Remixing play into a gameplan workshop, TrinidadSylvester Arnab
The document outlines a 5-step process called "Remix Plan" to reuse game mechanics for creative and strategic thinking. The steps are: 1) Needs analysis to identify goals, beneficiaries and context. 2) Pick common games and analyze their mechanics and strategies. 3) Map game strategies to mechanics. 4) Design a gameplan applying the mapped strategies. 5) Pitch and implement the designed gameplan. Groups are instructed to work through the Remix Plan process on their tables within given time limits for each step.
A workshop designed for the GameChangers initiative - playful thinking for creating a gameplan and strategy for addressing serious challenges. CC by NC 4.0
Story points are a unit used to estimate effort required for tasks. Planning poker uses cards with estimation values to gamify the estimation process. Members privately select cards then reveal simultaneously, discussing reasons for differences until converging. This encourages short, productive meetings by making estimation more dynamic and fun while leveraging multiple opinions. Studies show group discussion improves accuracy over individual estimates.
To answer questions about your greatest weakness in a job interview: acknowledge an authentic weakness but also discuss steps taken to improve it, demonstrating self-awareness and a drive for self-improvement. Do not provide cliche answers or highlight weaknesses relevant to the job's core responsibilities, and address the question directly rather than avoiding it.
10 tips to answer question: tell me about your selfjobguide247
Keep your answer to "Tell me about yourself" concise and focused on your relevant professional experience and qualities. Highlight what you can offer the specific company based on your past work learning and their desired strengths. Avoid unrelated personal details or experience outside the scope of the job. Research the company to show how you match what they are looking for in the role.
The Best Startup Investor Pitch Deck & How to Present to Angels & Venture Cap...J. Skyler Fernandes
Take the online video course on Udemy:
https://www.udemy.com/course/the-best-startup-investor-pitch-deck/?referralCode=A5ED0FBD65120A93A16E
3.5+hrs of video content, walking step by step each part of the pitch, with personal VC stories, examples, and advice.
The "Best" Startup Investor Pitch Deck is an aggregation of some of the best pitch decks and wisdom from some of the top angels, VCs, and entrepreneurs including my own person insight/experience. The slide deck includes a template for entrepreneurs to use to present to investors, with details on what should be addressed on each slide. There are also additional slides on how best to pitch to investors effectively, how to design and format slides, and what to do before the pitch.
The document outlines a gameplan activity where participants will be split into groups and assigned a theme such as social change, health, or environment. Each group will then analyze needs in their domain, select common games and identify their mechanics and strategies, map the game mechanics to strategies to inform their approach, and design a gameplan to address their theme. They will then present their gameplan to the group for feedback.
Remixing play into a gameplan workshop, TrinidadSylvester Arnab
The document outlines a 5-step process called "Remix Plan" to reuse game mechanics for creative and strategic thinking. The steps are: 1) Needs analysis to identify goals, beneficiaries and context. 2) Pick common games and analyze their mechanics and strategies. 3) Map game strategies to mechanics. 4) Design a gameplan applying the mapped strategies. 5) Pitch and implement the designed gameplan. Groups are instructed to work through the Remix Plan process on their tables within given time limits for each step.
A workshop designed for the GameChangers initiative - playful thinking for creating a gameplan and strategy for addressing serious challenges. CC by NC 4.0
Story points are a unit used to estimate effort required for tasks. Planning poker uses cards with estimation values to gamify the estimation process. Members privately select cards then reveal simultaneously, discussing reasons for differences until converging. This encourages short, productive meetings by making estimation more dynamic and fun while leveraging multiple opinions. Studies show group discussion improves accuracy over individual estimates.
To answer questions about your greatest weakness in a job interview: acknowledge an authentic weakness but also discuss steps taken to improve it, demonstrating self-awareness and a drive for self-improvement. Do not provide cliche answers or highlight weaknesses relevant to the job's core responsibilities, and address the question directly rather than avoiding it.
10 tips to answer question: tell me about your selfjobguide247
Keep your answer to "Tell me about yourself" concise and focused on your relevant professional experience and qualities. Highlight what you can offer the specific company based on your past work learning and their desired strengths. Avoid unrelated personal details or experience outside the scope of the job. Research the company to show how you match what they are looking for in the role.
The Best Startup Investor Pitch Deck & How to Present to Angels & Venture Cap...J. Skyler Fernandes
Take the online video course on Udemy:
https://www.udemy.com/course/the-best-startup-investor-pitch-deck/?referralCode=A5ED0FBD65120A93A16E
3.5+hrs of video content, walking step by step each part of the pitch, with personal VC stories, examples, and advice.
The "Best" Startup Investor Pitch Deck is an aggregation of some of the best pitch decks and wisdom from some of the top angels, VCs, and entrepreneurs including my own person insight/experience. The slide deck includes a template for entrepreneurs to use to present to investors, with details on what should be addressed on each slide. There are also additional slides on how best to pitch to investors effectively, how to design and format slides, and what to do before the pitch.
The document outlines a gameplan activity where participants will be split into groups and assigned a theme such as social change, health, or environment. Each group will then analyze needs in their domain, select common games and identify their mechanics and strategies, map the game mechanics to strategies to inform their approach, and design a gameplan to address their theme. They will then present their gameplan to the group for feedback.
The document discusses various game mechanics such as functional space, objects and attributes, actions, rules, skills, and the role of chance in games. It provides examples of different types of mechanics like physics, progression, and economy systems. The document also covers topics like discrete versus continuous mechanics, designing core mechanics early, and different prototyping techniques for testing mechanics.
Create Tabletop Games to Foster Organizational LearningKarl Kapp
How can a simple game transform your learning efforts?
The CIA uses tabletop games to teach intelligence gathering, overcoming collection obstacles, and collaboration. The Harvard Business Review describes board games as a microcosm of business training that can help leaders and managers build the skills needed to operate effectively in the real world. In fact, board games have been used formally for teaching business concepts since at least the 1960s with the introduction of the MIT Beer Distribution game.
Many instructional designers, course developers, and training managers struggle to create engaging learning programs that get results. At the ATD LearnNow: Game Design workshop, you’ll learn how to design a tabletop game that can help transform your live instruction into a powerful, memorable learning experience.
New Microsoft PowerPoint Presentation.pptxnilesh405711
The document discusses core principles of game design, including that games should be simple, unique, represent real-life environments, involve social factors, and be fun. It outlines the game design process of building a concept, including getting an idea, creating goals and emotional experiences for players. It also discusses differences between games and movies, and creating game specifications by identifying players, genres, environments, and success criteria.
In this presentation, we propose that you can utilize aspects of gamification with principles of andragogy (adult learning) to effectively motivate a seasoned workforce.
Yusuke Goto (Iwate Pref. Univ.), Yosuke Takizawa, Shingo Takahashi (Waseda Univ.)
Hybrid Approach of Agent-based and Gaming Simulations for Stakeholder Accreditation
The 4th World Congress on Social Simulation
September 6th, 2012 (Taipei, Taiwan)
This document provides an overview of Peter McCarthy's Year 2 games project for his Creative Media degree. He plans to create a 3D platforming game called "Hamster in a Gravity-shifting Exercise Ball" using Unreal Engine 4. The game will involve controlling a hamster rolling an exercise ball that can change the center of gravity. Peter aims to improve his skills in areas like game development, 3D modeling, programming, and project planning through completing this project. He has outlined the software and processes he will use, and how reflecting on his progress can help him achieve his goals.
DevLearn 2019 Create Engaging Instruction Using Game ElementsKarl Kapp
Karl Kapp presented on creating engaging instruction using game elements. He discussed defining games and game terminology. Participants played sample learning games and provided feedback. Best practices for designing learning games were covered, such as embedding games within curriculum and allowing for failure. Paper prototyping tools like PowerPoint were demonstrated for rapid iteration. Participants then worked in teams to prototype a learning game for a customer service training scenario.
The document outlines the goals, evaluation criteria, process, and rules for a game design competition where teams have 2 hours to build an educational game. The goals are to build a playable educational game in under 2 hours, and games will be evaluated on effectiveness in 5 categories: goals, rules, feedback, choice, and playfulness. The process involves determining a concept, implementing a quick design, testing it, learning lessons to inform a new design, and repeating until time runs out. Teams of 3-5 people will design a game applying one randomly selected category with a scoring multiplier.
These slides accompany a workshop called "Play to Learn" presented at Learning Solutions 2015 conference. In the workshop participants complete an entire instructional game prototyping process.
This document outlines a software engineering student project to develop a 3D adventure loop game. It includes the project objectives, game logic and features, components, requirements, architecture, and design patterns. The team will use Unity 3D to develop the cross-platform game, applying both waterfall and iterative development models. They will use GitHub for version control, Bugzilla for bug tracking, and design tools like Photoshop and Illustrator. The goal is to build a user-friendly game with a polished GUI that could later be published on mobile app stores.
How to Design Effective Learning Games: Sharon Boller and Karl KappSharon Boller
Slides used during September 2017 ATD Learn workshop facilitated by Sharon Boller & Karl Kapp: "Play to Learn: Effective Learning Game Design"
Includes numerous slides identifying DIY game creation resources, templates, tools for creating learning games.
Rehabilitation Game Model for Personalised Exercise (Dominic Holmes, Darryl C...Karel Van Isacker
Rehabilitation Game Model for Personalised Exercise (Dominic Holmes, Darryl Charles, Philip Morrow, Sally McClean and Suzanne McDonough)
Interactive Technologies and Games (ITAG) Conference 2015
Health, Disability and EducationDates: Thursday 22 October 2015 - Friday 23 October 2015 Location: The Council House, NG1 2DT
Anthony Pecorella's talk at GDC Europe covering the math and design of idle games. This talk goes into details about formulas and progression systems as well as tools available for balancing these systems. Bonus sections include a quick look at stupidly-large numbers and a summary of some recent notable additions to the idle game genre.
You can try the spreadsheet models out at http://kon.gg/idle-math-spreadsheets.
The document discusses the principles of gamification. It begins by defining gamification as using game thinking and mechanics to solve problems and engage users. It then discusses the growing gamification market, projected to reach $2.8 billion by 2016. It outlines some common categories of gamification like consumer engagement, employee incentives, and social change. The rest of the document provides steps and considerations for effective gamification, including defining goals, understanding player profiles, setting objectives and challenges, incorporating feedback and rewards, and testing and iterating the system. It emphasizes gamification as a way to drive long-term user engagement and motivation through fun and aspirational mechanics.
The document discusses planning in XP (Extreme Programming) projects. It describes the aim of planning workshops which is to decide project scope and priorities. Release planning determines features and schedules them into releases. Planning involves sketching the overall project plan followed by release planning to plan specific releases and iteration tasks. Releases are then implemented and fed back into planning. The "planning game" involves two teams - business and development - who work together to estimate features and schedule a release.
This document discusses applying data mining techniques to analyze active users on Reddit. It defines active users as those who posted or commented in at least 5 subreddits and have at least 5 posts/comments in each subreddit. The preprocessing steps extract over 25,000 active users and their posts from the raw Reddit data. K-means clustering is then used to cluster the active users into 10 groups based on their activities to gain insights into different types of active users on Reddit.
This document provides information about the course "AFT157-DESIGN PROCESS PROJECT-III" including the course coordinator, description, objectives, outcomes, content, and guidelines for a game design project report. The course aims to teach students methodologies for composition and quality performance in two-dimensional presentations. It focuses on developing creative concepts, analyzing design requirements, and gaining entrepreneurship skills in areas like game design and animation. Students will learn about the design process in different fields and project management concepts to implement in a case study project.
Keynote - The Magic Circle of Playful and Gameful Co-CreationSylvester Arnab
This document discusses motivation and nudging in gameful and playful co-creation. It explores how games can drive collective action and social innovation through creative and playful learning spaces that merge physical and digital experiences. Examples of game inspirations are provided, such as card games, escape rooms and role-playing games. The document advocates for keeping the game creation process simple by tapping into personal play experiences and remixing elements that already exist.
Flash cards are being used to onboard participants into a remix play process where they will create games. The cards provide game inspirations on one side and a topic on the other to prompt participants to create a new game related to the topic within one minute. The first two participants to share their created games on Twitter using the designated hashtag and handle will win a prize. The goal is to gamify the learning process and get participants engaging with topics through rapid game creation.
More Related Content
Similar to Remixing play into a gameplan workshop- CEDEP workshop
The document discusses various game mechanics such as functional space, objects and attributes, actions, rules, skills, and the role of chance in games. It provides examples of different types of mechanics like physics, progression, and economy systems. The document also covers topics like discrete versus continuous mechanics, designing core mechanics early, and different prototyping techniques for testing mechanics.
Create Tabletop Games to Foster Organizational LearningKarl Kapp
How can a simple game transform your learning efforts?
The CIA uses tabletop games to teach intelligence gathering, overcoming collection obstacles, and collaboration. The Harvard Business Review describes board games as a microcosm of business training that can help leaders and managers build the skills needed to operate effectively in the real world. In fact, board games have been used formally for teaching business concepts since at least the 1960s with the introduction of the MIT Beer Distribution game.
Many instructional designers, course developers, and training managers struggle to create engaging learning programs that get results. At the ATD LearnNow: Game Design workshop, you’ll learn how to design a tabletop game that can help transform your live instruction into a powerful, memorable learning experience.
New Microsoft PowerPoint Presentation.pptxnilesh405711
The document discusses core principles of game design, including that games should be simple, unique, represent real-life environments, involve social factors, and be fun. It outlines the game design process of building a concept, including getting an idea, creating goals and emotional experiences for players. It also discusses differences between games and movies, and creating game specifications by identifying players, genres, environments, and success criteria.
In this presentation, we propose that you can utilize aspects of gamification with principles of andragogy (adult learning) to effectively motivate a seasoned workforce.
Yusuke Goto (Iwate Pref. Univ.), Yosuke Takizawa, Shingo Takahashi (Waseda Univ.)
Hybrid Approach of Agent-based and Gaming Simulations for Stakeholder Accreditation
The 4th World Congress on Social Simulation
September 6th, 2012 (Taipei, Taiwan)
This document provides an overview of Peter McCarthy's Year 2 games project for his Creative Media degree. He plans to create a 3D platforming game called "Hamster in a Gravity-shifting Exercise Ball" using Unreal Engine 4. The game will involve controlling a hamster rolling an exercise ball that can change the center of gravity. Peter aims to improve his skills in areas like game development, 3D modeling, programming, and project planning through completing this project. He has outlined the software and processes he will use, and how reflecting on his progress can help him achieve his goals.
DevLearn 2019 Create Engaging Instruction Using Game ElementsKarl Kapp
Karl Kapp presented on creating engaging instruction using game elements. He discussed defining games and game terminology. Participants played sample learning games and provided feedback. Best practices for designing learning games were covered, such as embedding games within curriculum and allowing for failure. Paper prototyping tools like PowerPoint were demonstrated for rapid iteration. Participants then worked in teams to prototype a learning game for a customer service training scenario.
The document outlines the goals, evaluation criteria, process, and rules for a game design competition where teams have 2 hours to build an educational game. The goals are to build a playable educational game in under 2 hours, and games will be evaluated on effectiveness in 5 categories: goals, rules, feedback, choice, and playfulness. The process involves determining a concept, implementing a quick design, testing it, learning lessons to inform a new design, and repeating until time runs out. Teams of 3-5 people will design a game applying one randomly selected category with a scoring multiplier.
These slides accompany a workshop called "Play to Learn" presented at Learning Solutions 2015 conference. In the workshop participants complete an entire instructional game prototyping process.
This document outlines a software engineering student project to develop a 3D adventure loop game. It includes the project objectives, game logic and features, components, requirements, architecture, and design patterns. The team will use Unity 3D to develop the cross-platform game, applying both waterfall and iterative development models. They will use GitHub for version control, Bugzilla for bug tracking, and design tools like Photoshop and Illustrator. The goal is to build a user-friendly game with a polished GUI that could later be published on mobile app stores.
How to Design Effective Learning Games: Sharon Boller and Karl KappSharon Boller
Slides used during September 2017 ATD Learn workshop facilitated by Sharon Boller & Karl Kapp: "Play to Learn: Effective Learning Game Design"
Includes numerous slides identifying DIY game creation resources, templates, tools for creating learning games.
Rehabilitation Game Model for Personalised Exercise (Dominic Holmes, Darryl C...Karel Van Isacker
Rehabilitation Game Model for Personalised Exercise (Dominic Holmes, Darryl Charles, Philip Morrow, Sally McClean and Suzanne McDonough)
Interactive Technologies and Games (ITAG) Conference 2015
Health, Disability and EducationDates: Thursday 22 October 2015 - Friday 23 October 2015 Location: The Council House, NG1 2DT
Anthony Pecorella's talk at GDC Europe covering the math and design of idle games. This talk goes into details about formulas and progression systems as well as tools available for balancing these systems. Bonus sections include a quick look at stupidly-large numbers and a summary of some recent notable additions to the idle game genre.
You can try the spreadsheet models out at http://kon.gg/idle-math-spreadsheets.
The document discusses the principles of gamification. It begins by defining gamification as using game thinking and mechanics to solve problems and engage users. It then discusses the growing gamification market, projected to reach $2.8 billion by 2016. It outlines some common categories of gamification like consumer engagement, employee incentives, and social change. The rest of the document provides steps and considerations for effective gamification, including defining goals, understanding player profiles, setting objectives and challenges, incorporating feedback and rewards, and testing and iterating the system. It emphasizes gamification as a way to drive long-term user engagement and motivation through fun and aspirational mechanics.
The document discusses planning in XP (Extreme Programming) projects. It describes the aim of planning workshops which is to decide project scope and priorities. Release planning determines features and schedules them into releases. Planning involves sketching the overall project plan followed by release planning to plan specific releases and iteration tasks. Releases are then implemented and fed back into planning. The "planning game" involves two teams - business and development - who work together to estimate features and schedule a release.
This document discusses applying data mining techniques to analyze active users on Reddit. It defines active users as those who posted or commented in at least 5 subreddits and have at least 5 posts/comments in each subreddit. The preprocessing steps extract over 25,000 active users and their posts from the raw Reddit data. K-means clustering is then used to cluster the active users into 10 groups based on their activities to gain insights into different types of active users on Reddit.
This document provides information about the course "AFT157-DESIGN PROCESS PROJECT-III" including the course coordinator, description, objectives, outcomes, content, and guidelines for a game design project report. The course aims to teach students methodologies for composition and quality performance in two-dimensional presentations. It focuses on developing creative concepts, analyzing design requirements, and gaining entrepreneurship skills in areas like game design and animation. Students will learn about the design process in different fields and project management concepts to implement in a case study project.
Similar to Remixing play into a gameplan workshop- CEDEP workshop (20)
Keynote - The Magic Circle of Playful and Gameful Co-CreationSylvester Arnab
This document discusses motivation and nudging in gameful and playful co-creation. It explores how games can drive collective action and social innovation through creative and playful learning spaces that merge physical and digital experiences. Examples of game inspirations are provided, such as card games, escape rooms and role-playing games. The document advocates for keeping the game creation process simple by tapping into personal play experiences and remixing elements that already exist.
Flash cards are being used to onboard participants into a remix play process where they will create games. The cards provide game inspirations on one side and a topic on the other to prompt participants to create a new game related to the topic within one minute. The first two participants to share their created games on Twitter using the designated hashtag and handle will win a prize. The goal is to gamify the learning process and get participants engaging with topics through rapid game creation.
GameChangers' Remix Play- Flash game developed by Sylvester Arnab for helping participants to get into the creative and co-creative mindset based around the remixing and modding of existing game inspirations into new solutions. This approach is CC by NC 4.0.
Feel free to repurpose and add more cards to your sessions- please share on social media and mention us. Would love to see new iterations of the cards!
http://gamify.org.uk
#GChangers @disrupt_learn
This document provides instructions for an empathy exercise where participants take on the perspectives of farmers or decision makers. It outlines categories for input including successful organizations, things to learn, important messages, and hoped for impacts. Participants will silently generate ideas on post-it notes within their assigned perspective and category. All ideas will then be displayed for review. Participants will vote for their top three preferences within each category and perspective to identify themes. The exercise aims to build understanding across stakeholder groups involved in an agricultural organization project.
The document describes an icebreaker activity called "Bonding - Bridging - Linking" which aims to get partners in a project to know each other and create connections. The partners come from different but complementary backgrounds and will have interconnecting roles in the project. The activity involves dividing participants into teams by organization type and having them form two circles moving in opposite directions to spend three minutes bonding, bridging and linking with participants from other teams by sharing contact information on post-its.
Context behind H2020 Beaconing - Pervasive gamification for LearningSylvester Arnab
Sylvester Arnab discusses the EU H2020 Beaconing Project, which aims to create a pervasive and gameful learning experience. The project will develop a holistic approach using location-based challenges and quests to deliver learning in smaller chunks and track student progress through analytics and feedback. It will provide authoring tools to empower teachers to create reusable lesson paths and activities. The goal is to break down educational barriers through contextualized, pervasive and gameful learning.
Gamified lesson path for STEM Education - Ecgbl 2017Sylvester Arnab
The document describes the Beaconing project, which aims to support STEM education through pervasive and gamified learning techniques. It discusses developing a taxonomy of gamified lesson paths and integrating them into an authoring pipeline. Teachers can create customizable lesson paths comprising quests and location-based challenges. Initial pilot feedback was positive, with teachers and students feeling gamification makes learning easier and more engaging. The project is ongoing, with lesson paths being designed and prepared for large-scale implementation across European schools.
Beaconing - General presentation and main achievements so farSylvester Arnab
Overview slides for the review meeting, 15th Sept 2017
The review was a success and thanks to all the reviewers, project officer and project consortium. A shout out to all our stakeholders!
All contents - copyrighted 2017
Press cut - GameChangers and CreativeCulture in MalaysiaSylvester Arnab
A research team in Sarawak, Malaysia is exploring using games and play to teach STEAM (science, technology, engineering, arts, and mathematics) subjects. They argue that hands-on experiences through games help students understand and stay engaged better than traditional rigid teaching methods. In a recent experiment, students and teachers participated in math games and were able to work through challenges. The researchers are collaborating with universities to expand this approach and establish a lab with games and gadgets to introduce game-based learning into STEM subjects.
CreativeCulture Remixing Play workshop: keynoteSylvester Arnab
This document summarizes a workshop on remixing play for gameful learning experiences. The workshop will discuss using play and games for learning and using the game design process as a learning process. It will provide inspirations from card games, story dice, escape rooms and more to tap into play mechanics for creative and innovative thinking. Participants will design a gameplan by mapping strategy and mechanics from common games. The workshop aims to design empowering learning experiences and break educational barriers with contextualized, pervasive and gameful learning.
This document discusses using game design principles and gamification to create empowering learning experiences. It proposes a trans-disciplinary methodology for developing game-based interventions that involves needs analysis, identifying relevant game mechanics from common games, mapping strategies to mechanics, and designing and implementing a "gameplan." Examples of inspirations mentioned include card games, story dice, escape rooms, and pervasive gaming. The document also discusses merging physical and digital learning spaces and breaking down educational barriers with contextualized, pervasive, and gameful learning through a learning path of missions, quests, and challenges.
C4Rs - Crowd Sensing, Gamification and Our roadsSylvester Arnab
H2020 C4Rs.eu project presentation at the Transport Research seminar we organised as part of the project's dissemination and also to bring colleagues and the city council together.
A short lunchtime #DisruptiveBytes seminar at the Disruptive Media Learning Lab, UK alongside the Rage and Magellan projects.
Watch video here: https://twitter.com/disrupt_learn/status/868062120386207744
Light project presentations for the Research Finance group at Coventry Univer...Sylvester Arnab
The document discusses several educational projects focused on gameful and playful learning experiences. It describes projects taking creative learning to university campuses in the UK and Malaysia through game design and computational thinking. Another project aims to break down educational barriers with contextualized, pervasive, and gameful learning across 9 countries in Europe. The motivation is to design empowering learning experiences inspired by games through playful and gameful practices.
Transdisciplinary game based intervention designSylvester Arnab
A quick introduction to the game-intervention design approach based on:
Arnab, S. and Clarke, S. (2017), Towards a trans-disciplinary methodology for a game-based intervention development process.. British Journal of Educational Technology, 48: 279–312. doi:10.1111/bjet.12377
This document discusses using gamification in lesson paths and plans to create more engaging hybrid learning experiences. It proposes structuring lessons as missions and quests within different paths that students can level up through. Example paths include play-lesson paths with mini-game and location-based quest challenges, as well as meta-game narratives. Both customized lesson paths for individual students and opportunities for teacher collaboration and reusable content are addressed. Balancing learning objectives and student engagement is also noted as a key challenge.
Elevate Your Nonprofit's Online Presence_ A Guide to Effective SEO Strategies...TechSoup
Whether you're new to SEO or looking to refine your existing strategies, this webinar will provide you with actionable insights and practical tips to elevate your nonprofit's online presence.
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(𝐓𝐋𝐄 𝟏𝟎𝟎) (𝐋𝐞𝐬𝐬𝐨𝐧 2)-𝐏𝐫𝐞𝐥𝐢𝐦𝐬
𝐄𝐱𝐩𝐥𝐚𝐢𝐧 𝐭𝐡𝐞 𝐈𝐂𝐓 𝐢𝐧 𝐞𝐝𝐮𝐜𝐚𝐭𝐢𝐨𝐧:
Students will be able to explain the role and impact of Information and Communication Technology (ICT) in education. They will understand how ICT tools, such as computers, the internet, and educational software, enhance learning and teaching processes. By exploring various ICT applications, students will recognize how these technologies facilitate access to information, improve communication, support collaboration, and enable personalized learning experiences.
𝐃𝐢𝐬𝐜𝐮𝐬𝐬 𝐭𝐡𝐞 𝐫𝐞𝐥𝐢𝐚𝐛𝐥𝐞 𝐬𝐨𝐮𝐫𝐜𝐞𝐬 𝐨𝐧 𝐭𝐡𝐞 𝐢𝐧𝐭𝐞𝐫𝐧𝐞𝐭:
-Students will be able to discuss what constitutes reliable sources on the internet. They will learn to identify key characteristics of trustworthy information, such as credibility, accuracy, and authority. By examining different types of online sources, students will develop skills to evaluate the reliability of websites and content, ensuring they can distinguish between reputable information and misinformation.
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Answers are given for all the puzzles and problems.)
With Metta,
Bro. Oh Teik Bin 🙏🤓🤔🥰
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🔥🔥🔥🔥🔥🔥🔥🔥🔥
إضغ بين إيديكم من أقوى الملازم التي صممتها
ملزمة تشريح الجهاز الهيكلي (نظري 3)
💀💀💀💀💀💀💀💀💀💀
تتميز هذهِ الملزمة بعِدة مُميزات :
1- مُترجمة ترجمة تُناسب جميع المستويات
2- تحتوي على 78 رسم توضيحي لكل كلمة موجودة بالملزمة (لكل كلمة !!!!)
#فهم_ماكو_درخ
3- دقة الكتابة والصور عالية جداً جداً جداً
4- هُنالك بعض المعلومات تم توضيحها بشكل تفصيلي جداً (تُعتبر لدى الطالب أو الطالبة بإنها معلومات مُبهمة ومع ذلك تم توضيح هذهِ المعلومات المُبهمة بشكل تفصيلي جداً
5- الملزمة تشرح نفسها ب نفسها بس تكلك تعال اقراني
6- تحتوي الملزمة في اول سلايد على خارطة تتضمن جميع تفرُعات معلومات الجهاز الهيكلي المذكورة في هذهِ الملزمة
واخيراً هذهِ الملزمة حلالٌ عليكم وإتمنى منكم إن تدعولي بالخير والصحة والعافية فقط
كل التوفيق زملائي وزميلاتي ، زميلكم محمد الذهبي 💊💊
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How to Download & Install Module From the Odoo App Store in Odoo 17Celine George
Custom modules offer the flexibility to extend Odoo's capabilities, address unique requirements, and optimize workflows to align seamlessly with your organization's processes. By leveraging custom modules, businesses can unlock greater efficiency, productivity, and innovation, empowering them to stay competitive in today's dynamic market landscape. In this tutorial, we'll guide you step by step on how to easily download and install modules from the Odoo App Store.
How to Download & Install Module From the Odoo App Store in Odoo 17
Remixing play into a gameplan workshop- CEDEP workshop
1. Remixing Play into
a GamePlan
Reuse the mechanics of play for
creative and strategic thinking
Needs
analysis
Pick
common
games
Strategy-
mechanics
mapping
Design a
gameplan
Pitch/imple
ment your
gameplan
2.
3. • STEP 1Needs
analysis
• STEP 2Pick common
games
• STEP 3
Strategy-
mechanics
mapping
• STEP 4Design a
gameplan
• STEP 5
Pitch/imple
ment your
gameplan
15. Our GamePlan for today
•Pick your theme (Roll the Die) (10
minutes)
1. Leadership
2. Change management
3. Transformation (mindset/practice)
4. Training and Education
5. Social Change
6. Business and management
16. Work in your team•Go through the Remix Plan process
•Needs analysis (20 minutes)
•Pick and unpick common games (20 minutes)
•Strategy-Mechanics mapping (20 minutes)
•Design your GamePlan (30 minutes)
•Test your GamePlan (10 minutes)
•Pitch your GamePlan (30 minutes)
•Each person will vote at the end!!!
23. Vote
• Most Fun
• Most Impact
• Best Design
• Use post its – stick on other people’s tables
• Yellow – Most Fun
• Orange – Most impact
• Pink – Best design