This document provides a list of websites and tools that teachers can consult for teaching coding. It includes European MOOCs that provide free online courses in multiple languages from European universities, the Scratch programming language for creating interactive art and games, and books and lesson plans from sources like Google for Education and Didatec Resources for Teachers. The document emphasizes that these resources can help teachers and students create their first coding projects and reinvestigate concepts like geometry computationally.
This document provides teaching materials and an example activity for working with algorithms at the secondary level. The activity has students write step-by-step manuals for tasks and present them on a board. This helps students understand the importance of clear, ordered instructions, as computers cannot think for themselves. Next, students learn about algorithms from online tutorials and write their own for a task like preparing tea. In a later lesson, they will represent the algorithm using shapes and programming functions.
This document provides an overview of different teaching methods and tools that can be used to teach computer science concepts to students. It discusses unplugged activities that use materials like cards and string to introduce topics like binary numbers and algorithms without requiring the use of computers. It also describes using graph paper and arrows to have students instruct each other to draw pictures as a way to introduce programming concepts. Additional sections explain using the Scratch programming language, Bee-Bots and Blue-Bots for sequencing and navigation activities, and Lego Mindstorms kits for hands-on robotics projects. The teacher's role is as a guide and facilitator, while the student's role is to engage in creative hands-on projects exploring coding concepts.
This document describes a paper-based coding game called "Space Race" that can be used to introduce programming concepts to students during the Hour of Code. The game has students work in pairs to navigate a paper rocket ship through a course by arranging printed coding blocks. One student arranges obstacles on a display sheet while their partner programs the solution using code blocks. Together they execute the program to move the ship. Instructions and printable materials are provided to play the game without computers.
Right foot forward
Left foot forward
Right foot forward
Left foot forward
T: “Great job! Now let’s program our robot to jump. How do we jump?” (Accept
responses like bend our knees and push off with our feet)
T: “So we need to tell our robot to bend its knees and push off with its feet.
What commands should we write?”
Write the commands on the board:
Bend knees
Push off with feet
T: “Now we have programmed our robot to walk forward and jump. But
remember, computers follow the sequence exactly as written. So we need to
put our commands in the right order. What order should we put them
The document discusses instructional games, which are activities designed to motivate and engage learners through the addition of techniques and rules. It defines instructional games, outlines their components, uses, examples, advantages and disadvantages. Examples of instructional games include adventure games, role-playing games, board games, combat games, logic games and puzzles, and word games. The document concludes by thanking the reader for their attention and listing references used.
This document provides an overview of computer science lessons for grades K-5 using the game The Foos. It introduces foundational concepts like algorithms, sequences, and programming through puzzle levels that have students command characters to complete objectives. Lessons include both digital activities in the game and offline "unplugged" activities to reinforce sequencing skills without devices. The document outlines the curriculum and provides teaching tips, vocabulary definitions, and sample worksheets.
This document provides a list of websites and tools that teachers can consult for teaching coding. It includes European MOOCs that provide free online courses in multiple languages from European universities, the Scratch programming language for creating interactive art and games, and books and lesson plans from sources like Google for Education and Didatec Resources for Teachers. The document emphasizes that these resources can help teachers and students create their first coding projects and reinvestigate concepts like geometry computationally.
This document provides teaching materials and an example activity for working with algorithms at the secondary level. The activity has students write step-by-step manuals for tasks and present them on a board. This helps students understand the importance of clear, ordered instructions, as computers cannot think for themselves. Next, students learn about algorithms from online tutorials and write their own for a task like preparing tea. In a later lesson, they will represent the algorithm using shapes and programming functions.
This document provides an overview of different teaching methods and tools that can be used to teach computer science concepts to students. It discusses unplugged activities that use materials like cards and string to introduce topics like binary numbers and algorithms without requiring the use of computers. It also describes using graph paper and arrows to have students instruct each other to draw pictures as a way to introduce programming concepts. Additional sections explain using the Scratch programming language, Bee-Bots and Blue-Bots for sequencing and navigation activities, and Lego Mindstorms kits for hands-on robotics projects. The teacher's role is as a guide and facilitator, while the student's role is to engage in creative hands-on projects exploring coding concepts.
This document describes a paper-based coding game called "Space Race" that can be used to introduce programming concepts to students during the Hour of Code. The game has students work in pairs to navigate a paper rocket ship through a course by arranging printed coding blocks. One student arranges obstacles on a display sheet while their partner programs the solution using code blocks. Together they execute the program to move the ship. Instructions and printable materials are provided to play the game without computers.
Right foot forward
Left foot forward
Right foot forward
Left foot forward
T: “Great job! Now let’s program our robot to jump. How do we jump?” (Accept
responses like bend our knees and push off with our feet)
T: “So we need to tell our robot to bend its knees and push off with its feet.
What commands should we write?”
Write the commands on the board:
Bend knees
Push off with feet
T: “Now we have programmed our robot to walk forward and jump. But
remember, computers follow the sequence exactly as written. So we need to
put our commands in the right order. What order should we put them
The document discusses instructional games, which are activities designed to motivate and engage learners through the addition of techniques and rules. It defines instructional games, outlines their components, uses, examples, advantages and disadvantages. Examples of instructional games include adventure games, role-playing games, board games, combat games, logic games and puzzles, and word games. The document concludes by thanking the reader for their attention and listing references used.
This document provides an overview of computer science lessons for grades K-5 using the game The Foos. It introduces foundational concepts like algorithms, sequences, and programming through puzzle levels that have students command characters to complete objectives. Lessons include both digital activities in the game and offline "unplugged" activities to reinforce sequencing skills without devices. The document outlines the curriculum and provides teaching tips, vocabulary definitions, and sample worksheets.
Using iPad to develop Computational Thinking in EYFS and KS1JEcomputing
Presentation on how to utilise the iPad to deliver a range of Computing/ICT activities that help develop key Computational Thinking skills in young pupils.
Instructional software refers to computer programs designed to deliver instruction or assist instruction. There are 5 main types: drill and practice, tutorials, simulations, instructional games, and problem-solving software. Each type has advantages for physical science classes. Drill and practice allows rehearsal for long-term memory. Tutorials provide self-paced instruction with feedback. Simulations allow students to experience real-world situations. Games enhance motivation and learning through competition. Problem-solving software teaches those skills through scenarios and practice.
My presentation (20 minutes + 10 minutes Q&A) was a brief exploration of what worked and what did not work on a fully online, summer Pre-sessional course at the University of Sheffield, UK. Drawing on my experience of teaching private students online for several years and my role with the IATEFL Learning Technologies Special Interest Group, this is a first-hand account of being in the virtual classroom, teaching EAP classes remotely for the first time. Recording will be made available on the TEL SIG You Tube channel. https://www.youtube.com/channel/UCVz0VVaVKALUK24CM2A4oJQ
Motivating Middle School Students with GamesDoug Adams
This document summarizes a program that uses games and digital tools to improve middle school mathematics achievement for students in underperforming schools. The program involves professional development for teachers and uses games from companies like 4Kids, Matrix Learning, and Arcademics during after-school programs and supplemental class periods. The games focus on topics like ratios, proportions, linear equations, and data analysis. Initial results found improved student achievement and engagement as well as increased teacher comfort with technology. Challenges included limited iPod support of games and need for customization to align with school curriculums.
This document outlines a workshop for teachers on integrating document cameras into middle school instruction. The workshop introduces document cameras and their uses, shows video examples of lessons using document cameras in art, geography and math, and has teachers develop their own lesson plans incorporating document cameras. Teachers view sample lessons, choose one for their content area, and develop a plan for implementing document camera lessons in their own classrooms. The goal is for teachers to creatively integrate document cameras and share feedback on their experiences.
The document defines and provides examples of 8 types of instructional software:
1. Applications such as MS Excel that teach skills and enhance problem solving.
2. Drill and practice software that reinforce skills through repetition like ECS Keyboard.
3. Tutorials like an Auslan sign language tutorial that guide learners through material.
4. Simulations like physics simulators that allow experimentation in safe environments.
5. Instructional games that make learning fun through challenges and competition like Save the Math Apples.
6. Problem-solving software that emphasize thinking over answers like StressAlyzer.
7. Multimedia programs that engage multiple learning styles using various media like Scholar's Desktop.
This document discusses different types of instructional software that can be used in the classroom, including their advantages. It describes drill and practice software, which helps students practice basic skills through interactive exercises. Tutorial software presents information through text and graphics to model skills. Simulation software imitates real-world processes. Game-based learning uses games to motivate learning. Problem solving software allows students to practice critical thinking by analyzing problems. Overall, the document outlines how various instructional software tools can increase student engagement and motivation to improve learning when incorporated into classroom lessons.
This document discusses different types of instructional software that can be used for middle school math including drill and practice software, tutorial software, simulation software, educational game software, and problem-solving software. It provides examples of specific software for each type, such as IXL Math for drill and practice or Khan Academy for tutorials. The document also discusses the benefits of using instructional software in the classroom, such as increased motivation and self-paced learning.
The document discusses using technology to landscape and improve the learning environment. It lists several elements that can be included in a learning landscape such as Bloom's Taxonomy, differentiated instruction, student-centered learning, 21st century skills, and more. Examples are given of how schools can use tools like Google Apps to support learning in various subjects and help engage and support students, teachers, and the community.
This presentation documents many online math resources as well as how to go about jazzing up the creation of story problems using technology in 3rd Grade Math.
The document discusses different types of instructional software: drill and practice software, tutorials, simulations, instructional games, problem-solving software, and multimedia programs. It provides definitions and examples for each type. Drill and practice software provides exercises to reinforce skills through repetition. Tutorials present new material through pre- and post-tests and practice activities. Simulations model real or imaginary systems to teach how systems work. Instructional games add game elements to motivate learning. Problem-solving software emphasizes critical thinking through presentation of data or problems. Multimedia programs combine text, audio, images and video to engage different learning styles.
M. Brown-edtech 541 Instructional software presentationmollibrown
The document discusses the use of instructional software in K-12 art classrooms. It describes the five main types of instructional software: drill and practice, tutorials, simulations, educational games, and problem-solving software. Each type is defined and examples are provided of how they could potentially be used in art classrooms. For example, tutorials could present information on art styles or works for students to learn, and simulations could allow students to create artworks using different media without the mess. Overall, the document argues that instructional software can enhance art education by engaging students and providing visual examples and feedback.
Chameleons change color to match their surroundings as a form of camouflage to help them survive in their habitat. The document discusses using tools like Kahoot!, Smart Exchange, videos, and graphic organizers to teach third graders about how habitat and survival are related using chameleons as an example. It reflects on how Google Slides allows sharing resources collaboratively and promotes critical thinking through interactive apps.
The document defines and provides examples of 8 types of instructional software:
1. Applications such as MS Excel that teach skills and enhance problem solving.
2. Drill and practice software that reinforce skills through repetition like math fact programs.
3. Tutorials that guide learners through new material with pre/post tests like language lessons.
4. Simulations that model real or imagined systems to teach processes through experimentation like physics simulators.
5. Instructional games that motivate learning through challenges and competition like math games.
6. Problem-solving software that develop thinking through open-ended problems like mechanics problem sets.
7. Multimedia programs that engage multiple senses using text, images, video
Computer-based instruction can take several forms including computer-assisted instruction (CAI), computer-managed instruction (CMI), and computer-enriched instruction (CEI). CAI refers to using educational software or drill-and-practice, tutorials, or simulations to supplement traditional teaching. CAI software evaluates student performance, guides students to appropriate resources, and tracks their progress. Common types of CAI software include drill-and-practice, tutorials, simulations, games, and problem-solving programs. CAI provides individualized learning opportunities and immediate feedback to students.
Technology can enhance learning in the early childhood classroom in several ways. It encourages collaboration, interaction, and active learning as students make decisions using educational programs and applications. Digital cameras allow children to document their learning progress through photos and videos, and then revisit and share their experiences. Software for patterning helps children build math skills as they practice identifying relationships and predicting patterns. Overall, technology provides young learners opportunities for language development, complex learning, and building an understanding of early math concepts when integrated appropriately in the classroom.
The document discusses types of instructional software applications used in classrooms, including applications, drill-and-practice software, tutorials, simulations, instructional games, problem-solving software, multimedia programs, and teacher utilities. It provides examples and definitions of each type as well as their features and how they can be used to support learning.
The document discusses types of instructional software used in classrooms, including applications, drill-and-practice software, tutorials, simulations, instructional games, problem-solving software, multimedia programs, and teacher utilities. It provides examples and definitions of each type as well as their features and how they can be used to support learning.
8 Techniques and Tons of Tools for Creating Excellent Engaging LessonsKelly Walsh
This document discusses 8 engaging ways to use technology in the classroom to create lessons that are not boring. It provides examples of tools for each technique: 1) Incorporate student input and gather feedback using tools like Socrative, Plickers, and Twitter. 2) Gamify lessons using techniques like gamifying grading, awarding badges, integrating educational games, and competition. 3) Let students create using tools like Canva, ThingLink, and Blendspace. 4) Get interactive using online whiteboards and Bounceapp. 5) Have students collaborate using Google Drive, MindMeister, and collaborative research. 6) Use project-based learning with resources from TeachThought. 7) Use simulations in subjects like
The document summarizes the internship experience of creating an interactive review game using Adobe Captivate for a health course. Key points:
- The intern worked with an instructor to design a Jeopardy-style game with 25 fill-in-the-blank questions across 5 categories (Female, Male, General, STIs, Contraceptives) to help students review course material on sexuality for an exam.
- Adobe Captivate was used to create the game and capture student scores when played online. Features like variables and actions were utilized.
- The game aimed to make review enjoyable while assessing student knowledge in a timed manner. It provided a tool for students to identify topics needing more review before
Instructional software can provide learning experiences not possible in a traditional classroom. Determining the relative advantage of educational software over traditional methods is important. Software can be used for drill and practice, tutorials, simulations, educational games, and applications. It should engage students, provide feedback, and have instructional value. Examples of useful software include math fact programs, simulations of historical events, and science tutorials. Teachers must evaluate software's ability to effectively support learning.
Using iPad to develop Computational Thinking in EYFS and KS1JEcomputing
Presentation on how to utilise the iPad to deliver a range of Computing/ICT activities that help develop key Computational Thinking skills in young pupils.
Instructional software refers to computer programs designed to deliver instruction or assist instruction. There are 5 main types: drill and practice, tutorials, simulations, instructional games, and problem-solving software. Each type has advantages for physical science classes. Drill and practice allows rehearsal for long-term memory. Tutorials provide self-paced instruction with feedback. Simulations allow students to experience real-world situations. Games enhance motivation and learning through competition. Problem-solving software teaches those skills through scenarios and practice.
My presentation (20 minutes + 10 minutes Q&A) was a brief exploration of what worked and what did not work on a fully online, summer Pre-sessional course at the University of Sheffield, UK. Drawing on my experience of teaching private students online for several years and my role with the IATEFL Learning Technologies Special Interest Group, this is a first-hand account of being in the virtual classroom, teaching EAP classes remotely for the first time. Recording will be made available on the TEL SIG You Tube channel. https://www.youtube.com/channel/UCVz0VVaVKALUK24CM2A4oJQ
Motivating Middle School Students with GamesDoug Adams
This document summarizes a program that uses games and digital tools to improve middle school mathematics achievement for students in underperforming schools. The program involves professional development for teachers and uses games from companies like 4Kids, Matrix Learning, and Arcademics during after-school programs and supplemental class periods. The games focus on topics like ratios, proportions, linear equations, and data analysis. Initial results found improved student achievement and engagement as well as increased teacher comfort with technology. Challenges included limited iPod support of games and need for customization to align with school curriculums.
This document outlines a workshop for teachers on integrating document cameras into middle school instruction. The workshop introduces document cameras and their uses, shows video examples of lessons using document cameras in art, geography and math, and has teachers develop their own lesson plans incorporating document cameras. Teachers view sample lessons, choose one for their content area, and develop a plan for implementing document camera lessons in their own classrooms. The goal is for teachers to creatively integrate document cameras and share feedback on their experiences.
The document defines and provides examples of 8 types of instructional software:
1. Applications such as MS Excel that teach skills and enhance problem solving.
2. Drill and practice software that reinforce skills through repetition like ECS Keyboard.
3. Tutorials like an Auslan sign language tutorial that guide learners through material.
4. Simulations like physics simulators that allow experimentation in safe environments.
5. Instructional games that make learning fun through challenges and competition like Save the Math Apples.
6. Problem-solving software that emphasize thinking over answers like StressAlyzer.
7. Multimedia programs that engage multiple learning styles using various media like Scholar's Desktop.
This document discusses different types of instructional software that can be used in the classroom, including their advantages. It describes drill and practice software, which helps students practice basic skills through interactive exercises. Tutorial software presents information through text and graphics to model skills. Simulation software imitates real-world processes. Game-based learning uses games to motivate learning. Problem solving software allows students to practice critical thinking by analyzing problems. Overall, the document outlines how various instructional software tools can increase student engagement and motivation to improve learning when incorporated into classroom lessons.
This document discusses different types of instructional software that can be used for middle school math including drill and practice software, tutorial software, simulation software, educational game software, and problem-solving software. It provides examples of specific software for each type, such as IXL Math for drill and practice or Khan Academy for tutorials. The document also discusses the benefits of using instructional software in the classroom, such as increased motivation and self-paced learning.
The document discusses using technology to landscape and improve the learning environment. It lists several elements that can be included in a learning landscape such as Bloom's Taxonomy, differentiated instruction, student-centered learning, 21st century skills, and more. Examples are given of how schools can use tools like Google Apps to support learning in various subjects and help engage and support students, teachers, and the community.
This presentation documents many online math resources as well as how to go about jazzing up the creation of story problems using technology in 3rd Grade Math.
The document discusses different types of instructional software: drill and practice software, tutorials, simulations, instructional games, problem-solving software, and multimedia programs. It provides definitions and examples for each type. Drill and practice software provides exercises to reinforce skills through repetition. Tutorials present new material through pre- and post-tests and practice activities. Simulations model real or imaginary systems to teach how systems work. Instructional games add game elements to motivate learning. Problem-solving software emphasizes critical thinking through presentation of data or problems. Multimedia programs combine text, audio, images and video to engage different learning styles.
M. Brown-edtech 541 Instructional software presentationmollibrown
The document discusses the use of instructional software in K-12 art classrooms. It describes the five main types of instructional software: drill and practice, tutorials, simulations, educational games, and problem-solving software. Each type is defined and examples are provided of how they could potentially be used in art classrooms. For example, tutorials could present information on art styles or works for students to learn, and simulations could allow students to create artworks using different media without the mess. Overall, the document argues that instructional software can enhance art education by engaging students and providing visual examples and feedback.
Chameleons change color to match their surroundings as a form of camouflage to help them survive in their habitat. The document discusses using tools like Kahoot!, Smart Exchange, videos, and graphic organizers to teach third graders about how habitat and survival are related using chameleons as an example. It reflects on how Google Slides allows sharing resources collaboratively and promotes critical thinking through interactive apps.
The document defines and provides examples of 8 types of instructional software:
1. Applications such as MS Excel that teach skills and enhance problem solving.
2. Drill and practice software that reinforce skills through repetition like math fact programs.
3. Tutorials that guide learners through new material with pre/post tests like language lessons.
4. Simulations that model real or imagined systems to teach processes through experimentation like physics simulators.
5. Instructional games that motivate learning through challenges and competition like math games.
6. Problem-solving software that develop thinking through open-ended problems like mechanics problem sets.
7. Multimedia programs that engage multiple senses using text, images, video
Computer-based instruction can take several forms including computer-assisted instruction (CAI), computer-managed instruction (CMI), and computer-enriched instruction (CEI). CAI refers to using educational software or drill-and-practice, tutorials, or simulations to supplement traditional teaching. CAI software evaluates student performance, guides students to appropriate resources, and tracks their progress. Common types of CAI software include drill-and-practice, tutorials, simulations, games, and problem-solving programs. CAI provides individualized learning opportunities and immediate feedback to students.
Technology can enhance learning in the early childhood classroom in several ways. It encourages collaboration, interaction, and active learning as students make decisions using educational programs and applications. Digital cameras allow children to document their learning progress through photos and videos, and then revisit and share their experiences. Software for patterning helps children build math skills as they practice identifying relationships and predicting patterns. Overall, technology provides young learners opportunities for language development, complex learning, and building an understanding of early math concepts when integrated appropriately in the classroom.
The document discusses types of instructional software applications used in classrooms, including applications, drill-and-practice software, tutorials, simulations, instructional games, problem-solving software, multimedia programs, and teacher utilities. It provides examples and definitions of each type as well as their features and how they can be used to support learning.
The document discusses types of instructional software used in classrooms, including applications, drill-and-practice software, tutorials, simulations, instructional games, problem-solving software, multimedia programs, and teacher utilities. It provides examples and definitions of each type as well as their features and how they can be used to support learning.
8 Techniques and Tons of Tools for Creating Excellent Engaging LessonsKelly Walsh
This document discusses 8 engaging ways to use technology in the classroom to create lessons that are not boring. It provides examples of tools for each technique: 1) Incorporate student input and gather feedback using tools like Socrative, Plickers, and Twitter. 2) Gamify lessons using techniques like gamifying grading, awarding badges, integrating educational games, and competition. 3) Let students create using tools like Canva, ThingLink, and Blendspace. 4) Get interactive using online whiteboards and Bounceapp. 5) Have students collaborate using Google Drive, MindMeister, and collaborative research. 6) Use project-based learning with resources from TeachThought. 7) Use simulations in subjects like
The document summarizes the internship experience of creating an interactive review game using Adobe Captivate for a health course. Key points:
- The intern worked with an instructor to design a Jeopardy-style game with 25 fill-in-the-blank questions across 5 categories (Female, Male, General, STIs, Contraceptives) to help students review course material on sexuality for an exam.
- Adobe Captivate was used to create the game and capture student scores when played online. Features like variables and actions were utilized.
- The game aimed to make review enjoyable while assessing student knowledge in a timed manner. It provided a tool for students to identify topics needing more review before
Instructional software can provide learning experiences not possible in a traditional classroom. Determining the relative advantage of educational software over traditional methods is important. Software can be used for drill and practice, tutorials, simulations, educational games, and applications. It should engage students, provide feedback, and have instructional value. Examples of useful software include math fact programs, simulations of historical events, and science tutorials. Teachers must evaluate software's ability to effectively support learning.
Facilitating k-12 instruction with technologySandra16505
The document discusses several benefits of integrating technology into the classroom, including:
1) Students can prepare assignments in various multimedia formats and manipulate technology tools to meet their needs.
2) Both students and teachers experience increased motivation and self-esteem from mastering technology tasks.
3) Technology fosters more collaboration between students as they help each other learn.
The document then provides several examples of educational technology tools that teachers can use to integrate technology into different subject areas.
The document discusses different types of computer-based education including computer-assisted instruction (CAI). CAI refers to instruction or remediation presented on a computer using educational software. The summary discusses the main types of CAI software:
1. Drill-and-practice software focuses on memorization through repetition of questions and feedback.
2. Tutorial software introduces new concepts through interactive multimedia presentations while assessing student understanding.
3. Simulation software allows students to experience realistic situations through role-playing and exploring the consequences of decisions.
4. CAI has advantages like individualized instruction and tracking student progress, but also disadvantages like potential equipment issues.
This document provides reviews of 10 different educational apps. It describes each app's name and purpose, how it provides feedback to students, what thinking skills it encourages, ease of use, privacy, alignment to curriculum standards, and instructions. The apps cover a range of subjects and functions, including interactive games (Kahoot), cognitive training (Lumosity), studying and assessment (Quizlet), instructional videos and assessments (Brain Pop), math instruction (Khan Academy), language learning (Duolingo), and math problem solving (Photomath). For each app, the document provides 1-2 sentences for most response key criteria to explain how the app works and its educational benefits.
This document discusses various tools that can be used for teaching online, including games, social media platforms, screencast tools, simulations, tutorials, cell phones, and learning management systems. Specific examples provided include Mangahigh games, World of Warcraft, Facebook, Screencast-o-Matic, PhET simulations, Khan Academy tutorials, educational apps, and learning platforms like Moodle and Blackboard. The document encourages teachers to explore the many free and paid tools available online to engage students in their courses.
Exploiting Artificial Intelligence for Empowering Researchers and Faculty, In...Dr. Vinod Kumar Kanvaria
Exploiting Artificial Intelligence for Empowering Researchers and Faculty,
International FDP on Fundamentals of Research in Social Sciences
at Integral University, Lucknow, 06.06.2024
By Dr. Vinod Kumar Kanvaria
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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Find out more about ISO training and certification services
Training: ISO/IEC 27001 Information Security Management System - EN | PECB
ISO/IEC 42001 Artificial Intelligence Management System - EN | PECB
General Data Protection Regulation (GDPR) - Training Courses - EN | PECB
Webinars: https://pecb.com/webinars
Article: https://pecb.com/article
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For more information about PECB:
Website: https://pecb.com/
LinkedIn: https://www.linkedin.com/company/pecb/
Facebook: https://www.facebook.com/PECBInternational/
Slideshare: http://www.slideshare.net/PECBCERTIFICATION
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.
How to Manage Your Lost Opportunities in Odoo 17 CRMCeline George
Odoo 17 CRM allows us to track why we lose sales opportunities with "Lost Reasons." This helps analyze our sales process and identify areas for improvement. Here's how to configure lost reasons in Odoo 17 CRM
Walmart Business+ and Spark Good for Nonprofits.pdfTechSoup
"Learn about all the ways Walmart supports nonprofit organizations.
You will hear from Liz Willett, the Head of Nonprofits, and hear about what Walmart is doing to help nonprofits, including Walmart Business and Spark Good. Walmart Business+ is a new offer for nonprofits that offers discounts and also streamlines nonprofits order and expense tracking, saving time and money.
The webinar may also give some examples on how nonprofits can best leverage Walmart Business+.
The event will cover the following::
Walmart Business + (https://business.walmart.com/plus) is a new shopping experience for nonprofits, schools, and local business customers that connects an exclusive online shopping experience to stores. Benefits include free delivery and shipping, a 'Spend Analytics” feature, special discounts, deals and tax-exempt shopping.
Special TechSoup offer for a free 180 days membership, and up to $150 in discounts on eligible orders.
Spark Good (walmart.com/sparkgood) is a charitable platform that enables nonprofits to receive donations directly from customers and associates.
Answers about how you can do more with Walmart!"
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.
This presentation was provided by Steph Pollock of The American Psychological Association’s Journals Program, and Damita Snow, of The American Society of Civil Engineers (ASCE), for the initial session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session One: 'Setting Expectations: a DEIA Primer,' was held June 6, 2024.
How to Make a Field Mandatory in Odoo 17Celine George
In Odoo, making a field required can be done through both Python code and XML views. When you set the required attribute to True in Python code, it makes the field required across all views where it's used. Conversely, when you set the required attribute in XML views, it makes the field required only in the context of that particular view.
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.
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 ...
4. Example
MathBlaster is an arcade-
style game that provides
repetition on various levels
of math facts in an engaging
way.
Also available online for
free at http://
www.mathblaster.com/
Picture Source: http://moralde.com/math-blaster-software/
5. Integration
Mathblaster is a piece of software that is best used
individually. It could be used as a center or students
could be assigned times to rotate through it as morning
work or when assignments are done.
6. Other Examples
Flash Action Colors, Shapes & More
Jump Start Learning Games: A B C’s
Franklin the Turtle: Goes to School
7. Tutorials
Tutorials seek to instruct or build skills through
following a scope and sequence, much like in a teacher-
directed lesson.
8. Relative Advantage
Tutorials have the benefit of allowing a student to move
through the information at his or her own pace and
make mistakes in private.
9. Example
Mavis Beacon Keyboarding for
Kidz is an example of a tutorial
for elementary children. There
are few tutorials for the
elementary level.
Picture Source: http://www.broderbund.com/p-121-mavis-beacon-keyboarding-kidz.aspx
10. Integration
Using a typing tutor would need to be done as an
individual. However, since students often fail to pay
attention to key elements of keyboarding (proper
finger placement, posture, etc.), it would be best used
while a teacher was available to give additional
feedback to the student. This could be used during
whole-class instruction or during a summer camp
experience.
14. Example
Zoo Tycoon 2 is a simulation
where the user can build a zoo,
care for animals, and create
exhibits. This is for ages 8 - 12.
Picture Source: http://zootycoon.com/Products/AfricanAdventure/default.htm
15. Integration
Zoo Tycoon offers students information on the needs of
animals. It could be used individually, in small groups,
or as a whole class when studying animals. After
studying animals and their needs, Zoo Tycoon could be
a competition to see which group is the most successful.
18. Relative Advantage
The fun that comes with educational games can be a
big motivating factor for students.
19. Example
Zoombinis is an example of an
educational game. Math, logic,
and scientific skills are
practiced when playing
Zoombinis.
Picture Source: http://www.childrenssoftwareonline.com/zoombinis_island_odyssey_software.html
20. Integration
Zoombinis offer opportunities for both individual and
partner work. This could be offered as a center, for
morning work, as a follow-up to a math lesson, or as an
option for when other work has been completed. A whole
class could work through a section, identifying the
strategies that were used to be successful.
23. Relative Advantage
Students often have background knowledge on how to
use different applications, based on using the software
at home, reducing instructional time on how to use the
software.
24. Example
Picasa is an image editing
and management program.
After editing images,
images can be uploaded to
the web and shared.
Picture Source: ttp://en.wikipedia.org/wiki/File:Picasa.svg
25. Integration
There are a number of ways in which working with
images could be integrated into the curriculum.
Because Picasa has the ability to share images,
one way would be to collaborate with a classroom
in another part of the world and share pictures of
the places in which we live to provide support to a
geography lesson.
26. Other Examples of Applications
Word processing Audio recording/
Spreadsheets editing
Database Concept mapping
Graphing Video conferencing
Painting Painting
Movie editing
27. Evaluating Software
Kathy Schrock provides a number of links for evaluating
software. Be sure to scroll about one third of the way
down.
http://school.discoveryeducation.com/schrockguide/sci-
tech/scicom.html