, these changes have
accelerated due to factors such as agriculture and urbanization. Information regarding land use and
cover is essential for various planning and management tasks related to the Earth's surface,
providing crucial environmental data for scientific, resource management, policy purposes, and
diverse human activities.
Accurate understanding of land use and cover is imperative for the development planning
of any area. Consequently, a wide range of professionals, including earth system scientists, land
and water managers, and urban planners, are interested in obtaining data on land use and cover
changes, conversion trends, and other related patterns. The spatial dimensions of land use and
cover support policymakers and scientists in making well-informed decisions, as alterations in
these patterns indicate shifts in economic and social conditions. Monitoring such changes with the
help of Advanced technologies like Remote Sensing and Geographic Information Systems is
crucial for coordinated efforts across different administrative levels. Advanced technologies like
Remote Sensing and Geographic Information Systems
9
Changes in vegetation cover refer to variations in the distribution, composition, and overall
structure of plant communities across different temporal and spatial scales. These changes can
occur natural.
বাংলাদেশের অর্থনৈতিক সমীক্ষা ২০২৪ [Bangladesh Economic Review 2024 Bangla.pdf] কম্পিউটার , ট্যাব ও স্মার্ট ফোন ভার্সন সহ সম্পূর্ণ বাংলা ই-বুক বা pdf বই " সুচিপত্র ...বুকমার্ক মেনু 🔖 ও হাইপার লিংক মেনু 📝👆 যুক্ত ..
আমাদের সবার জন্য খুব খুব গুরুত্বপূর্ণ একটি বই ..বিসিএস, ব্যাংক, ইউনিভার্সিটি ভর্তি ও যে কোন প্রতিযোগিতা মূলক পরীক্ষার জন্য এর খুব ইম্পরট্যান্ট একটি বিষয় ...তাছাড়া বাংলাদেশের সাম্প্রতিক যে কোন ডাটা বা তথ্য এই বইতে পাবেন ...
তাই একজন নাগরিক হিসাবে এই তথ্য গুলো আপনার জানা প্রয়োজন ...।
বিসিএস ও ব্যাংক এর লিখিত পরীক্ষা ...+এছাড়া মাধ্যমিক ও উচ্চমাধ্যমিকের স্টুডেন্টদের জন্য অনেক কাজে আসবে ...
हिंदी वर्णमाला पीपीटी, hindi alphabet PPT presentation, hindi varnamala PPT, Hindi Varnamala pdf, हिंदी स्वर, हिंदी व्यंजन, sikhiye hindi varnmala, dr. mulla adam ali, hindi language and literature, hindi alphabet with drawing, hindi alphabet pdf, hindi varnamala for childrens, hindi language, hindi varnamala practice for kids, https://www.drmullaadamali.com
Strategies for Effective Upskilling is a presentation by Chinwendu Peace in a Your Skill Boost Masterclass organisation by the Excellence Foundation for South Sudan on 08th and 09th June 2024 from 1 PM to 3 PM on each day.
Main Java[All of the Base Concepts}.docxadhitya5119
This is part 1 of my Java Learning Journey. This Contains Custom methods, classes, constructors, packages, multithreading , try- catch block, finally block and more.
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.
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
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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it describes the bony anatomy including the femoral head , acetabulum, labrum . also discusses the capsule , ligaments . muscle that act on the hip joint and the range of motion are outlined. factors affecting hip joint stability and weight transmission through the joint are summarized.
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
Chapter wise All Notes of First year Basic Civil Engineering.pptx
Planeta 42 First concept
1. Electronic game schoolElectronic game school
www.planeta42.comwww.planeta42.com
Lore games for every schoolLore games for every school
and homeand home!!
Electronic game school is free access Internet site with autorship games, tests andElectronic game school is free access Internet site with autorship games, tests and
puzzles, that include some educational, historical orpuzzles, that include some educational, historical or explorationalexplorational data.data.
www.planeta42.comwww.planeta42.com
2. AimsAims
One main aim is, playing a game, the player toOne main aim is, playing a game, the player to
develop a curiosity for education and knowledge.develop a curiosity for education and knowledge.
An easy and fun way of memorizing the basicAn easy and fun way of memorizing the basic
data for as many branches of education – math,data for as many branches of education – math,
physics, biology, geography, so on.physics, biology, geography, so on.
Embracing the idea, that knowledge, lore,Embracing the idea, that knowledge, lore,
exploration and curiosity are useful things on thisexploration and curiosity are useful things on this
Earth. Or are they?Earth. Or are they?
3. TasksTasks
During next years we plan developing lore games forDuring next years we plan developing lore games for
every category on the web siteevery category on the web site..
((2014 valuation - C)2014 valuation - C)
Updating the functionality and data accuracy of the siteUpdating the functionality and data accuracy of the site
and the games.and the games.
(2014 valuation - F)(2014 valuation - F)
Constantly exploring the surrounding world, reading,Constantly exploring the surrounding world, reading,
surfing, playing, doubting, checking, testing,surfing, playing, doubting, checking, testing,
experimenting…experimenting…
(2014 valuation - A)(2014 valuation - A)
Developing “master game titles”, achieved after everyDeveloping “master game titles”, achieved after every
game won for rewarding the playersgame won for rewarding the players
(2014 valuation - F)(2014 valuation - F)
4. Game frameGame frame
be designed with two languages, English and Bulgarian;be designed with two languages, English and Bulgarian;
include a lot of pictures and animations, which attract theinclude a lot of pictures and animations, which attract the
children;children;
emphasize interaction, which challenge the person;emphasize interaction, which challenge the person;
can be used as manulal or reference, which is usefulcan be used as manulal or reference, which is useful
even for elders;even for elders;
can be used for valuation and testing, which is in helpcan be used for valuation and testing, which is in help
for the overall Educational sphere;for the overall Educational sphere;
does not take much time to play;does not take much time to play;
they are easily downloaded, transferred, saved andthey are easily downloaded, transferred, saved and
playable;playable;
and are free to play and download, .and are free to play and download, .
5. ExpectationsExpectations
Competitions in schools and gaming clubsCompetitions in schools and gaming clubs
(checked(checked ))
Open lessons including a practical gaming with aOpen lessons including a practical gaming with a
game in lesson categorygame in lesson category (Planed experiment)(Planed experiment)
=>27.06.2012,=>27.06.2012, the experiment didn’t take lace duethe experiment didn’t take lace due
to luck of pupilsto luck of pupils……
1010 minutes of gaming to bring fun andminutes of gaming to bring fun and
knowledge.knowledge.
6. BIOLOGYBIOLOGY
In Biology category we are planning games in manyIn Biology category we are planning games in many
subcategories, anatomy, zoology, botany, genetics,subcategories, anatomy, zoology, botany, genetics,
environment, evolution, microbiology, physiologyenvironment, evolution, microbiology, physiology
and others, developed in a way to be interesting andand others, developed in a way to be interesting and
understandableunderstandable..
7. BIOLOGYBIOLOGY
There is one developed game. It is a basic data onThere is one developed game. It is a basic data on
human bone systemhuman bone system
http://http://www.planeta42.comwww.planeta42.com//biology/biology/
9. BIOLOGYBIOLOGY
Planned next gamePlanned next game
Cell PuzzleCell Puzzle..
““Bio Puzzle” game is developed duringBio Puzzle” game is developed during 20052005 yy.. asas
a part of a diplom work ata part of a diplom work at RU “Angel Kynchev”RU “Angel Kynchev”
PuzzlePuzzle
10. PHYSICSPHYSICS
In Physics category we are planning games in manyIn Physics category we are planning games in many
subcategories – matter, mechanics, space, time,subcategories – matter, mechanics, space, time,
forces, energy, mass, light and more, developed in aforces, energy, mass, light and more, developed in a
way to be interesting and understandableway to be interesting and understandable..
11. There is one developed game. It is a basicThere is one developed game. It is a basic
data of the Solar Systemdata of the Solar System
http://http://www.planeta42.com/physics/www.planeta42.com/physics/
PHYSICSPHYSICS
13. Planned next gamePlanned next game
““Universe IngredientsUniverse Ingredients..
““Solar Puzzle” game is developed duringSolar Puzzle” game is developed during 20052005 yy..
as a part of a diplom work atas a part of a diplom work at RU “AngelRU “Angel
Kynchev”. It is updated two times during 2007Kynchev”. It is updated two times during 2007
and 2012. Another update is scheduled forand 2012. Another update is scheduled for
2014.2014.
PHYSICSPHYSICS
PuzzlePuzzle
14. MATHEMATICSMATHEMATICS
In Math and Logic category we are planningIn Math and Logic category we are planning
games, not in high math, but rather logic quizgames, not in high math, but rather logic quiz
and practicing basic math games, developed inand practicing basic math games, developed in
a way to be interesting and understandablea way to be interesting and understandable..
15. There is one developed game. It is a practiceThere is one developed game. It is a practice
experience in basic math – addition, subtractionexperience in basic math – addition, subtraction
and multiplication.and multiplication.
http://http://www.planeta42.com/logic/www.planeta42.com/logic/
MATHMATH
17. Planned next gamePlanned next game
““The Chest of Porcia”The Chest of Porcia”
““Math Hex” game is developed duringMath Hex” game is developed during 20020088 yy.. asas
a part of a diplom work ata part of a diplom work at RU “Angel Kynchev”.RU “Angel Kynchev”.
MATHMATH
Logic RPGLogic RPG
18. GEOGRAPHYGEOGRAPHY
In Geography category we are planning games in manyIn Geography category we are planning games in many
subcategories – economics, politics, naturalsubcategories – economics, politics, natural
resources, geology, population, transportation,resources, geology, population, transportation,
communication and more, developed in a way to becommunication and more, developed in a way to be
interesting and understandableinteresting and understandable..
19. One of the developed games is a puzzle ofOne of the developed games is a puzzle of
the European countries.the European countries.
http://http://www.planeta42.com/geography/www.planeta42.com/geography/
GEOGRAPHYGEOGRAPHY
21. ““Geo Puzzle Europe” game is developed duringGeo Puzzle Europe” game is developed during
20052005 yy.. as a part of a diplom work atas a part of a diplom work at RU “AngelRU “Angel
Kynchev”. It is updated during 2007. AnotherKynchev”. It is updated during 2007. Another
update is scheduled for 2014.update is scheduled for 2014.
GEOGRAPHYGEOGRAPHY
Planned next gamePlanned next game
““Geo Puzzle Africa”Geo Puzzle Africa”
PuzzlePuzzle
22. Another game is a puzzle of a small NaturalAnother game is a puzzle of a small Natural
Wander picture.Wander picture.
http://http://www.planeta42.com/geography/www.planeta42.com/geography/
GEOGRAPHYGEOGRAPHY
24. Planned next gamePlanned next game
A Picture from “Cherven”A Picture from “Cherven”
““Paradise Stream” game is developed duringParadise Stream” game is developed during 20020066
as an independent projectas an independent project
Tessellation puzzleTessellation puzzle
GEOGRAPHYGEOGRAPHY
25. In History category, we are planning games thatIn History category, we are planning games that
present a historical or cultural places for apresent a historical or cultural places for a
given city, country or ideology, developed in agiven city, country or ideology, developed in a
way to be interesting and understandableway to be interesting and understandable
HISTORYHISTORY
26. There is one developed game. It is a quest basedThere is one developed game. It is a quest based
game with Rousse City monuments.game with Rousse City monuments.
http://http://www.planeta42.com/history/www.planeta42.com/history/
HISTORYHISTORY
28. Planned next gamePlanned next game
““Varna Quest”Varna Quest”
““Rousse Quest” game is developed duringRousse Quest” game is developed during 20020066
as an independent projectas an independent project
..
QuestQuest
HISTORYHISTORY
29. In Archeology category, we are planning gamesIn Archeology category, we are planning games
in many subcategories – culture, architecture,in many subcategories – culture, architecture,
artifacts, paleontology and more, developed inartifacts, paleontology and more, developed in
a way to be interesting and understandablea way to be interesting and understandable..
ARCHEOLOGYARCHEOLOGY
30. There is one developed game. It is a mosaic gameThere is one developed game. It is a mosaic game
with some fossils from the Elena Mountain.with some fossils from the Elena Mountain.
http://http://www.planeta42.com/archeology/www.planeta42.com/archeology/
ARCHEOLOGYARCHEOLOGY
31. Planned next gamePlanned next game
““Cherven Castle”Cherven Castle”
““Fossils” game is developed duringFossils” game is developed during 2002007 as an7 as an
independent projectindependent project
RPG with story and picturesRPG with story and pictures
ARCHEOLOGYARCHEOLOGY
32. CHEMISTRYCHEMISTRY
In Chemistry category, we are planning games in manyIn Chemistry category, we are planning games in many
subcategories – elements, reactions, atoms,subcategories – elements, reactions, atoms,
molecules, compositions, structure, properties andmolecules, compositions, structure, properties and
more, developed in a way to be interesting andmore, developed in a way to be interesting and
understandableunderstandable..
33. Planned gamePlanned game
““Elemental Puzzle”Elemental Puzzle”
There are no games in this categoryThere are no games in this category..
It will be a puzzle and help article for the Mendeleev table ofIt will be a puzzle and help article for the Mendeleev table of
elementselements
CHEMISTRYCHEMISTRY
34. In IT category, we plan development of games andIn IT category, we plan development of games and
guides, about computer structure, hardware andguides, about computer structure, hardware and
software.software.
INFORMATION TEHNOLOGYINFORMATION TEHNOLOGY
Planned gamePlanned game –– Paint work - GuidePaint work - Guide
35. In Sports category, we plan development of games thatIn Sports category, we plan development of games that
describe rules and strategies of many sport and yarddescribe rules and strategies of many sport and yard
games.games.
SPORTSSPORTS
We want to create one big database for all sport and yard games,We want to create one big database for all sport and yard games,
some of which do not exist in this millennium.some of which do not exist in this millennium.
36. In Languages category, we plan development of games,In Languages category, we plan development of games,
that are mostly puzzles with pictures of objects, forthat are mostly puzzles with pictures of objects, for
practicing a second language.practicing a second language.
LANGUAGESLANGUAGES
Planned gamePlanned game –– “Computer accessories” in 3 languages“Computer accessories” in 3 languages
37. In Arts category, we plan development of games, thatIn Arts category, we plan development of games, that
are mostly puzzles with pictures of objects.are mostly puzzles with pictures of objects.
ARTSARTS
Planned gamePlanned game –– A puzzle Artist-PaintingA puzzle Artist-Painting
38. In Psychology category, we plan development of games,In Psychology category, we plan development of games,
that are mostly tests and references.that are mostly tests and references.
PSYCHOLOGYPSYCHOLOGY
Planned gamePlanned game –– Maslow PyramidMaslow Pyramid
39. isis
A project of Ogo BobA project of Ogo Bob
““IOTIOT”” faculty in RUfaculty in RU ““Angel Kynchev”Angel Kynchev”
Electronic game schoolElectronic game school
www.planeta42.comwww.planeta42.com