The document discusses rethinking creativity. It defines creativity as the combination of information, experiences, and feelings. Creativity is important because the jobs of the future are unknown and schools may not adequately foster creativity. New technologies like the internet and social media are changing how information is created and shared. Creativity requires synthesizing large amounts of data from different sources.
The document is a presentation about collaboration given by Nick Jankel at the NHS Employers Conference. It discusses defining collaboration, the spectrum from cooperation to cocreation, reasons for collaborating like increased innovation. It provides examples of successful collaborations and outlines a 6 step process for collaborative innovation. The presentation encourages participants to think about opportunities for collaboration within their own organizations.
Lecture 9 - New Paradigms, New Technologies, and Your Asset Creation - 6 Ma...Fahri Karakas
This document provides an overview of slides for a lecture on management skills and personal development. The slides cover topics such as the "5 Second Rule" for taking action, happiness and creativity, paradigm shifts from new technologies like the metaverse and cryptocurrency. Other topics discussed include exponential thinking, storytelling, entrepreneurial thinking, and a Shark Tank exercise. Mental models, polymath thinking, and career development as an entrepreneur are also summarized. The document concludes with key takeaways about learning widely, using imagination to create assets, developing productivity and creativity habits, and using surprise and novelty to stimulate the brain.
19 Mayıs Türkiye Sunumu - Üniversite Öğrencilerine Özel - Eğitim SlaytlarıFahri Karakas
Gelecek, Teknoloji, Hayallerin ve Sen - 19 Mayıs 2021
www.kubist.net
19 Mayıs Gençlik ve Spor Bayramında Üniversiteli Gençlere Özel Seminer
İngitere’de University of East Anglia’da Doçent olarak görev yapmakta olan Fahri Karakaş ile birlikte..
Gelecek Teknoloji Hayallerin ve Sen!
Bu seminerde şu sorulara cevap arayacağız:
- Dünya nasıl değişiyor ve teknoloji son hız nereye gidiyor?
- Yapay zeka çağında kariyerinizi ve geleceğinizi nasıl yönetirsiniz?
- İnternette kendi varlığınızı, markanızı, eserlerinizi, ve içerik imparatorluğunuzu nasıl oluşturursunuz?
- Girişimci ve sanatçı olarak kendi Rönesans’ınızı nasıl kurabilirsiniz?
Kendi hayatımdan gözlemler ve deneyimler ışığında bu sorulara cevaplar sunacağım.
Küresel bir perspektifle bir ilham ve hayal yolculuğuna çıkıyoruz, hazır mısınız?
**Şanslı ilk 100 kişi seminere Zoom üzerinden katılabiliyor olacak. Yayın ayrıca canlı olarak IT Governance Turkey Youtube kanalı üzerinden gerçekleştirilecektir.
**Katılım ve duyurular için Telegram Grubumuza katılabilirsiniz.
https://t.me/kubistnetdijital
Yeni Düşünme Şekilleri ve Başarı Hikayeleri
Kendi İçerik İmparatorluğunu Kuracaksın
Girişimci ve Sanatçı Olacaksın
Kendi Rönesansını Kuracaksın
English Abstract:
I Gave A Presentation For Turkish Youth Today on 19 May 2021.
We Celebrated The 19 May Youth And Sports Day In Turkey Today.
In this presentation, I try to cover a lot of topics including the following:
- Hackathon: New Technologies and Paradigms
- Artificial Intelligence
- Metaverse
- Crypto, Bitcoin, Blockchain ve NFT
- Space Age and Mars Generation
- Entrepreneurship
- Content Creation
- Internet Content Empires
- Social Media Platforms
- You are a storyteller
- You are an entrepreneur
- You are an artist
Let the Innovators Innovate - How rethinking the engineering support model ca...Kelly Services
The document discusses how engineering firms can achieve sustainable product innovation through rethinking their workforce models. It argues that companies must embrace innovation to survive in today's competitive global market. However, many organizations face barriers to innovation such as risk aversion, low trust cultures, and a lack of focus on implementation. Additionally, engineering talent is often not utilized effectively as engineers are asked to manage products after launch rather than focusing on new ideas. The document suggests that for innovation to truly succeed, organizational leaders must make it a top priority through establishing formal programs, cultivating a culture of collaboration and creativity, and ensuring engineers can focus on innovation throughout the development process.
Creativity for Learning 5: Linking theory and practice through collaborative ...Chrissi Nerantzi
This document provides information about a series of workshops on creativity for learning in higher education. It includes:
- Details of 5 workshops that will take place between January and March, focusing on topics like creativity in action, the use of story for learning, and linking theory and practice through creative inquiry.
- Information about bonus activities like joining the Greenhouse monthly gatherings and showcasing innovations in June.
- Pre-workshop tasks like focusing an innovation idea and familiarizing with action research.
- Principles and approaches that will be used in the workshops, like the World Cafe approach.
- Plans for action learning sets and tutorials after the workshops to support participants in developing and implementing their
This power point presentation highlights the importance of innovation and creativity in R&D. It illustrates the role of managing knowledge and research in an institution such as the Indian Institute of Science, Bangalore, India.
This presentation aims at boosting your creativity, whether you need it for your innovation processes, for your marketing and sales or for other purposes.
It will inform you about:
- what the creativity process is
- how creativity was perceived in history
- what are the main scientific discoveries about creativity
- what cutting edge creativity building techniques exist today
- practical information about these techniques, for instance :
- brainstorming and related approaches
- innovation games
- lateral thinking, 6 hats
- mindmaps
- improvisation derived approch
- who have been the main innovators in creativity techniques and what they have developped
By the way, I practice these techniques and teach them to companies and at the "Ecole Supérieure de Ventes" of Saint Germain en Laye.
This document summarizes an ideation workshop led by Alex Ivanov. The agenda includes introductory theory on ideation, group ideation sessions before and after lunch, and group selection of one idea by the end of the workshop. Ivanov outlines expectations, goals, materials, and timing. He presents seven rules of brainstorming and methods for framing challenges, ideating, and selecting ideas, including "How Might We" questions, emptying your brain, negative brainstorming, and selection matrices. Groups are given time to practice ideation and selection methods to develop one idea by the end of the workshop.
The document is a presentation about collaboration given by Nick Jankel at the NHS Employers Conference. It discusses defining collaboration, the spectrum from cooperation to cocreation, reasons for collaborating like increased innovation. It provides examples of successful collaborations and outlines a 6 step process for collaborative innovation. The presentation encourages participants to think about opportunities for collaboration within their own organizations.
Lecture 9 - New Paradigms, New Technologies, and Your Asset Creation - 6 Ma...Fahri Karakas
This document provides an overview of slides for a lecture on management skills and personal development. The slides cover topics such as the "5 Second Rule" for taking action, happiness and creativity, paradigm shifts from new technologies like the metaverse and cryptocurrency. Other topics discussed include exponential thinking, storytelling, entrepreneurial thinking, and a Shark Tank exercise. Mental models, polymath thinking, and career development as an entrepreneur are also summarized. The document concludes with key takeaways about learning widely, using imagination to create assets, developing productivity and creativity habits, and using surprise and novelty to stimulate the brain.
19 Mayıs Türkiye Sunumu - Üniversite Öğrencilerine Özel - Eğitim SlaytlarıFahri Karakas
Gelecek, Teknoloji, Hayallerin ve Sen - 19 Mayıs 2021
www.kubist.net
19 Mayıs Gençlik ve Spor Bayramında Üniversiteli Gençlere Özel Seminer
İngitere’de University of East Anglia’da Doçent olarak görev yapmakta olan Fahri Karakaş ile birlikte..
Gelecek Teknoloji Hayallerin ve Sen!
Bu seminerde şu sorulara cevap arayacağız:
- Dünya nasıl değişiyor ve teknoloji son hız nereye gidiyor?
- Yapay zeka çağında kariyerinizi ve geleceğinizi nasıl yönetirsiniz?
- İnternette kendi varlığınızı, markanızı, eserlerinizi, ve içerik imparatorluğunuzu nasıl oluşturursunuz?
- Girişimci ve sanatçı olarak kendi Rönesans’ınızı nasıl kurabilirsiniz?
Kendi hayatımdan gözlemler ve deneyimler ışığında bu sorulara cevaplar sunacağım.
Küresel bir perspektifle bir ilham ve hayal yolculuğuna çıkıyoruz, hazır mısınız?
**Şanslı ilk 100 kişi seminere Zoom üzerinden katılabiliyor olacak. Yayın ayrıca canlı olarak IT Governance Turkey Youtube kanalı üzerinden gerçekleştirilecektir.
**Katılım ve duyurular için Telegram Grubumuza katılabilirsiniz.
https://t.me/kubistnetdijital
Yeni Düşünme Şekilleri ve Başarı Hikayeleri
Kendi İçerik İmparatorluğunu Kuracaksın
Girişimci ve Sanatçı Olacaksın
Kendi Rönesansını Kuracaksın
English Abstract:
I Gave A Presentation For Turkish Youth Today on 19 May 2021.
We Celebrated The 19 May Youth And Sports Day In Turkey Today.
In this presentation, I try to cover a lot of topics including the following:
- Hackathon: New Technologies and Paradigms
- Artificial Intelligence
- Metaverse
- Crypto, Bitcoin, Blockchain ve NFT
- Space Age and Mars Generation
- Entrepreneurship
- Content Creation
- Internet Content Empires
- Social Media Platforms
- You are a storyteller
- You are an entrepreneur
- You are an artist
Let the Innovators Innovate - How rethinking the engineering support model ca...Kelly Services
The document discusses how engineering firms can achieve sustainable product innovation through rethinking their workforce models. It argues that companies must embrace innovation to survive in today's competitive global market. However, many organizations face barriers to innovation such as risk aversion, low trust cultures, and a lack of focus on implementation. Additionally, engineering talent is often not utilized effectively as engineers are asked to manage products after launch rather than focusing on new ideas. The document suggests that for innovation to truly succeed, organizational leaders must make it a top priority through establishing formal programs, cultivating a culture of collaboration and creativity, and ensuring engineers can focus on innovation throughout the development process.
Creativity for Learning 5: Linking theory and practice through collaborative ...Chrissi Nerantzi
This document provides information about a series of workshops on creativity for learning in higher education. It includes:
- Details of 5 workshops that will take place between January and March, focusing on topics like creativity in action, the use of story for learning, and linking theory and practice through creative inquiry.
- Information about bonus activities like joining the Greenhouse monthly gatherings and showcasing innovations in June.
- Pre-workshop tasks like focusing an innovation idea and familiarizing with action research.
- Principles and approaches that will be used in the workshops, like the World Cafe approach.
- Plans for action learning sets and tutorials after the workshops to support participants in developing and implementing their
This power point presentation highlights the importance of innovation and creativity in R&D. It illustrates the role of managing knowledge and research in an institution such as the Indian Institute of Science, Bangalore, India.
This presentation aims at boosting your creativity, whether you need it for your innovation processes, for your marketing and sales or for other purposes.
It will inform you about:
- what the creativity process is
- how creativity was perceived in history
- what are the main scientific discoveries about creativity
- what cutting edge creativity building techniques exist today
- practical information about these techniques, for instance :
- brainstorming and related approaches
- innovation games
- lateral thinking, 6 hats
- mindmaps
- improvisation derived approch
- who have been the main innovators in creativity techniques and what they have developped
By the way, I practice these techniques and teach them to companies and at the "Ecole Supérieure de Ventes" of Saint Germain en Laye.
This document summarizes an ideation workshop led by Alex Ivanov. The agenda includes introductory theory on ideation, group ideation sessions before and after lunch, and group selection of one idea by the end of the workshop. Ivanov outlines expectations, goals, materials, and timing. He presents seven rules of brainstorming and methods for framing challenges, ideating, and selecting ideas, including "How Might We" questions, emptying your brain, negative brainstorming, and selection matrices. Groups are given time to practice ideation and selection methods to develop one idea by the end of the workshop.
This is a presentation based on a recent talk I conducted for the NSW government as a part of LiveWire 2011.
The talk focused on Creativity and Innovation with a theme of rethinking how we create and how we run our organisations and companies.
This presentation was based on a 30 minute keynote and is best accompanied by discussion however... the 9 lessons on Innovation worth sharing should make sense.
Thanks you to #livewire2011 and Zach Kitsche from the Wollongong Council.
This document discusses business model innovation using the Business Model Canvas as a tool. It provides an example of how Nespresso changed their business model to become successful. Their original model in 1987 almost failed, but by changing to a model where they control the pod production and recycling, they were able to grow significantly with annual growth over 30% and global sales of over $3.8 billion. The document advocates testing business model prototypes with customers to find the right model rather than relying only on the ideas of management.
The document describes 24 creativity exercises that involve activities like making an ideas wall, doing brainstorming, trying different approaches to solve a problem, drawing circles and writing new product/service ideas, doing the opposite of traditions, finding new uses for objects, copying other teams' ideas, setting constraints, imagining problems from others' perspectives, connecting dots/boxes, counting squares, time traveling mentally to past/future solutions, taking a bus/shower, standing/sitting in unusual places, playing with toys, questioning everything like a child, taking small risks, and imagining an attractive date to boost creativity.
The document discusses business models and introduces the Business Model Canvas. It explains that the Business Model Canvas is a tool used to systematically describe, challenge, design, and invent business models using nine building blocks: customer segments, value propositions, channels, customer relationships, revenue streams, key resources, key activities, key partnerships, and cost structure. The document provides examples of each building block and illustrates how the Business Model Canvas can be used to visualize all aspects of a business model.
This document outlines the plan and materials for a lecture on entrepreneurs, innovation, and creativity. The lecture will include discussions of articles and student presentations on entrepreneurs. Key topics that will be covered include defining who entrepreneurs are, the relationship between entrepreneurship and innovation, and what creativity means in an entrepreneurial context. Students will be assigned to research and present on specific entrepreneurs. The lecture will also discuss theories of innovation, such as Kondratiev waves, Schumpeter's S-curves, Drucker's seven sources of innovation, and Rogers' diffusion of innovation.
This document discusses creativity and innovation. It argues that creativity involves combining existing ideas to create something new. True innovation requires challenging existing ways of thinking and taking customers' perspectives. Innovation is difficult because companies tend to benchmark each other, leading to similar approaches. The document advocates rethinking how companies are run to foster a culture where new ideas are welcomed, risks are embraced, and failure is accepted as part of the learning process. Speed and action are important for innovation to succeed.
This document discusses various techniques for creative thinking and problem solving. It describes critical thinking as the process of conceptualizing, applying, analyzing, synthesizing, and evaluating information to guide belief and action. Creative thinking is described as looking at problems from a fresh perspective to suggest unorthodox solutions. Other techniques discussed include divergent thinking to generate many ideas, convergent thinking to derive the best solution, brainstorming to produce quantity of ideas without judgment, and the six thinking hats method to separate thinking modes. The document provides examples and guidelines for effectively applying these creative problem solving techniques.
Presented at Design Thinking Meetup (Warsaw). Ideation process in service design - is a moment when we diverge and converge. What techniques to use in ideations? What are tools and how should you prepare facilitation. Methods of great ideation workshop. Inspired by life, cases, Socjomania workshops and Design Thinkers Academy certificate.
Ready, Set, Present (Creativity PowerPoint Presentation Content): 100+ PowerPoint presentation content slides. Creativity adds to everyone’s personal and professional bottom line and is where innovation and excellence begins. Creativity PowerPoint Presentation Content slides include topics such as: understanding creativity as a human skill using mini systems and processes, the benefits of creativity, left and right brain thinking, blocks to creativity, organizational success through creativity, over techniques, methods, examples and exercises. There are 9 slides covering the definition of creativity, 10 slides on how creative mind works followed by 14 slides describing the process of creativity, creative people and their qualities. Within the first 43 slides you will discover connection between creativity and organizational success and ways to increase your personal creativity. In addition you will receive 19 slides of unique information about fostering organizational creativity, 23 slides covering management and group creativity as well as 11 slides about creativity and the future plus much more.
The document discusses business model design and testing. It emphasizes that business plans often fail upon contact with customers, so business models need to be tested through prototypes and by talking to customers to validate hypotheses. The document encourages designing business models systematically using tools like the Business Model Canvas, and iterating models through testing and pivoting based on customer feedback.
Creativity isn't just for artists, musicians, writers, and designers. We all have the ability to be excellent creative thinkers. - https://www.milestechnologies.com
This presentation is based on the top seller book "Business Model Generation" by Alex Osterwalder and Yves Pigneur. This book introduces the Business Model Canvas, the world's leading tool in creating and analyzing business models. This great tool allows you to sketch out your business model visually without starting with a scary business plan.
You can take my online course which covers more content, examples, quizzes, challenges and provides a certificate of completion.
Get course discounts and learn more:
www.playtactic.com
I hope you find this beneficial and good luck on your business model ;)
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive functioning. Exercise causes chemical changes in the brain that may help boost feelings of calmness, happiness and focus.
Web 2.0 and the cloud in the biology classroomKenneth Pinto
This document discusses using Web 2.0 tools and cloud computing in biology classrooms. It outlines basic tools that have evolved like HTML, mailing lists, blogs, and introduces platforms like Delicious, Flickr, and YouTube. These tools can engage and excite students, and allow them to explore content and express themselves. Resources on these platforms from external contributors can enhance education. The document advocates for direct interaction through commenting and blogging to encourage an expressive audience. It also discusses using tools like Google Docs and Apps to collaborate and share data online.
Beyond frustration: 3 levels of happy designDana Chisnell
The document discusses three levels of experience design that can create remarkable and happy user experiences: mindfulness, flow, and meaning. Mindfulness involves pleasing awareness and initial positive impressions. Flow involves full engagement and immersion where time stops. Meaning involves experiences that allow reflection, commitment, belonging and contribution which can make a difference. The document provides examples of websites that exemplify these three levels and suggests further resources to learn more about designing for happiness.
Celebrate Kansas Voices is a statewide oral history projected starting in August 2010 by Storychasers. This presetnation about CKV was shared on June 3, 2010 at the iConnect, iLearn Conference in Colby, Kansas.
MEGT Personalized Learning October 2015Brian Housand
Brian Housand, Ph.D.
brianhousand.com
@brianhousand
Utilizing Technology to Construct Personalized Learning Experiences
Since the dawn of the computer revolution, the promise of PERSONAL Computing has been ever present. Yet, when we simply leave students to their own devices, technology can serve to depersonalize their experiences. This is especially true of their educational experiences. Meanwhile, as teachers we struggle to effectively manage truly differentiated learning environments. However, this need not be the case. Together, we will explore the possibilities and potential afforded by today’s technology and empower you to utilize technology resources to make learning personal, meaningful, and differentiated for today’s connected students.
ELT + IT: CALL for a Balance by Michael KraussMichael Krauss
Plenary presentation in Lima and Cuzco, Peru March 2012. Presented as part of ELSpecialist visit sponsored by U.S D.O.S. and U.S. Embassy, English Language Office, Lima Peru.
This is a presentation based on a recent talk I conducted for the NSW government as a part of LiveWire 2011.
The talk focused on Creativity and Innovation with a theme of rethinking how we create and how we run our organisations and companies.
This presentation was based on a 30 minute keynote and is best accompanied by discussion however... the 9 lessons on Innovation worth sharing should make sense.
Thanks you to #livewire2011 and Zach Kitsche from the Wollongong Council.
This document discusses business model innovation using the Business Model Canvas as a tool. It provides an example of how Nespresso changed their business model to become successful. Their original model in 1987 almost failed, but by changing to a model where they control the pod production and recycling, they were able to grow significantly with annual growth over 30% and global sales of over $3.8 billion. The document advocates testing business model prototypes with customers to find the right model rather than relying only on the ideas of management.
The document describes 24 creativity exercises that involve activities like making an ideas wall, doing brainstorming, trying different approaches to solve a problem, drawing circles and writing new product/service ideas, doing the opposite of traditions, finding new uses for objects, copying other teams' ideas, setting constraints, imagining problems from others' perspectives, connecting dots/boxes, counting squares, time traveling mentally to past/future solutions, taking a bus/shower, standing/sitting in unusual places, playing with toys, questioning everything like a child, taking small risks, and imagining an attractive date to boost creativity.
The document discusses business models and introduces the Business Model Canvas. It explains that the Business Model Canvas is a tool used to systematically describe, challenge, design, and invent business models using nine building blocks: customer segments, value propositions, channels, customer relationships, revenue streams, key resources, key activities, key partnerships, and cost structure. The document provides examples of each building block and illustrates how the Business Model Canvas can be used to visualize all aspects of a business model.
This document outlines the plan and materials for a lecture on entrepreneurs, innovation, and creativity. The lecture will include discussions of articles and student presentations on entrepreneurs. Key topics that will be covered include defining who entrepreneurs are, the relationship between entrepreneurship and innovation, and what creativity means in an entrepreneurial context. Students will be assigned to research and present on specific entrepreneurs. The lecture will also discuss theories of innovation, such as Kondratiev waves, Schumpeter's S-curves, Drucker's seven sources of innovation, and Rogers' diffusion of innovation.
This document discusses creativity and innovation. It argues that creativity involves combining existing ideas to create something new. True innovation requires challenging existing ways of thinking and taking customers' perspectives. Innovation is difficult because companies tend to benchmark each other, leading to similar approaches. The document advocates rethinking how companies are run to foster a culture where new ideas are welcomed, risks are embraced, and failure is accepted as part of the learning process. Speed and action are important for innovation to succeed.
This document discusses various techniques for creative thinking and problem solving. It describes critical thinking as the process of conceptualizing, applying, analyzing, synthesizing, and evaluating information to guide belief and action. Creative thinking is described as looking at problems from a fresh perspective to suggest unorthodox solutions. Other techniques discussed include divergent thinking to generate many ideas, convergent thinking to derive the best solution, brainstorming to produce quantity of ideas without judgment, and the six thinking hats method to separate thinking modes. The document provides examples and guidelines for effectively applying these creative problem solving techniques.
Presented at Design Thinking Meetup (Warsaw). Ideation process in service design - is a moment when we diverge and converge. What techniques to use in ideations? What are tools and how should you prepare facilitation. Methods of great ideation workshop. Inspired by life, cases, Socjomania workshops and Design Thinkers Academy certificate.
Ready, Set, Present (Creativity PowerPoint Presentation Content): 100+ PowerPoint presentation content slides. Creativity adds to everyone’s personal and professional bottom line and is where innovation and excellence begins. Creativity PowerPoint Presentation Content slides include topics such as: understanding creativity as a human skill using mini systems and processes, the benefits of creativity, left and right brain thinking, blocks to creativity, organizational success through creativity, over techniques, methods, examples and exercises. There are 9 slides covering the definition of creativity, 10 slides on how creative mind works followed by 14 slides describing the process of creativity, creative people and their qualities. Within the first 43 slides you will discover connection between creativity and organizational success and ways to increase your personal creativity. In addition you will receive 19 slides of unique information about fostering organizational creativity, 23 slides covering management and group creativity as well as 11 slides about creativity and the future plus much more.
The document discusses business model design and testing. It emphasizes that business plans often fail upon contact with customers, so business models need to be tested through prototypes and by talking to customers to validate hypotheses. The document encourages designing business models systematically using tools like the Business Model Canvas, and iterating models through testing and pivoting based on customer feedback.
Creativity isn't just for artists, musicians, writers, and designers. We all have the ability to be excellent creative thinkers. - https://www.milestechnologies.com
This presentation is based on the top seller book "Business Model Generation" by Alex Osterwalder and Yves Pigneur. This book introduces the Business Model Canvas, the world's leading tool in creating and analyzing business models. This great tool allows you to sketch out your business model visually without starting with a scary business plan.
You can take my online course which covers more content, examples, quizzes, challenges and provides a certificate of completion.
Get course discounts and learn more:
www.playtactic.com
I hope you find this beneficial and good luck on your business model ;)
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive functioning. Exercise causes chemical changes in the brain that may help boost feelings of calmness, happiness and focus.
Web 2.0 and the cloud in the biology classroomKenneth Pinto
This document discusses using Web 2.0 tools and cloud computing in biology classrooms. It outlines basic tools that have evolved like HTML, mailing lists, blogs, and introduces platforms like Delicious, Flickr, and YouTube. These tools can engage and excite students, and allow them to explore content and express themselves. Resources on these platforms from external contributors can enhance education. The document advocates for direct interaction through commenting and blogging to encourage an expressive audience. It also discusses using tools like Google Docs and Apps to collaborate and share data online.
Beyond frustration: 3 levels of happy designDana Chisnell
The document discusses three levels of experience design that can create remarkable and happy user experiences: mindfulness, flow, and meaning. Mindfulness involves pleasing awareness and initial positive impressions. Flow involves full engagement and immersion where time stops. Meaning involves experiences that allow reflection, commitment, belonging and contribution which can make a difference. The document provides examples of websites that exemplify these three levels and suggests further resources to learn more about designing for happiness.
Celebrate Kansas Voices is a statewide oral history projected starting in August 2010 by Storychasers. This presetnation about CKV was shared on June 3, 2010 at the iConnect, iLearn Conference in Colby, Kansas.
MEGT Personalized Learning October 2015Brian Housand
Brian Housand, Ph.D.
brianhousand.com
@brianhousand
Utilizing Technology to Construct Personalized Learning Experiences
Since the dawn of the computer revolution, the promise of PERSONAL Computing has been ever present. Yet, when we simply leave students to their own devices, technology can serve to depersonalize their experiences. This is especially true of their educational experiences. Meanwhile, as teachers we struggle to effectively manage truly differentiated learning environments. However, this need not be the case. Together, we will explore the possibilities and potential afforded by today’s technology and empower you to utilize technology resources to make learning personal, meaningful, and differentiated for today’s connected students.
ELT + IT: CALL for a Balance by Michael KraussMichael Krauss
Plenary presentation in Lima and Cuzco, Peru March 2012. Presented as part of ELSpecialist visit sponsored by U.S D.O.S. and U.S. Embassy, English Language Office, Lima Peru.
The Google Society and the Snowflake EffectErik Duval
The document discusses the "Google society" and the "Snowflake Effect". It summarizes that Google indexes over 3 billion web pages and Facebook has over 1.5 billion users. It also notes that services like iTunes, Last.fm, and Pandora provide highly personalized music recommendations for each individual user. The document argues this trend of massive personalization on the internet will continue, with learning platforms, science portals, and augmented reality bringing more "snowflake" personalized experiences.
The document discusses the fundamental changes happening in scholarly communication due to the digital environment. It highlights the disruption of traditional systems like peer review, archiving, and rewarding. It emphasizes understanding different audiences like machines and humans. It provides advice on basic steps to engage with the new digital ecosystem through tools like analytics, identifiers, and new channels. It also recommends areas to monitor like open access initiatives and experimental journals.
VideoVortex: Critical Point of the Commons and Digital Prochronismzastava
The document discusses the critical point of the commons and the concept of "digital prochronism". It introduces Dominick Chen and their background working with Creative Commons Japan and researching how to extend notions of openness. Digital prochronism aims to design process-driven, time-based creative works that evolve through participation similarly to biological systems. TypeTrace is presented as a tool that embodies these ideas as a process-oriented word processor. The document argues for evaluating creative works based on their dynamic generation process rather than final products alone.
A presentation for WebJunction, the collaborative training resource for public libraries. Presented 2.27.2013 This presentation represents half of the Webinar and is in DRAFT form.
How to succeed at jobs that don't exist yet - Texas A&M - Jan 25, 2019Christopher Bishop
This document discusses how to succeed in careers that have yet to be invented. It begins with the speaker's background and provides a socio-historical perspective on technological revolutions and how they have continuously reinvented the world of work. Emerging careers are presented that combine diverse disciplines like nanopharmacology and robotic ethicists. The speaker introduces the "Future Career Toolkit" involving developing one's unique voice, using an antenna to track changes in various fields, and meshing one's skills with others in a network. The toolkit is then demonstrated through exercises for individuals and groups to define their interests and research related topics, people, and groups to connect with regarding future opportunities. The overall message is that to navigate continually changing work landscapes,
This 3-page document discusses teaching and learning in the 21st century. It poses critical questions about inspiring students, using technology, and finding meaning. It presents enduring understandings around communicating with others, creating meaning, and collaborating with emerging technologies. The document then discusses divergent thinking and creativity. It suggests playing, being inspired, communicating, creating, and collaborating as ways to teach. It questions whether certain technologies are fads or paradigm shifts. Finally, it lists tools that can be used for conversations, including blogs, Ning, Wordle, and Skype.
Virtual World Education Overview for NewcomersThe AZIRE
The powerpoint to support a lecture to learners in VWMOOC18 (Virtual Worlds MOOC 2018) about the history of virtual worlds, their affordances and challenges, and how to learn more about Second Life in particular and virtual world education in general.
The video of this lecture is available on YouTube at this link: https://youtu.be/HOgsmfFX6zw
This document provides an overview of new technologies and their impact on learning in the 21st century. It discusses how digital media represents a new medium that combines technical inventions and cultural expression. It also outlines predictions for advances in digital technologies like video playback speeds, camera resolution and mobile device capabilities. Several key concepts are defined around the nature of technology, including Brian Arthur's view that technology fulfills human purposes and that a collection of technologies is also a technology. Examples are given of educational technologies like the credit hour system. The potential of new media to support more engaged and collaborative learning is explored.
The document discusses the history and concepts of Web 2.0 and virtual worlds, and their potential applications for education. It outlines some of the key components and movements in Web 2.0 like blogs, wikis, social networking sites, and user-generated content. It also discusses early virtual worlds and their precursors. The document then explores some pedagogical approaches and issues to consider when using Web 2.0 and virtual worlds for education, such as principles of distributed conversation and collaborative writing.
ELT + IT: CALL for a Balance - Panama 2012Michael Krauss
The slideshow traces the development of CALL, distinguishes between digital immigrants and natives, describes the advantages and pitfalls of IT + ELT and suggests a new role for the ELTs using IT. Takeaways suggest moderation in IT use and saving the best of older tried and true techniques to go with the newer technology-based approaches.
Michael Edson: Prototyping the Smithsonian CommonsMichael Edson
The document discusses prototyping the Smithsonian Commons, which is proposed as a new digital platform and presence for the Smithsonian Institution. It summarizes the Smithsonian's strategic plan and goals of updating their digital experience, learning model, and balancing autonomy and control. A key aspect is creating the Smithsonian Commons, which would stimulate learning, creation and innovation by providing open access to the Smithsonian's research, collections and communities online. The presentation discusses building prototypes to demonstrate what a Smithsonian Commons would look like from the perspective of different types of users.
Communicating effectively and consistently with students can help them feel at ease during their learning experience and provide the instructor with a communication trail to track the course's progress. This workshop will take you through constructing an engaging course container to facilitate effective communication.
Gender and Mental Health - Counselling and Family Therapy Applications and In...PsychoTech Services
A proprietary approach developed by bringing together the best of learning theories from Psychology, design principles from the world of visualization, and pedagogical methods from over a decade of training experience, that enables you to: Learn better, faster!
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!"
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.
9. Are you born
creative?
19
Are some people just born creative?
Or are some people born with extraordinary drive and happen to find a talent?
10. What is creativity?
(answer in less than a
text message)
20
How are we defining creativity?
A text is 160 characters (about two sentences)
11. Artist Musician Singer Dancer
21
Old definition of creativity
12. The process of
having original ideas
that have value.
~Sir Ken Robinson
22
How I define creativity.
Sir Ken Robinson, TED Talk (2006)
http://www.ted.com/index.php/talks/ken_robinson_says_schools_kill_creativity.html
13. information
experiences
feelings
(i+e)*f 23
The information you have available, plus the sum of your experiences, multiplied by how you
feel about what you are doing.
20. UNESCO
United Nations Educational, Scientific, and
Cultural Organization
29
Sir Ken Robinson, TED Talk (2006)
http://www.ted.com/index.php/talks/ken_robinson_says_schools_kill_creativity.html
21. 30
Sir Ken Robinson, TED Talk (2006)
http://www.ted.com/index.php/talks/ken_robinson_says_schools_kill_creativity.html
22. Since the
beginning of
history.
30
Sir Ken Robinson, TED Talk (2006)
http://www.ted.com/index.php/talks/ken_robinson_says_schools_kill_creativity.html
33. Usage of your cell
• Texting
• Making Calls
• Checking the
Time
inspired by http://graphjam.com/2009/01/18/song-chart-memes-usage-of-my-cell-phone/
40
51. 3000 BC
1800 AD
57
Historians generally agree prehistory ended around 3000 BC (http://en.wikipedia.org/wiki/
Prehistory)
https://secure.evenium.com/uploads/contents/25409/File/24748/2008flpexecsum.pdf
CIES Future Leaders of Congress 2008; October 5-7th, 2008; Washington D.C.
Castlerigg Stone Circle (http://www.flickr.com/photos/ennor/518873437/)
http://en.wikipedia.org/wiki/File:Maquina_vapor_Watt_ETSIIM.jpg
52. 3000 BC
+
1800 AD
58
Historians generally agree prehistory ended around 3000 BC (http://en.wikipedia.org/wiki/
Prehistory)
https://secure.evenium.com/uploads/contents/25409/File/24748/2008flpexecsum.pdf
CIES Future Leaders of Congress 2008; October 5-7th, 2008; Washington D.C.
Castlerigg Stone Circle (http://www.flickr.com/photos/ennor/518873437/)
http://en.wikipedia.org/wiki/File:Maquina_vapor_Watt_ETSIIM.jpg
53. <
One Week
59
https://secure.evenium.com/uploads/contents/25409/File/24748/2008flpexecsum.pdf
CIES Future Leaders of Congress 2008; October 5-7th, 2008; Washington D.C.
59. Long Division
63
Suddenly it became okay to skip long division and just use the calculator. It removed human
error (as long as you pressed the right buttons), and it was MUCH quicker.
60. Calculator
63
Suddenly it became okay to skip long division and just use the calculator. It removed human
error (as long as you pressed the right buttons), and it was MUCH quicker.
61. are these the
calculators
of data?
64
Can we begin using these tools to replace the long division of rote memorization?
65. Literature Science The Arts Business
68
...is that those at the top of their fields can join and contribute.
Left to Right: Toni Morrison (writer), Dean Kamen (DEKA), Meryl Streep (actress), and Steve
Jobs (CEO, Apple Corps.)
75. #1
Ten years
78
http://www.ted.com/index.php/talks/mihaly_csikszentmihalyi_on_flow.html
It takes ten years of constant immersion in a field before you can be considered a master of
that subject (and can subsequently create something newer/better than what already exists in
that area). Flukes can happen, but that’s the exception, not the rule.
76. 11 years
79
It takes an average of 11 years of education and field training to become a doctor.
http://www.bls.gov/k12/help06.htm
85. 87
For those of you who attended the session and wish to know how this portion of the
presentation was constructed, please e-mail me at the address listed on my contact card.
86. #2
Fear Not
88
We need to move past the fear of being wrong. Now being wrong doesn’t mean being
creative, but you will never create anything original if you are afraid of being wrong.
87. 89
Sir Ken Robinson, TED Talk (2006)
http://www.ted.com/index.php/talks/ken_robinson_says_schools_kill_creativity.html
89. Secret to Raising Smart Kids:
1. Focus on Intelligence
2. Focus on Ability
3. Focus on Effort
91
Carol S. Dweck, Ph.D., prof at Stanford, social scientist
http://www.sciam.com/article.cfm?id=the-secret-to-raising-smart-kids
http://en.wikipedia.org/wiki/Carol_Dweck
90. Three decades
of research...
92
Carol S. Dweck, Ph.D., prof at Stanford, social scientist
http://www.sciam.com/article.cfm?id=the-secret-to-raising-smart-kids
http://en.wikipedia.org/wiki/Carol_Dweck
91. 93
Carol S. Dweck, Ph.D., prof at Stanford, social scientist
http://www.sciam.com/article.cfm?id=the-secret-to-raising-smart-kids
http://en.wikipedia.org/wiki/Carol_Dweck
92. #4
Mindset
94
It’s a way of thinking about things. An accountant thinks about filing their taxes in a di!erent
way than an English professor.
93. 95
Which way is the bus facing? Left (think of where the door would be).
94. [Creativity] comes
about through the
interaction of different
disciplinary ways of
seeing things.
~Sir Ken Robinson
96
http://www.ted.com/index.php/talks/ken_robinson_says_schools_kill_creativity.html
95. 97
Think of each person here as a di!erent disciplined mind that you possess. Consider how
they help you solve the problems you encounter.
96. 98
Kanzius Machine (Promising Cancer Cure)
http://www.cbsnews.com/stories/2008/04/10/60minutes/main4006951_page1.shtml
http://en.wikipedia.org/wiki/John_Kanzius
102. Any work that involves
other people is moral
work.
~Barry Schwartz
104
http://www.ted.com/talks/barry_schwartz_on_our_loss_of_wisdom.html
103. 105
If you want the tallest building in town, you have two options:
1) Go around tearing everyone else’s building down, or
2) Spend time making your building as tall as possible.
I propose that if you want to have the best town, you have to start helping other people make
their buildings tall as well.
106. 108
While Wall Street and the banking system pushed the financial crisis over the edge, 30 years
of things like this certainly helped contribute to the problem.