10 Tips for Inspiring Curiosity - a Webinar for TeachersKyle Schutt
10/25/12 Webinar presentation
Description:
Kids are curious. They have questions. Keep their curiosity piqued by teaching them how to find information, explore interests, and solve problems. Starting with the free resources provided through the Curiosity in the Classroom website, we’ll explore ten tips for sparking curiosity in the classroom. Educators will learn how to use free resources like agoogleaday to refine students' information literacy skills and Guess the Wordle to find the answers to challenging questions.
Yestermorrow Design/Build School offers over 120 intensive, hands-on workshops in sustainable design, construction, crafts and more. Located in Waitsfield, Vermont, the school trains students through experiential learning and collaboration with the natural world. Course topics include natural building, energy efficiency, permaculture, and woodworking. The school also offers longer-term certificate programs and semester programs to provide deeper skill development for careers in sustainable fields.
This educational programme outlines trips to several European capitals and locations over multiple years, including visits to Paris in 2005, Rome and nearby cities in Italy in 2006, trips to Bratislava and Budapest in 2007, and Prague and Vienna in 2007, as well as a trip to Greece in 2008 for students in JH#4.
This document summarizes an extended study on the use of Dr. Kawashima's Brain Training games to help improve math skills in students. The initial small study found significant improvements in mental math accuracy and speed of processing. This led to a larger randomized controlled trial across 634 students in various Scottish schools. The results showed that while both the Nintendo and control groups improved math accuracy, the gains were greater for the Nintendo group. Additionally, the Nintendo group significantly improved their speed of calculation compared to the control group. However, attitudes and self-concept were largely unchanged. More questions are now raised about how to best utilize these games to enhance learning.
This document outlines the roadmap and new features for GroupWise Windermere. Key features include web administration, Active Directory support, and Windows client updates. The roadmap shows Windermere releasing in 2013 with these features, as well as integrated chat, Outlook 2013 support, and improved web access. Future releases will focus on additional client and web access updates, as well as expanded Vibe and calendar integrations.
The document describes a series of Traveler's Handbooks that provide authentic and unique travel experiences for different types of travelers. The handbooks cover topics such as career breaks, food, luxury, solo, and volunteer travel. They are published via print-on-demand, eBooks, and online marketing through a website and social media platforms. The handbook series and authors benefit from strengthened credibility and marketing opportunities through partnering together.
Euclid Network is a growing pan-European community of over 300 civil society leaders from 30 countries. It connects change-makers across borders to strengthen the third sector and make it a key part of the European project. The network facilitates peer learning and partnerships between members, and works on initiatives like sustainable funding, good governance, and advocacy to support civil society.
This document discusses developing a new vision and policy for young people's services in the UK. It outlines a "co-production" process to engage society in creating a positive environment for youth. The government wants to focus on early intervention and involve communities, businesses, and the voluntary and community sector (VCS). Discussion papers on various topics will inform a new policy statement later in 2011. The document asks for views on topics like the role of local authorities, VCS organizations, businesses, and communities in a society positive for youth.
10 Tips for Inspiring Curiosity - a Webinar for TeachersKyle Schutt
10/25/12 Webinar presentation
Description:
Kids are curious. They have questions. Keep their curiosity piqued by teaching them how to find information, explore interests, and solve problems. Starting with the free resources provided through the Curiosity in the Classroom website, we’ll explore ten tips for sparking curiosity in the classroom. Educators will learn how to use free resources like agoogleaday to refine students' information literacy skills and Guess the Wordle to find the answers to challenging questions.
Yestermorrow Design/Build School offers over 120 intensive, hands-on workshops in sustainable design, construction, crafts and more. Located in Waitsfield, Vermont, the school trains students through experiential learning and collaboration with the natural world. Course topics include natural building, energy efficiency, permaculture, and woodworking. The school also offers longer-term certificate programs and semester programs to provide deeper skill development for careers in sustainable fields.
This educational programme outlines trips to several European capitals and locations over multiple years, including visits to Paris in 2005, Rome and nearby cities in Italy in 2006, trips to Bratislava and Budapest in 2007, and Prague and Vienna in 2007, as well as a trip to Greece in 2008 for students in JH#4.
This document summarizes an extended study on the use of Dr. Kawashima's Brain Training games to help improve math skills in students. The initial small study found significant improvements in mental math accuracy and speed of processing. This led to a larger randomized controlled trial across 634 students in various Scottish schools. The results showed that while both the Nintendo and control groups improved math accuracy, the gains were greater for the Nintendo group. Additionally, the Nintendo group significantly improved their speed of calculation compared to the control group. However, attitudes and self-concept were largely unchanged. More questions are now raised about how to best utilize these games to enhance learning.
This document outlines the roadmap and new features for GroupWise Windermere. Key features include web administration, Active Directory support, and Windows client updates. The roadmap shows Windermere releasing in 2013 with these features, as well as integrated chat, Outlook 2013 support, and improved web access. Future releases will focus on additional client and web access updates, as well as expanded Vibe and calendar integrations.
The document describes a series of Traveler's Handbooks that provide authentic and unique travel experiences for different types of travelers. The handbooks cover topics such as career breaks, food, luxury, solo, and volunteer travel. They are published via print-on-demand, eBooks, and online marketing through a website and social media platforms. The handbook series and authors benefit from strengthened credibility and marketing opportunities through partnering together.
Euclid Network is a growing pan-European community of over 300 civil society leaders from 30 countries. It connects change-makers across borders to strengthen the third sector and make it a key part of the European project. The network facilitates peer learning and partnerships between members, and works on initiatives like sustainable funding, good governance, and advocacy to support civil society.
This document discusses developing a new vision and policy for young people's services in the UK. It outlines a "co-production" process to engage society in creating a positive environment for youth. The government wants to focus on early intervention and involve communities, businesses, and the voluntary and community sector (VCS). Discussion papers on various topics will inform a new policy statement later in 2011. The document asks for views on topics like the role of local authorities, VCS organizations, businesses, and communities in a society positive for youth.
Future Of Play - Keynote MIT 2010 - Sandbox Summitfrog
Our culture has created more game players than game designers (or designers of play). Why does this distinction matter? This keynote introduces the four pillars of future play, including: open architecture, flexible tools, rule making and the 21st Century Super Powers of Play.
Our culture has created more game players than game designers (or designers of play). Why does this distinction matter? This keynote introduces the four pillars of future play, including: open architecture, flexible tools, rule making and the 21st Century Super Powers of Play.
Introduction games for education presentation by steve buncedrstevebunce
Dr. Steve Bunce introduced four areas related to using games for education: game study, game play, game making, and game innovation. Game study involves analyzing how games can create engaging learning environments. Game play looks at using popular video games as themes for classroom lessons. Game making has students design their own games using tools like Scratch. Game innovation explores new digital games and augmented reality for educational purposes.
The document discusses how stories, games, and technology can be used for education. It notes that storytelling is a part of many disciplines like books, movies, plays, and songs. Games are seen as an engaging way to learn, though some teachers remain skeptical. The document advocates designing games for learning and sharing experiences in game development and storytelling workshops.
The document discusses how gaming can be used to enhance learning in schools. It notes that students willingly spend many hours playing challenging games, demonstrating persistence and a capacity for self-directed learning. This challenges traditional views of learning and assessment. The document argues gaming can deliver frequent, short-term feedback similar to effective learning techniques. It suggests librarians and teachers should explore partnerships and ways to channel students' gaming skills and motivations into educational contexts through techniques like quest-based learning and gaming environments.
Video Games The Learning Revolution Tesol FrancePaul Maglione
For years, videogames have been demonstrating in practice what brain-based learning studies are concluding in theory. The potential for applying these principles to English Language Teaching is considerable.
This presentation, originally presented in Second Life to the NC Distance Learning Association, explores how video games and virtual worlds can be valuable tools for instruction and shares resources that teachers might use to incorporate gaming into their curriculum.
BACK TO THE FUTURE GAETTS August E-NewletterDavid Wortley
BACK TO THE FUTURE
Welcome to the GAETSS August 2016 E-Newsletter. I have given this newsletter a “BACK TO THE FUTURE” title because so many of the pieces included this month have a historical context, especially the archived “Radio with Pictures Show” recordings which, considering that they were produced 14 years ago, would still be regarded today as pushing the boundaries of communication technology in the seamless combination of radio, telephony and web conferencing.
This mail version of the Newsletter is a text only version and I recommend viewing the full version of the newsletter at http://www.davidwortley.com/16-08%20GAETSS%20Newsletter.pdf
Pokemon and Mixed Reality, Ian Livingstone Academies,
Radio with Pictures Show Community Media Archives,
Thaisim 2016 Games and Simulations for Learning,
Revolutionary Learning 2016, Blockchains and BitCoins in Education
Drones and 360 degree Video, Impact of Machine Learning and AI on Society,
World of Health IT Conference and European Chapter of ISDM,
The Future of Digital Medicine in the Aging Society, Upcoming Events.
This document provides an agenda for the Revolutionary Learning 2016 conference taking place from August 17-19 at the Roosevelt Hotel in New York City. The conference will focus on inspiration and collaboration through games and simulation-based learning. The opening keynote on Wednesday will be delivered by Ian Livingstone on the topics of code, create, collaborate and the power of play in learning. Breakout sessions on Wednesday include a workshop on using commercial board games for training and a session on virtual reality and education. The schedule provides details on additional keynotes, breakout sessions, demonstrations of educational games, and networking activities over the three-day event.
Game studies is a decade-old multidisciplinary field that studies games, players, and contexts to drive research and collaboration. It aims to integrate theory and practice to promote innovation, research, and industry prosperity. Game studies provides a foundation for students by teaching dramatic elements, interactivity, and industry awareness to empower graduates and encourage innovative game design. It establishes a common language and research space for understanding games as a culture and rapidly changing business.
Gaming for Development - building and applying gaming/simulation in the conte...Pieter van der Hijden
Paper presented at the National Conference Autumn 2011 of JASAG - Japan Association of Simulation and Gaming, Hokkaido University, Sapporo, Japan, 22-23 October 2011.
The document discusses bringing video games to libraries. It argues that games are a new format like books that appeal to young people. Games can build skills while being fun. The document provides suggestions for libraries to consider games more, such as connecting them to traditional materials, learning game culture, and hosting game programs and collections. It presents statistics on gaming demographics and library gaming activities to support its proposals.
This media kit describes a game development studio established in 2007 in Singapore that pioneers game experimentation and training. It has a diverse team of 8-20 developers with 4-20 years of experience. The studio creates games to enhance education, raise awareness, improve lives, and engage brands. It has won numerous awards for games like CarneyVale Showtime and One Upon Light. The studio has worked on projects with education institutes, partners to promote active living and technology adoption, and the Singapore National Research Foundation.
The document discusses how libraries can incorporate video games to better serve teenage patrons. It provides examples of successful gaming programs hosted by libraries, such as tournaments for games like Mario Kart and Guitar Hero. The document also discusses developing video game collections, circulating games, and using games to help with reader's advisory and connecting patrons to other materials.
The document discusses a publisher's perspective on using commercial off-the-shelf games for learning. It summarizes Slitherine's history as a game publisher and developer and their efforts to create strategy games based on historical events that can also be used for educational purposes. It provides an overview of their upcoming Battlefield Academy game for the PSP and Nintendo DS, which aims to teach WWII tactics and strategy to players in an accessible and engaging manner.
Help! My Library is Turning Into a ArcadeBeth Gallaway
The document discusses how libraries can incorporate video games into their services and programs. It notes that games are a popular medium for teens and meet their developmental needs. The document provides examples of successful gaming programs in libraries and recommendations for developing gaming collections and hosting game-related events and programs. It also presents statistics on gaming participation and library gaming services.
This document discusses using video games as a stimulus for creative writing in the classroom. It outlines several video games that were used with different year levels, including Rollercoaster Tycoon, Guitar Hero, Endless Ocean, Nintendogs, and Moshi Monsters. Teachers found that video games helped tap into students' interests and experiences, providing an authentic context for writing. Students engaged in activities like composing biographies, poetry, recounts and news articles related to the games. The games also supported cross-curricular links and collaboration among students.
Video of this presentation given at Power to the Pixel, London Film Festival, 2009 is available at: http://www.babelgum.com/4005320/what-did-they-lessons-learned-crossmedia-christy-dena.html. Event details are at http://www.PowertothePixel.com
How to Build a Module in Odoo 17 Using the Scaffold MethodCeline George
Odoo provides an option for creating a module by using a single line command. By using this command the user can make a whole structure of a module. It is very easy for a beginner to make a module. There is no need to make each file manually. This slide will show how to create a module using the scaffold method.
Future Of Play - Keynote MIT 2010 - Sandbox Summitfrog
Our culture has created more game players than game designers (or designers of play). Why does this distinction matter? This keynote introduces the four pillars of future play, including: open architecture, flexible tools, rule making and the 21st Century Super Powers of Play.
Our culture has created more game players than game designers (or designers of play). Why does this distinction matter? This keynote introduces the four pillars of future play, including: open architecture, flexible tools, rule making and the 21st Century Super Powers of Play.
Introduction games for education presentation by steve buncedrstevebunce
Dr. Steve Bunce introduced four areas related to using games for education: game study, game play, game making, and game innovation. Game study involves analyzing how games can create engaging learning environments. Game play looks at using popular video games as themes for classroom lessons. Game making has students design their own games using tools like Scratch. Game innovation explores new digital games and augmented reality for educational purposes.
The document discusses how stories, games, and technology can be used for education. It notes that storytelling is a part of many disciplines like books, movies, plays, and songs. Games are seen as an engaging way to learn, though some teachers remain skeptical. The document advocates designing games for learning and sharing experiences in game development and storytelling workshops.
The document discusses how gaming can be used to enhance learning in schools. It notes that students willingly spend many hours playing challenging games, demonstrating persistence and a capacity for self-directed learning. This challenges traditional views of learning and assessment. The document argues gaming can deliver frequent, short-term feedback similar to effective learning techniques. It suggests librarians and teachers should explore partnerships and ways to channel students' gaming skills and motivations into educational contexts through techniques like quest-based learning and gaming environments.
Video Games The Learning Revolution Tesol FrancePaul Maglione
For years, videogames have been demonstrating in practice what brain-based learning studies are concluding in theory. The potential for applying these principles to English Language Teaching is considerable.
This presentation, originally presented in Second Life to the NC Distance Learning Association, explores how video games and virtual worlds can be valuable tools for instruction and shares resources that teachers might use to incorporate gaming into their curriculum.
BACK TO THE FUTURE GAETTS August E-NewletterDavid Wortley
BACK TO THE FUTURE
Welcome to the GAETSS August 2016 E-Newsletter. I have given this newsletter a “BACK TO THE FUTURE” title because so many of the pieces included this month have a historical context, especially the archived “Radio with Pictures Show” recordings which, considering that they were produced 14 years ago, would still be regarded today as pushing the boundaries of communication technology in the seamless combination of radio, telephony and web conferencing.
This mail version of the Newsletter is a text only version and I recommend viewing the full version of the newsletter at http://www.davidwortley.com/16-08%20GAETSS%20Newsletter.pdf
Pokemon and Mixed Reality, Ian Livingstone Academies,
Radio with Pictures Show Community Media Archives,
Thaisim 2016 Games and Simulations for Learning,
Revolutionary Learning 2016, Blockchains and BitCoins in Education
Drones and 360 degree Video, Impact of Machine Learning and AI on Society,
World of Health IT Conference and European Chapter of ISDM,
The Future of Digital Medicine in the Aging Society, Upcoming Events.
This document provides an agenda for the Revolutionary Learning 2016 conference taking place from August 17-19 at the Roosevelt Hotel in New York City. The conference will focus on inspiration and collaboration through games and simulation-based learning. The opening keynote on Wednesday will be delivered by Ian Livingstone on the topics of code, create, collaborate and the power of play in learning. Breakout sessions on Wednesday include a workshop on using commercial board games for training and a session on virtual reality and education. The schedule provides details on additional keynotes, breakout sessions, demonstrations of educational games, and networking activities over the three-day event.
Game studies is a decade-old multidisciplinary field that studies games, players, and contexts to drive research and collaboration. It aims to integrate theory and practice to promote innovation, research, and industry prosperity. Game studies provides a foundation for students by teaching dramatic elements, interactivity, and industry awareness to empower graduates and encourage innovative game design. It establishes a common language and research space for understanding games as a culture and rapidly changing business.
Gaming for Development - building and applying gaming/simulation in the conte...Pieter van der Hijden
Paper presented at the National Conference Autumn 2011 of JASAG - Japan Association of Simulation and Gaming, Hokkaido University, Sapporo, Japan, 22-23 October 2011.
The document discusses bringing video games to libraries. It argues that games are a new format like books that appeal to young people. Games can build skills while being fun. The document provides suggestions for libraries to consider games more, such as connecting them to traditional materials, learning game culture, and hosting game programs and collections. It presents statistics on gaming demographics and library gaming activities to support its proposals.
This media kit describes a game development studio established in 2007 in Singapore that pioneers game experimentation and training. It has a diverse team of 8-20 developers with 4-20 years of experience. The studio creates games to enhance education, raise awareness, improve lives, and engage brands. It has won numerous awards for games like CarneyVale Showtime and One Upon Light. The studio has worked on projects with education institutes, partners to promote active living and technology adoption, and the Singapore National Research Foundation.
The document discusses how libraries can incorporate video games to better serve teenage patrons. It provides examples of successful gaming programs hosted by libraries, such as tournaments for games like Mario Kart and Guitar Hero. The document also discusses developing video game collections, circulating games, and using games to help with reader's advisory and connecting patrons to other materials.
The document discusses a publisher's perspective on using commercial off-the-shelf games for learning. It summarizes Slitherine's history as a game publisher and developer and their efforts to create strategy games based on historical events that can also be used for educational purposes. It provides an overview of their upcoming Battlefield Academy game for the PSP and Nintendo DS, which aims to teach WWII tactics and strategy to players in an accessible and engaging manner.
Help! My Library is Turning Into a ArcadeBeth Gallaway
The document discusses how libraries can incorporate video games into their services and programs. It notes that games are a popular medium for teens and meet their developmental needs. The document provides examples of successful gaming programs in libraries and recommendations for developing gaming collections and hosting game-related events and programs. It also presents statistics on gaming participation and library gaming services.
This document discusses using video games as a stimulus for creative writing in the classroom. It outlines several video games that were used with different year levels, including Rollercoaster Tycoon, Guitar Hero, Endless Ocean, Nintendogs, and Moshi Monsters. Teachers found that video games helped tap into students' interests and experiences, providing an authentic context for writing. Students engaged in activities like composing biographies, poetry, recounts and news articles related to the games. The games also supported cross-curricular links and collaboration among students.
Video of this presentation given at Power to the Pixel, London Film Festival, 2009 is available at: http://www.babelgum.com/4005320/what-did-they-lessons-learned-crossmedia-christy-dena.html. Event details are at http://www.PowertothePixel.com
How to Build a Module in Odoo 17 Using the Scaffold MethodCeline George
Odoo provides an option for creating a module by using a single line command. By using this command the user can make a whole structure of a module. It is very easy for a beginner to make a module. There is no need to make each file manually. This slide will show how to create a module using the scaffold method.
MATATAG CURRICULUM: ASSESSING THE READINESS OF ELEM. PUBLIC SCHOOL TEACHERS I...NelTorrente
In this research, it concludes that while the readiness of teachers in Caloocan City to implement the MATATAG Curriculum is generally positive, targeted efforts in professional development, resource distribution, support networks, and comprehensive preparation can address the existing gaps and ensure successful curriculum implementation.
This slide is special for master students (MIBS & MIFB) in UUM. Also useful for readers who are interested in the topic of contemporary Islamic banking.
Macroeconomics- Movie Location
This will be used as part of your Personal Professional Portfolio once graded.
Objective:
Prepare a presentation or a paper using research, basic comparative analysis, data organization and application of economic information. You will make an informed assessment of an economic climate outside of the United States to accomplish an entertainment industry objective.
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.
Biological screening of herbal drugs: Introduction and Need for
Phyto-Pharmacological Screening, New Strategies for evaluating
Natural Products, In vitro evaluation techniques for Antioxidants, Antimicrobial and Anticancer drugs. In vivo evaluation techniques
for Anti-inflammatory, Antiulcer, Anticancer, Wound healing, Antidiabetic, Hepatoprotective, Cardio protective, Diuretics and
Antifertility, Toxicity studies as per OECD guidelines
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
June 3, 2024 Anti-Semitism Letter Sent to MIT President Kornbluth and MIT Cor...Levi Shapiro
Letter from the Congress of the United States regarding Anti-Semitism sent June 3rd to MIT President Sally Kornbluth, MIT Corp Chair, Mark Gorenberg
Dear Dr. Kornbluth and Mr. Gorenberg,
The US House of Representatives is deeply concerned by ongoing and pervasive acts of antisemitic
harassment and intimidation at the Massachusetts Institute of Technology (MIT). Failing to act decisively to ensure a safe learning environment for all students would be a grave dereliction of your responsibilities as President of MIT and Chair of the MIT Corporation.
This Congress will not stand idly by and allow an environment hostile to Jewish students to persist. The House believes that your institution is in violation of Title VI of the Civil Rights Act, and the inability or
unwillingness to rectify this violation through action requires accountability.
Postsecondary education is a unique opportunity for students to learn and have their ideas and beliefs challenged. However, universities receiving hundreds of millions of federal funds annually have denied
students that opportunity and have been hijacked to become venues for the promotion of terrorism, antisemitic harassment and intimidation, unlawful encampments, and in some cases, assaults and riots.
The House of Representatives will not countenance the use of federal funds to indoctrinate students into hateful, antisemitic, anti-American supporters of terrorism. Investigations into campus antisemitism by the Committee on Education and the Workforce and the Committee on Ways and Means have been expanded into a Congress-wide probe across all relevant jurisdictions to address this national crisis. The undersigned Committees will conduct oversight into the use of federal funds at MIT and its learning environment under authorities granted to each Committee.
• The Committee on Education and the Workforce has been investigating your institution since December 7, 2023. The Committee has broad jurisdiction over postsecondary education, including its compliance with Title VI of the Civil Rights Act, campus safety concerns over disruptions to the learning environment, and the awarding of federal student aid under the Higher Education Act.
• The Committee on Oversight and Accountability is investigating the sources of funding and other support flowing to groups espousing pro-Hamas propaganda and engaged in antisemitic harassment and intimidation of students. The Committee on Oversight and Accountability is the principal oversight committee of the US House of Representatives and has broad authority to investigate “any matter” at “any time” under House Rule X.
• The Committee on Ways and Means has been investigating several universities since November 15, 2023, when the Committee held a hearing entitled From Ivory Towers to Dark Corners: Investigating the Nexus Between Antisemitism, Tax-Exempt Universities, and Terror Financing. The Committee followed the hearing with letters to those institutions on January 10, 202
Thinking of getting a dog? Be aware that breeds like Pit Bulls, Rottweilers, and German Shepherds can be loyal and dangerous. Proper training and socialization are crucial to preventing aggressive behaviors. Ensure safety by understanding their needs and always supervising interactions. Stay safe, and enjoy your furry friends!
A Strategic Approach: GenAI in EducationPeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
Introduction to AI for Nonprofits with Tapp NetworkTechSoup
Dive into the world of AI! Experts Jon Hill and Tareq Monaur will guide you through AI's role in enhancing nonprofit websites and basic marketing strategies, making it easy to understand and apply.
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.
9. IMPORTANCE OF TALK & DISCUSSION
IMPORTANCE OF COLLABORATION
OPPORTUNITIES FOR FORMATIVE ASSESSMENT
Social Constructivism
OPPORTUNITIES FOR PEER SUPPORT
CULTURAL RELEVANCE OF RESOURCES & ASSOCIATED LEARNING CONTEXTS
BUILDING ON WHAT CHILDREN KNOW AND CAN DO
CONTEXTS THAT HAVE CULTURAL RESONANCE WITH DIGITAL LEARNERS
10.
11. Wii mp4 MySpace
Sony PSP Bebo Messenger
iPod My Yahoo podcasts
Nintendo DS PS3 Flickr
iPhone txtng iTunes blogs
YouTube PS2 mp3 Glow
BBC iplayer Xbox360
17. Sharing our work
* BECTa
* London Games Festival
* Online Educa: Berlin
* BETT ’08 London
* Be Very Afraid ‘07
* Handheld Learning ‘07
* British Council:
Singapore
* VITTA ’08: Australia
18. Sharing our work
* BECTa
* London Games Festival
* Online Educa: Berlin
* BETT ’08 London
* Be Very Afraid ‘07
* Handheld Learning ‘07
* British Council:
Singapore
* VITTA ’08: Australia
19. I’VE GOT £4200 IN THE BANK
PROJECT
GLEEFUL LEARNING WITH NINTENDOGS IN P.2
DATE SCHOOLS
WINTER ‘08 ELRICK & BANCHORY PS
22. How was the game used?
* Game used as a contextual hub
* Game play encouraged
* Ideas came from the challenged
* Project guided by the teacher
* Encouraged enthusiastic approach
to writing
* Stop-motion animations made
* Reading corner very popular
* Found about Crufts
* ‘Hairy Maclary’ project
* Made kennels for their dogs D&T
* and so much more.....
23. How was the game used?
* Game used as a contextual hub
* Game play encouraged
* Ideas came from the challenged
* Project guided by the teacher
* Encouraged enthusiastic approach
to writing
* Stop-motion animations made
* Reading corner very popular
* Found about Crufts
* ‘Hairy Maclary’ project
* Made kennels for their dogs D&T
* and so much more.....
57. Games Design in school
* Emphasis on developing a culture of
creation and not just consumption
* Pilot programme looking at:
★Missionmaker
★Thinking Worlds
★Gamemaker
★Neverwinter Nights
* Now looking at Scratch, Popfly and XNA
* Interested in games such as Boom Blox
and Little Big Planet
* Forming a working party with industry,
TEI, Academic and other partners to take
this forward
58. Games Design in school
* Emphasis on developing a culture of
creation and not just consumption
* Pilot programme looking at:
★Missionmaker
★Thinking Worlds
★Gamemaker
★Neverwinter Nights
* Now looking at Scratch, Popfly and XNA
* Interested in games such as Boom Blox
and Little Big Planet
* Forming a working party with industry,
TEI, Academic and other partners to take
this forward
62. Teachers embracing games
GAMES DEVICES HAVE A LOW TECHNOLOGY
SKILLS THRESHOLD
TEACHERS GET SUCCESS WITH GAMES
TECHNOLOGY, THIS ENHANCES SELF-CONFIDENCE
63. Teachers embracing games
GAMES DEVICES HAVE A LOW TECHNOLOGY
SKILLS THRESHOLD
TEACHERS GET SUCCESS WITH GAMES
TECHNOLOGY, THIS ENHANCES SELF-CONFIDENCE
TEACHERS CAN FOCUS ON TEACHING AND LEARNING
AND NOT WORRY ABOUT THE TECHNOLOGY
64. Teachers embracing games
GAMES DEVICES HAVE A LOW TECHNOLOGY
SKILLS THRESHOLD
TEACHERS GET SUCCESS WITH GAMES
TECHNOLOGY, THIS ENHANCES SELF-CONFIDENCE
TEACHERS CAN FOCUS ON TEACHING AND LEARNING
AND NOT WORRY ABOUT THE TECHNOLOGY
THEY SEE THE POSITIVE IMPACT ON CHILDREN