The document discusses a blended hybrid learning model that brings campus classroom experiences to distance students using technology. It describes how the author's views on distance learning have changed along with pedagogy and technology. Three options are presented for setting up classrooms that allow synchronous participation of both on-campus and distance students using tools like Breeze, Blackboard, and video recording equipment. Costs for installing a smart classroom range from $25,000 to $45,000.
Video conferencing systems allow for real-time audio and video communication between multiple locations. They have several components including cameras, displays, microphones, and speakers. They can be used in distance education to provide high quality teaching, enable collaboration, and give students access to expertise not available locally. Benefits include resembling traditional classes and cost effectiveness. Limitations include high initial costs and equipment requirements, potential student disengagement, and dependence on network infrastructure. Types of systems include desktop conferencing over the internet, ISDN conferencing using digital phone lines, and ATM conferencing over dedicated networks. Research shows people may rely more on superficial cues like likability when communicating via videoconference compared to in-person due to increased cognitive demands
This document discusses e-learning and its integration, advantages, and disadvantages. It defines e-learning as learning facilitated through information and communication technologies. The document outlines different methods of e-learning delivery including CD/DVD, intranet, and internet-based systems. It describes asynchronous e-learning, where learners can study at their own pace, and synchronous e-learning, which occurs in real-time. Advantages of e-learning include flexibility, cost-effectiveness, and interactivity, while disadvantages include potential hardware/software issues, lack of networking, and isolation of learners.
Video conferencing allows two or more locations to interact simultaneously through two-way video and audio. It uses digital compression of audio and video streams in real time. There are two types of video conferencing systems - dedicated systems that have all components packaged together, and desktop systems that are add-ons to transform PCs. Video conferencing benefits education by allowing remote lectures, virtual field trips, and collaboration between schools. It provides opportunities for students in isolated areas to learn from others around the world.
Audiographic conferences combine audio conferencing with visual materials displayed on personal computers. This allows students in distance education programs to interact with instructors and view relevant instructional materials. Audiographic conferences promote interaction and are accessible even with low bandwidth internet connections, enabling remote learning communities. However, they also have limitations like a lack of non-verbal cues and complexity of setup. Careful planning of reliable equipment, data transmission, and integration of audio and visual elements is needed for effective audiographic conferences.
This document discusses technologies for distance education. It begins by defining communication in distance education and presents a taxonomy of different distance education technologies ranging from correspondence study to two-way audio/video. It then provides more detail on correspondence study and selecting appropriate technologies for online instruction. Finally, it discusses how the Internet is transforming distance education by enabling more student-centered learning models and interactive technologies.
E-learning refers to electronic learning or learning facilitated and supported through the use of internet and digital technologies. It allows for multimedia content like text, audio, video and animation to be integrated into learning. E-learning can be synchronous, occurring in real-time, or asynchronous, allowing learners to engage with content on their own schedule. While e-learning reduces costs and increases access to learning, it also requires reliable internet access and computer skills. When implemented effectively, e-learning can improve the efficiency of teaching and learning while increasing learner motivation and understanding.
eLearning Services at NIU provides a variety of online learning tools and resources to support online courses, including audio slideshows, simulations, case studies, games, lecture capture, virtual meetings, accessibility features, and support from the Digital Convergence Lab. They have a team of 10 staff with expertise in educational technology and work with graduate and undergraduate students. Their goal is to provide engaging, accessible content that meets multiple learning styles.
The document discusses a blended hybrid learning model that brings campus classroom experiences to distance students using technology. It describes how the author's views on distance learning have changed along with pedagogy and technology. Three options are presented for setting up classrooms that allow synchronous participation of both on-campus and distance students using tools like Breeze, Blackboard, and video recording equipment. Costs for installing a smart classroom range from $25,000 to $45,000.
Video conferencing systems allow for real-time audio and video communication between multiple locations. They have several components including cameras, displays, microphones, and speakers. They can be used in distance education to provide high quality teaching, enable collaboration, and give students access to expertise not available locally. Benefits include resembling traditional classes and cost effectiveness. Limitations include high initial costs and equipment requirements, potential student disengagement, and dependence on network infrastructure. Types of systems include desktop conferencing over the internet, ISDN conferencing using digital phone lines, and ATM conferencing over dedicated networks. Research shows people may rely more on superficial cues like likability when communicating via videoconference compared to in-person due to increased cognitive demands
This document discusses e-learning and its integration, advantages, and disadvantages. It defines e-learning as learning facilitated through information and communication technologies. The document outlines different methods of e-learning delivery including CD/DVD, intranet, and internet-based systems. It describes asynchronous e-learning, where learners can study at their own pace, and synchronous e-learning, which occurs in real-time. Advantages of e-learning include flexibility, cost-effectiveness, and interactivity, while disadvantages include potential hardware/software issues, lack of networking, and isolation of learners.
Video conferencing allows two or more locations to interact simultaneously through two-way video and audio. It uses digital compression of audio and video streams in real time. There are two types of video conferencing systems - dedicated systems that have all components packaged together, and desktop systems that are add-ons to transform PCs. Video conferencing benefits education by allowing remote lectures, virtual field trips, and collaboration between schools. It provides opportunities for students in isolated areas to learn from others around the world.
Audiographic conferences combine audio conferencing with visual materials displayed on personal computers. This allows students in distance education programs to interact with instructors and view relevant instructional materials. Audiographic conferences promote interaction and are accessible even with low bandwidth internet connections, enabling remote learning communities. However, they also have limitations like a lack of non-verbal cues and complexity of setup. Careful planning of reliable equipment, data transmission, and integration of audio and visual elements is needed for effective audiographic conferences.
This document discusses technologies for distance education. It begins by defining communication in distance education and presents a taxonomy of different distance education technologies ranging from correspondence study to two-way audio/video. It then provides more detail on correspondence study and selecting appropriate technologies for online instruction. Finally, it discusses how the Internet is transforming distance education by enabling more student-centered learning models and interactive technologies.
E-learning refers to electronic learning or learning facilitated and supported through the use of internet and digital technologies. It allows for multimedia content like text, audio, video and animation to be integrated into learning. E-learning can be synchronous, occurring in real-time, or asynchronous, allowing learners to engage with content on their own schedule. While e-learning reduces costs and increases access to learning, it also requires reliable internet access and computer skills. When implemented effectively, e-learning can improve the efficiency of teaching and learning while increasing learner motivation and understanding.
eLearning Services at NIU provides a variety of online learning tools and resources to support online courses, including audio slideshows, simulations, case studies, games, lecture capture, virtual meetings, accessibility features, and support from the Digital Convergence Lab. They have a team of 10 staff with expertise in educational technology and work with graduate and undergraduate students. Their goal is to provide engaging, accessible content that meets multiple learning styles.
This document summarizes an e-learning seminar presented by Mr. Mohammed Aiyaz Hussain. It defines e-learning as training conducted through the internet, intranet, CD/DVD, or combinations using a computer network and browser. The document outlines the key components of an effective e-learning environment including varying content, interaction, feedback, and engagement. It describes the main types of e-learning as synchronous training which is real-time and asynchronous training which is independent of time. Finally, it provides tips for planning an e-learning course and designing an intuitive user interface.
E-content refers to electronic educational content that can include text, images, graphics, animation, audio and video. It is produced and stored electronically rather than in print. There are two main types of e-content: assembled e-content which compiles content from various sources, and created e-content which is developed entirely by the author. E-content has several advantages over traditional print content such as being more accessible, interactive, and supporting non-linear learning. It can also incorporate multimedia, search functions, and hyperlinks to enhance the learning experience.
The document provides an overview of virtual classrooms and their key features and applications. Virtual classrooms allow instructors and students to participate in training sessions without being physically in the same location. Current virtual classroom software offers features like presenting multimedia content in real-time, interactive activities, uploading/downloading materials, and communicating with other students. Technical requirements include having a computer and understanding basic navigation and etiquette for the virtual classroom platform.
Lesson Plan in Teaching TLE in Elementary GradesJERVINRHEYSUAREZ
This lesson plan aims to teach students about audio and video conferencing tools. It will define audio-video conferencing and its benefits, identify different conferencing tools, and have students practice using tools like Google Meet to communicate online. Students will analyze how conferencing improves communication, discuss its uses for families, education and business, and be assessed on their understanding through an open-ended question and a group project to create an instructional video on using Google Meet.
This lesson plan is a compliance to the course Teaching TLE in Elementary Grades under Prof. Aaron Jed Tumbali prepared by Delos Santos, Hernandez, Suarez and Bernal
This document discusses e-learning and its approaches and tools. It defines e-learning as using technology to enable learning anytime and anywhere. It compares traditional and e-learning approaches, noting that e-learning allows for unlimited class sizes, multimedia content, asynchronous communication, self-paced and flexible learning. The document also lists some popular e-learning tools like email, chat forums, video conferencing and the web for teaching resources. Finally, it states that effective e-learning depends on factors like the learner, learning materials, learning atmosphere and technology used.
This document discusses synchronous communication tools that can be used in the classroom, including text chat, voice chat, and virtual worlds. It provides an overview of the advantages and disadvantages of these tools, such as engaging students but being reliant on internet connections. Examples of how these tools can be used for language learning activities like role-plays, discussions, and quizzes are also presented. The document encourages teachers to experiment with these tools while considering students' language levels and technical limitations.
Video conferencing provides an accessible and cost-effective medium for distance education that allows for both synchronous and asynchronous teaching and learning through two-way audio and visual transmission. It provides an interactive and user-friendly virtual learning environment similar to a real classroom by allowing teachers and students to see and discuss with one another live. While organizations need new technologies for learning, they must ensure high-quality software, technical support, and free materials are provided to students to address issues and motivate learning.
Use of mobile technology in teaching in lowRowan Wagner
The document discusses using mobile technology in low-resource educational settings. It notes challenges like limited spaces with technology/power, overfilled classes, and inability to provide a variety of audio/visual learning materials. Creating mobile content that students can download addresses these issues by reducing costs, allowing reuse of content, and enabling learning outside the classroom. The document suggests teachers can then utilize this mobile content more flexibly in their instruction, such as introducing blended learning models.
This document provides a summary of a workshop on using technology for online content learning and flipping the classroom. It discusses leveraging existing content like videos, podcasts, and open educational resources to move direct instruction outside of class time. This frees up class time for higher-order thinking and application of the foundational knowledge gained before class. A flipped classroom model is illustrated with content knowledge gathered before class through readings, videos, etc., then applying that knowledge in class through activities like discussions and problem-solving. Challenges with student engagement and motivation to complete pre-class work are also addressed. The workshop covered tools for creating and sharing online content like narrated presentations, lecture capture software, and integrating materials into the learning management system
Distance education technologies can deliver instruction through asynchronous or synchronous learning. Asynchronous learning allows for flexible access to materials like voicemail and email, while synchronous learning requires students to be available at the same time for live classes online. Distance education technologies provide learning resources to students separated by distance or time, and can transmit video and audio in different categories defined by transmission speed, such as low-speed analog, medium-speed digital, or high-speed compressed video.
Chapter 4 TECHNOLOGIES FOR DISTANCE EDUCATIONSAKITHA HALL
This document discusses different technologies that can be used for distance education. It presents a taxonomy of distance education technologies ranging from correspondence study to two-way audio/video. This includes prerecorded media like podcasts, which are short audio recordings that can be accessed online. It also discusses technologies like one-way live video, two-way audio with graphics, and two-way audio/video which allow for interaction between locations.
This document discusses videoconferencing as a technology used for distance learning. It provides details on what videoconferencing is, how it works, and its components. It explains that videoconferencing allows for real-time transmission of both video and audio between two or more locations. The document also outlines several ways videoconferencing can be used, such as for presentations, meetings, and distance learning. It discusses benefits like reduced costs and improved communication, but also notes potential limitations like equipment costs and technical issues. Overall, the document promotes videoconferencing as a technology that can help create a better learning environment for both teachers and students.
Instant Access Digital Training and Access Solutionsappkhaya
The document outlines a digital training framework that includes different types of training, delivery methods, learning methodologies, content creation, a publishing platform, and a mobile app. Training can be delivered through computer-based, mobile, or digital signage methods and target employees, contractors, and visitors. Learning uses video, images, and text across topics with questions to test comprehension and certifications upon completion. A mobile app allows access to training courses, emergency procedures, and user profiles through QR codes.
Best Practices For Delivering Virtual Classroom TrainingFareeza Marican
The document discusses using telepresence and video walls for virtual classrooms. It explains that a virtual classroom allows participants to communicate, view presentations, interact with others, and engage with resources online. It then provides examples of how immersive technology and virtual reality can be used for medical and military training. Finally, it offers tips for presenting effectively in a virtual classroom, such as engaging learners at all sites, using clear communication, and designing suitable activities for all participants.
Rose-Hulman has required all students to have laptops since 1995 as part of integrating technology into the curriculum. The school purchases laptops and software for students and resells it to them. IT infrastructure on campus includes high-speed wireless access across campus and in classrooms and residence halls. The library also provides wireless access and printing for student use. Library instruction is brought to classrooms upon request rather than requiring classes to come to the library.
Webinars – Futurist Windows To Learning And EducationalKaren Brooks
Webinars allow for interactive online presentations and trainings through web browsers. They differ from webcasts which are primarily one-way broadcasts without interaction. Key features of webinars include integrated audio, screen sharing, polls and Q&A. Benefits are reaching larger audiences, reducing costs and travel time, and allowing recordings for later viewing. Attending a webinar requires a computer, internet, speakers and microphone to participate.
1) Second Life is a 3D virtual world launched in 2003 that has over 18 million users who interact through customizable avatars.
2) Unlike most virtual worlds which are located on a single server, Second Life is distributed over a network of servers allowing for a large scale environment.
3) Within Second Life, users can socialize, collaborate on projects and create virtual objects and spaces. Many universities and companies utilize Second Life for a variety of educational and business purposes.
This document discusses connectivism and lifelong learning in the digital age. It defines connectivism as a learning theory where learning and knowledge are distributed across networks, and learning consists of forming connections. It also discusses how the half-life of knowledge is decreasing and more knowledge is "soft", meaning it changes rapidly. It suggests incorporating connectivism into classrooms by teaching its basic concepts, defining networks and their implications, and using tools like blogs and wikis to facilitate lifelong learning through connection and adaptation to changing information.
This document summarizes an e-learning seminar presented by Mr. Mohammed Aiyaz Hussain. It defines e-learning as training conducted through the internet, intranet, CD/DVD, or combinations using a computer network and browser. The document outlines the key components of an effective e-learning environment including varying content, interaction, feedback, and engagement. It describes the main types of e-learning as synchronous training which is real-time and asynchronous training which is independent of time. Finally, it provides tips for planning an e-learning course and designing an intuitive user interface.
E-content refers to electronic educational content that can include text, images, graphics, animation, audio and video. It is produced and stored electronically rather than in print. There are two main types of e-content: assembled e-content which compiles content from various sources, and created e-content which is developed entirely by the author. E-content has several advantages over traditional print content such as being more accessible, interactive, and supporting non-linear learning. It can also incorporate multimedia, search functions, and hyperlinks to enhance the learning experience.
The document provides an overview of virtual classrooms and their key features and applications. Virtual classrooms allow instructors and students to participate in training sessions without being physically in the same location. Current virtual classroom software offers features like presenting multimedia content in real-time, interactive activities, uploading/downloading materials, and communicating with other students. Technical requirements include having a computer and understanding basic navigation and etiquette for the virtual classroom platform.
Lesson Plan in Teaching TLE in Elementary GradesJERVINRHEYSUAREZ
This lesson plan aims to teach students about audio and video conferencing tools. It will define audio-video conferencing and its benefits, identify different conferencing tools, and have students practice using tools like Google Meet to communicate online. Students will analyze how conferencing improves communication, discuss its uses for families, education and business, and be assessed on their understanding through an open-ended question and a group project to create an instructional video on using Google Meet.
This lesson plan is a compliance to the course Teaching TLE in Elementary Grades under Prof. Aaron Jed Tumbali prepared by Delos Santos, Hernandez, Suarez and Bernal
This document discusses e-learning and its approaches and tools. It defines e-learning as using technology to enable learning anytime and anywhere. It compares traditional and e-learning approaches, noting that e-learning allows for unlimited class sizes, multimedia content, asynchronous communication, self-paced and flexible learning. The document also lists some popular e-learning tools like email, chat forums, video conferencing and the web for teaching resources. Finally, it states that effective e-learning depends on factors like the learner, learning materials, learning atmosphere and technology used.
This document discusses synchronous communication tools that can be used in the classroom, including text chat, voice chat, and virtual worlds. It provides an overview of the advantages and disadvantages of these tools, such as engaging students but being reliant on internet connections. Examples of how these tools can be used for language learning activities like role-plays, discussions, and quizzes are also presented. The document encourages teachers to experiment with these tools while considering students' language levels and technical limitations.
Video conferencing provides an accessible and cost-effective medium for distance education that allows for both synchronous and asynchronous teaching and learning through two-way audio and visual transmission. It provides an interactive and user-friendly virtual learning environment similar to a real classroom by allowing teachers and students to see and discuss with one another live. While organizations need new technologies for learning, they must ensure high-quality software, technical support, and free materials are provided to students to address issues and motivate learning.
Use of mobile technology in teaching in lowRowan Wagner
The document discusses using mobile technology in low-resource educational settings. It notes challenges like limited spaces with technology/power, overfilled classes, and inability to provide a variety of audio/visual learning materials. Creating mobile content that students can download addresses these issues by reducing costs, allowing reuse of content, and enabling learning outside the classroom. The document suggests teachers can then utilize this mobile content more flexibly in their instruction, such as introducing blended learning models.
This document provides a summary of a workshop on using technology for online content learning and flipping the classroom. It discusses leveraging existing content like videos, podcasts, and open educational resources to move direct instruction outside of class time. This frees up class time for higher-order thinking and application of the foundational knowledge gained before class. A flipped classroom model is illustrated with content knowledge gathered before class through readings, videos, etc., then applying that knowledge in class through activities like discussions and problem-solving. Challenges with student engagement and motivation to complete pre-class work are also addressed. The workshop covered tools for creating and sharing online content like narrated presentations, lecture capture software, and integrating materials into the learning management system
Distance education technologies can deliver instruction through asynchronous or synchronous learning. Asynchronous learning allows for flexible access to materials like voicemail and email, while synchronous learning requires students to be available at the same time for live classes online. Distance education technologies provide learning resources to students separated by distance or time, and can transmit video and audio in different categories defined by transmission speed, such as low-speed analog, medium-speed digital, or high-speed compressed video.
Chapter 4 TECHNOLOGIES FOR DISTANCE EDUCATIONSAKITHA HALL
This document discusses different technologies that can be used for distance education. It presents a taxonomy of distance education technologies ranging from correspondence study to two-way audio/video. This includes prerecorded media like podcasts, which are short audio recordings that can be accessed online. It also discusses technologies like one-way live video, two-way audio with graphics, and two-way audio/video which allow for interaction between locations.
This document discusses videoconferencing as a technology used for distance learning. It provides details on what videoconferencing is, how it works, and its components. It explains that videoconferencing allows for real-time transmission of both video and audio between two or more locations. The document also outlines several ways videoconferencing can be used, such as for presentations, meetings, and distance learning. It discusses benefits like reduced costs and improved communication, but also notes potential limitations like equipment costs and technical issues. Overall, the document promotes videoconferencing as a technology that can help create a better learning environment for both teachers and students.
Instant Access Digital Training and Access Solutionsappkhaya
The document outlines a digital training framework that includes different types of training, delivery methods, learning methodologies, content creation, a publishing platform, and a mobile app. Training can be delivered through computer-based, mobile, or digital signage methods and target employees, contractors, and visitors. Learning uses video, images, and text across topics with questions to test comprehension and certifications upon completion. A mobile app allows access to training courses, emergency procedures, and user profiles through QR codes.
Best Practices For Delivering Virtual Classroom TrainingFareeza Marican
The document discusses using telepresence and video walls for virtual classrooms. It explains that a virtual classroom allows participants to communicate, view presentations, interact with others, and engage with resources online. It then provides examples of how immersive technology and virtual reality can be used for medical and military training. Finally, it offers tips for presenting effectively in a virtual classroom, such as engaging learners at all sites, using clear communication, and designing suitable activities for all participants.
Rose-Hulman has required all students to have laptops since 1995 as part of integrating technology into the curriculum. The school purchases laptops and software for students and resells it to them. IT infrastructure on campus includes high-speed wireless access across campus and in classrooms and residence halls. The library also provides wireless access and printing for student use. Library instruction is brought to classrooms upon request rather than requiring classes to come to the library.
Webinars – Futurist Windows To Learning And EducationalKaren Brooks
Webinars allow for interactive online presentations and trainings through web browsers. They differ from webcasts which are primarily one-way broadcasts without interaction. Key features of webinars include integrated audio, screen sharing, polls and Q&A. Benefits are reaching larger audiences, reducing costs and travel time, and allowing recordings for later viewing. Attending a webinar requires a computer, internet, speakers and microphone to participate.
1) Second Life is a 3D virtual world launched in 2003 that has over 18 million users who interact through customizable avatars.
2) Unlike most virtual worlds which are located on a single server, Second Life is distributed over a network of servers allowing for a large scale environment.
3) Within Second Life, users can socialize, collaborate on projects and create virtual objects and spaces. Many universities and companies utilize Second Life for a variety of educational and business purposes.
This document discusses connectivism and lifelong learning in the digital age. It defines connectivism as a learning theory where learning and knowledge are distributed across networks, and learning consists of forming connections. It also discusses how the half-life of knowledge is decreasing and more knowledge is "soft", meaning it changes rapidly. It suggests incorporating connectivism into classrooms by teaching its basic concepts, defining networks and their implications, and using tools like blogs and wikis to facilitate lifelong learning through connection and adaptation to changing information.
1) The document outlines an agenda for a tour of an instructional space in Second Life created by Cathy Walker, including a demonstration of the Nursing Education Simulator.
2) It provides background information on Second Life, describing it as a 3D virtual world used by over 9 million residents for a variety of educational, business, and social purposes.
3) Examples are given of how Second Life could be used instructionally, such as cultural demonstrations, networking, and collaboration between educators around the world.
Alice is a program that teaches computer programming to students in a 3D virtual environment. It allows students to choose a virtual world template and add objects to that world. As an example, it uses one of Hollywood's most famous quotes to demonstrate how students can build their own interactive scenes and stories in the virtual world.
The document discusses research on the effectiveness of interactives in e-learning. It defines interactives as multimedia objects that allow learner interaction and control. While little research has specifically examined what makes interactives effective, principles of effective e-learning from other research suggest words with graphics near each other, audio narration over on-screen text, and practice with feedback are important. The document reviews studies that found multimedia interactives improved test scores compared to traditional methods, suggesting interactives can be effective learning tools if designed well. More research is still needed comparing different designs.
The document introduces the ADDIE model of instructional design which includes the steps of analysis, design, development, implementation, and evaluation. It encourages analyzing learners and their systems, designing clear goals and objectives, developing instruction aligned to those goals, implementing and revising instruction based on formative and summative evaluations to improve learning.
The document discusses the current state of social media. Some key points made include:
- Social media usage and content sharing have grown dramatically in recent years, with billions of minutes spent on Facebook and videos/images uploaded daily.
- Major brands and organizations have increasingly adopted social media strategies in their marketing.
- Social media has leveled the playing field, allowing individuals and groups to connect and organize in new ways. Events like political protests in Iran have been amplified through social media.
A smart classroom uses interactive technology like touch panels, projectors, and speakers to enhance the learning experience. It allows for digital notes, online resources, and communication to make learning more engaging and improve academic performance, though initial costs and teacher training present disadvantages.
The document discusses the use of a smart classroom to support Thai students' learning. It describes the features of a smart classroom, including a smart whiteboard, smart tools, iPad charging, and connectivity. Students were asked if the smart classroom was a good place to learn assignments. All students replied yes, noting it was ideal for presentations and allowed freedom to think and access resources. The document advocates for an interactive learning environment and methodology in the smart classroom to nurture learning through varied contexts and spaced practice over time.
This document presents a smart classroom and student tracking management system. It includes sections that describe the objectives of making learning better and more engaging for students. It also explains key aspects of the system like smart classroom standards that include interactive whiteboards, document cameras, response systems, and audio equipment. The student tracking management system uses RFID readers and tags along with a GSM module and central computer to track student locations and attendance. Benefits of the smart classroom include better instruction tools for teachers and more engaging learning experiences for students.
This document summarizes the 2003 video game "Finding Nemo" published by THQ based on the Pixar film. The game was released on multiple platforms and aimed at children ages 12 and under. It closely follows the film's plot and characters of Nemo, Marlin, and Dory. Players complete levels by solving puzzles and objectives to reunite Nemo with his father Marlin. The graphics and sound quality are high. The game has various menus, levels, objectives, and puzzles. It supports learning about ocean life and concepts like problem solving. Overall the game effectively recreates the film experience but could have been less repetitive.
This document provides tips for increasing student engagement in virtual classrooms. It recommends sprucing up syllabi, beefing up Blackboard sites with enhanced banners and learning units, speaking to students via Skype for office hours and interviews, using Facebook for communication and current events, incorporating short video clips, and utilizing Voicethread for icebreakers, discussions, presentations and assessments. The goal is to bring more interaction and relationships into online courses using free or low-cost tools.
This document outlines 10 steps for using the smart classroom technology at Prince Mohammad bin Fahd University, including logging into the network, adjusting lights and screens, using an overhead projector, wireless stylus, and software like Wizpro and Blackboard, as well as displaying documents from a flash drive. It encourages reviewing the steps and provides additional technical specifications for interested users.
This document discusses smart boards and their use in classrooms. It provides a brief history of smart boards, noting they were created in 1991 and were the first interactive whiteboard to allow touch control of computer applications. The document also discusses potential positive effects of smart boards on students, including increased participation from first grade students and building confidence in students diagnosed with anxiety. It further notes students of all learning types responded positively when an interactive whiteboard was incorporated into teaching in early childhood education classrooms.
The distribution of the USA's population is influenced by several physical geographical factors. Coastal areas and regions near waterways tend to be more densely populated. Population density is also highest in temperate areas, with fewer people living in the northernmost states or desert southwest. Government census and mapping sites provide information and visualizations of these demographic and climate patterns across the USA.
The document summarizes an evaluation project of smart classrooms at a university. Data was collected through a focus group and survey of faculty to understand challenges in using smart classrooms and support needs. The evaluation found that while many faculty are using technology in teaching, there is a need for more training, technical support, and equitable access to smart classrooms across departments. Faculty identified timely support, training, and consistent equipment as important for effective use of smart classroom technology.
New Technology in the Classroom: SMART Boardsjessicakeyes
This is a presentation I made for my FILM315 Digital Media Theory class at Queen's University. It shows the benefits of technology, and more specifically SMART Boards, being used in the classroom.
The document provides instructions for projects related to distance education videoconferencing techniques. Students are asked to observe and critique different types of distance learning programs, develop multimedia presentations and online course content, and propose infrastructure plans or teleconferences. It also discusses videoconferencing components, communications networks, and considerations for successful videoconferences.
The document discusses the past, present, and future of videoconferencing at the University of Ghent. It describes their central Multimedia Room facility, the technologies used including ISDN and H.320 standards, and types of videoconferences like point-to-point and multipoint. It also outlines costs, quality considerations, and the outlook for future technologies like T.120 data sharing, ATM and IP-based videoconferencing, and gateways to connect heterogeneous systems.
The document discusses various techniques for distance education videoconferencing. It describes projects involving observing videoconference and satellite delivered distance learning programs, participating in computer-mediated communication programs, and preparing and conducting a multimedia presentation. It also covers infrastructure for distance education delivery and the components, networks, and considerations for successful videoconferencing.
Alternate Methods for Delivering In-Service TrainingVideoguy
The document discusses alternative methods for delivering in-service training to Extension employees, including videotape, satellite transmission, videoconferencing, and streaming. It outlines the responsibilities, production processes, pros, and cons of each method. Live interactive methods like videoconferencing allow participation from multiple sites but have limitations on the number of sites. Recorded methods like videotapes and streamed presentations can be duplicated and delivered more widely. The document encourages modifying current training delivery to make better use of available methods and technology support.
Video conferencing systems allow for live audio-visual interaction between learners and teachers in different locations. There are several types including audio-graphic teleconferencing which combines pictures and graphics with audio, and full audio-video conferencing which provides fully interactive two-way video and audio. Desktop video conferencing uses computers and the internet.
While video conferencing provides benefits like face-to-face interaction and reduced travel costs, it also has limitations such as needing supplemental materials and technical problems with bandwidth capacity and costs that restrict content.
The document presents information on a virtual classroom system. It includes an introduction to virtual classrooms, their key features like video conferencing and interactive whiteboards. It describes the necessary equipment like computers, microphones and software. It provides a DFD diagram of the system and discusses advantages like reduced costs and time savings, and disadvantages like potential health and network issues. It outlines the purpose and scope of virtual classrooms to provide a similar learning experience to a real classroom. In conclusion, it acknowledges benefits but also challenges of virtual classrooms compared to traditional in-person learning.
Teaching via videoconferencing Mark ChildsVideoguy
This document summarizes the use of videoconferencing for teaching purposes. It discusses different videoconferencing technologies like ISDN and IP, their strengths and weaknesses. It provides examples of how videoconferencing has been used for lectures, tutorials, workshops, and software demos. The document also discusses implementation strengths like involvement of specific schools, but also weaknesses like lack of ongoing technical support. It concludes with recommendations for effective videoconferencing like informing participants of techniques, devolving technology skills, and managing expectations.
Videoconferencing allows two or more locations to interact using two-way video and audio transmission. It has applications for communication between two offices of a company, a business and its partners, or teams from different divisions of a company. It enables people to participate in learning from any location and takes advantage of improvements in technology to allow one teacher to instruct multiple classrooms simultaneously. While it provides time savings, disadvantages include a lack of personal interaction, difficulty seeing or hearing some participants, and some people feeling uncomfortable on camera.
This document discusses tools for online and distance learning. It describes video conferencing which allows synchronous learning at a distance through video and interaction. Key features include screen sharing, demonstrations, and guest speakers. Software like Skype, Zoom, and GoToMeeting enable video conferencing. Web conferencing uses similar tools but focuses on disseminating information through webinars and webcasts. Learning management systems facilitate asynchronous e-learning through course materials, engagement, and assessment. They support distributed learning across devices.
1) The document discusses the breadth and depth of tools available in Adobe Connect for webinars, beyond basic features like presenting, sharing, and discussing.
2) It provides an overview of the agenda which includes warming up participants, discussing the evolution of same-time conferencing, and exploring advanced conferencing tools.
3) Examples of advanced tools demonstrated include polls, whiteboarding, randomly selecting participants, and recording sessions for later viewing.
This document introduces various technologies for connecting learners, including video conferencing and web conferencing options. It provides examples of hardware and software for video conferencing over H.323, as well as free and paid web conferencing platforms like Adobe Connect, WebEx, and Elluminate that allow for audio, video, and application sharing. Regional contacts are also listed to help support the use of these technologies for virtual classrooms and online discussions.
Video conferencing allows for synchronous interaction between teachers and distant students through two-way digital video and audio transmission over a network. It provides flexibility for education away from a traditional campus model. While video conferencing equipment can be expensive, costs vary significantly depending on the size and type of system. It enables audio-visual interaction and supports different instructional approaches if clear materials like slides are used. However, both learners and instructors need practice to fully utilize its features. Organizational support through technical staff and facilitators is also needed to ensure stable use.
The document discusses the development of physical studio spaces called PODs at Waterford Institute of Technology that enable teachers to practice and deliver online courses easily. The PODs provide hardware like PCs, cameras, microphones, and capture cards along with software like TutorStack to simplify online teaching. Using the PODs, the quality and quantity of online teaching materials produced has increased. Setup times for new teachers have decreased. The PODs have helped make online video delivery less intimidating and more accessible. Based on success with the initial POD, additional PODs were added to meet growing demand.
This document provides an overview of audio and video conferencing technologies and their instructional uses. It defines conferencing functions such as text, data sharing, audio, and video transmission. It also outlines objectives and guidelines for effective conferencing, including matching technology to goals, planning for technical issues, and encouraging participation. Resources are provided for finding information on compatible hardware, software, and standards.
The document outlines an instructional technology support model for a university. It describes standardized technologies including managed cloud services through Google Apps and Du Network, and Apple MacBooks for students, faculty, and staff. Support includes a full-time technology support person, education sessions, and an online service desk. Key resources are a Media:Scape collaboration suite, science lab equipment, a global classroom for videoconferencing and recording lectures, and a media production room. The goal is to provide high-touch support both in and outside the classroom to promote academic uses of technology.
The document discusses providing remote online access to practical work for Masters students, creating a customized online learning environment using Web 2.0 tools, and enabling simultaneous remote control, video, and voice communications integrated with the learning environment. Some issues discussed are toggling between multiple displays, bandwidth conflicts, and multiple user logins. Potential benefits include enabling genuine distance learning without face-to-face meetings and providing 24/7 access to resources applicable across computer-based practical coursework.
Training More Staff With Less Money: PowerPoint SlidesVideoguy
This document discusses various options for distance training including audio conferencing, computer-based training, web-based training, web conferencing, one-way video conferencing, and two-way interactive video conferencing. It provides descriptions of the technologies, potential advantages and challenges, example applications, and tips for planning distance training sessions.
2005 NAPSA Power Point Presentation on Distance LearningVideoguy
This document discusses various options for distance training including audio conferencing, computer-based training, web-based training, web conferencing, one-way video conferencing, and two-way interactive video conferencing. It provides descriptions of the technologies, equipment needed, advantages, challenges, and potential applications for each option. The goal is to help trainers select the most appropriate distance learning approach given their objectives, audience, content, and budget.
Microsoft Word - 27Videoconferencing_Nov08_Videoguy
The document discusses videoconferencing in education. It defines videoconferencing as allowing participants in different locations to see and hear each other in real time using special equipment. It describes how videoconferencing can be used for classes, projects, and distance learning. It discusses technical considerations like equipment, software, and bandwidth needed for higher quality video and audio.
The document describes a faculty development module designed to train faculty members at Mayville State University on effectively using discussion forums in Moodle, the institution's learning management system. The goal of the module is for learners to design an instructional discussion forum by choosing a purpose, activities, and appropriate Moodle forum type. The module was created using principles of andragogy and experiential learning and incorporates practice activities, knowledge checks, and a pre-test and post-test to assess learning. Analysis of learner performance found that scores improved as the module progressed and learners gained familiarity with the expectations, suggesting cognitive load was reduced. Revisions are recommended to further emphasize the strategy of multiple practice attempts and incorporate more discipline-specific
The document provides a checklist for a student to demonstrate their proficiency with an audiovisual system. It includes tasks like powering on projectors, cameras and microphones; using the touch panel to control devices; recording to video tapes and DVDs; using audio conferencing features; and participating in a Breeze session by logging in, selecting cameras, recording, and sharing documents. The assessor observes and checks off each task as the student completes it using their manual for reference without assistance.
The document contains charts and graphs summarizing participant data from a study with the following key points:
- The majority (86%) of all participants were female. Most (57%) participants had above average experience.
- Total scores ranged from 24 to 34 for individual participants and were highest (34, 33) for the small group.
- The small group was all female (100%) and mostly (75%) had above average experience.
- Assessment scores increased for all participants from 42% to 98% across the 7 questions. One-to-one participants and the small group followed a similar trend of increasing scores.
- There was a positive correlation between participants' experience level and their total scores
This formative evaluation report summarizes the process used to evaluate training for faculty on using a new smart classroom technology. The report is divided into four sections: the plan, description, outcomes, and interpretation. The plan section describes how participants of varying experience levels took part in one-on-one and small group training sessions. The description section explains how the evaluations were conducted and issues identified. Key outcomes from the evaluations include revisions made to training materials and procedures based on participant feedback. The interpretation section analyzes the evaluation data to identify areas for further improvement in the training.
Please turn on the main power switch now.
Student: *turns on main power switch*
Instructor: Thank you. Now please turn on the Gateway power switch.
Student: *turns on Gateway power switch*
Instructor: Great, now the system should be booting up. Let's give it a few moments. While we wait, are there any other questions so far?
Once the system is fully booted, the touch panel will be ready for use. Let's try turning on the projector using the touch panel. Please select the "Projector" button now.
Student: *selects Projector button on touch panel*
Instructor: Excellent! You've now
The student manual developed for face to face instruction of faculty members at University of North Dakota. The manual goes step by step with supporting images and instructions.
- Second Life is a 3D virtual world launched in 2003 that has over 15 million users who use customizable avatars to interact and create using an in-world economy.
- It is unique from other virtual worlds in that it uses distributed simulation across multiple servers allowing for continuous expansion and advanced compression allowing thousands of objects to stream smoothly.
- Within Second Life, various universities, organizations, and individuals use it for networking, collaboration, education, psychotherapy, and more.
1. A virtual world is a computer-simulated 3D environment where users interact through avatars. Second Life is a popular virtual world launched in 2003 with over 18 million users.
2. Second Life allows for a high degree of customization and collaboration. Users can design their own avatars and virtual objects. Many universities and companies use Second Life for teaching, meetings, and social networking.
3. Educational uses of Second Life include language learning, architecture tours, and role-playing simulations. However, its use should be intentional and technologies chosen based on their ability to meet instructional goals.
Second Life is a 3D virtual world launched in 2003 that has over 9 million users from around the world. Users create avatars to represent themselves and can explore, meet other residents, and build and create objects and structures. Unlike other virtual worlds, Second Life is not hosted on single servers but on a distributed network, allowing more areas to be created as more machines are added.
What is an RPA CoE? Session 1 – CoE VisionDianaGray10
In the first session, we will review the organization's vision and how this has an impact on the COE Structure.
Topics covered:
• The role of a steering committee
• How do the organization’s priorities determine CoE Structure?
Speaker:
Chris Bolin, Senior Intelligent Automation Architect Anika Systems
inQuba Webinar Mastering Customer Journey Management with Dr Graham HillLizaNolte
HERE IS YOUR WEBINAR CONTENT! 'Mastering Customer Journey Management with Dr. Graham Hill'. We hope you find the webinar recording both insightful and enjoyable.
In this webinar, we explored essential aspects of Customer Journey Management and personalization. Here’s a summary of the key insights and topics discussed:
Key Takeaways:
Understanding the Customer Journey: Dr. Hill emphasized the importance of mapping and understanding the complete customer journey to identify touchpoints and opportunities for improvement.
Personalization Strategies: We discussed how to leverage data and insights to create personalized experiences that resonate with customers.
Technology Integration: Insights were shared on how inQuba’s advanced technology can streamline customer interactions and drive operational efficiency.
"Scaling RAG Applications to serve millions of users", Kevin GoedeckeFwdays
How we managed to grow and scale a RAG application from zero to thousands of users in 7 months. Lessons from technical challenges around managing high load for LLMs, RAGs and Vector databases.
"Choosing proper type of scaling", Olena SyrotaFwdays
Imagine an IoT processing system that is already quite mature and production-ready and for which client coverage is growing and scaling and performance aspects are life and death questions. The system has Redis, MongoDB, and stream processing based on ksqldb. In this talk, firstly, we will analyze scaling approaches and then select the proper ones for our system.
Freshworks Rethinks NoSQL for Rapid Scaling & Cost-EfficiencyScyllaDB
Freshworks creates AI-boosted business software that helps employees work more efficiently and effectively. Managing data across multiple RDBMS and NoSQL databases was already a challenge at their current scale. To prepare for 10X growth, they knew it was time to rethink their database strategy. Learn how they architected a solution that would simplify scaling while keeping costs under control.
zkStudyClub - LatticeFold: A Lattice-based Folding Scheme and its Application...Alex Pruden
Folding is a recent technique for building efficient recursive SNARKs. Several elegant folding protocols have been proposed, such as Nova, Supernova, Hypernova, Protostar, and others. However, all of them rely on an additively homomorphic commitment scheme based on discrete log, and are therefore not post-quantum secure. In this work we present LatticeFold, the first lattice-based folding protocol based on the Module SIS problem. This folding protocol naturally leads to an efficient recursive lattice-based SNARK and an efficient PCD scheme. LatticeFold supports folding low-degree relations, such as R1CS, as well as high-degree relations, such as CCS. The key challenge is to construct a secure folding protocol that works with the Ajtai commitment scheme. The difficulty, is ensuring that extracted witnesses are low norm through many rounds of folding. We present a novel technique using the sumcheck protocol to ensure that extracted witnesses are always low norm no matter how many rounds of folding are used. Our evaluation of the final proof system suggests that it is as performant as Hypernova, while providing post-quantum security.
Paper Link: https://eprint.iacr.org/2024/257
In our second session, we shall learn all about the main features and fundamentals of UiPath Studio that enable us to use the building blocks for any automation project.
📕 Detailed agenda:
Variables and Datatypes
Workflow Layouts
Arguments
Control Flows and Loops
Conditional Statements
💻 Extra training through UiPath Academy:
Variables, Constants, and Arguments in Studio
Control Flow in Studio
AppSec PNW: Android and iOS Application Security with MobSFAjin Abraham
Mobile Security Framework - MobSF is a free and open source automated mobile application security testing environment designed to help security engineers, researchers, developers, and penetration testers to identify security vulnerabilities, malicious behaviours and privacy concerns in mobile applications using static and dynamic analysis. It supports all the popular mobile application binaries and source code formats built for Android and iOS devices. In addition to automated security assessment, it also offers an interactive testing environment to build and execute scenario based test/fuzz cases against the application.
This talk covers:
Using MobSF for static analysis of mobile applications.
Interactive dynamic security assessment of Android and iOS applications.
Solving Mobile app CTF challenges.
Reverse engineering and runtime analysis of Mobile malware.
How to shift left and integrate MobSF/mobsfscan SAST and DAST in your build pipeline.
Dandelion Hashtable: beyond billion requests per second on a commodity serverAntonios Katsarakis
This slide deck presents DLHT, a concurrent in-memory hashtable. Despite efforts to optimize hashtables, that go as far as sacrificing core functionality, state-of-the-art designs still incur multiple memory accesses per request and block request processing in three cases. First, most hashtables block while waiting for data to be retrieved from memory. Second, open-addressing designs, which represent the current state-of-the-art, either cannot free index slots on deletes or must block all requests to do so. Third, index resizes block every request until all objects are copied to the new index. Defying folklore wisdom, DLHT forgoes open-addressing and adopts a fully-featured and memory-aware closed-addressing design based on bounded cache-line-chaining. This design offers lock-free index operations and deletes that free slots instantly, (2) completes most requests with a single memory access, (3) utilizes software prefetching to hide memory latencies, and (4) employs a novel non-blocking and parallel resizing. In a commodity server and a memory-resident workload, DLHT surpasses 1.6B requests per second and provides 3.5x (12x) the throughput of the state-of-the-art closed-addressing (open-addressing) resizable hashtable on Gets (Deletes).
How to Interpret Trends in the Kalyan Rajdhani Mix Chart.pdfChart Kalyan
A Mix Chart displays historical data of numbers in a graphical or tabular form. The Kalyan Rajdhani Mix Chart specifically shows the results of a sequence of numbers over different periods.
What is an RPA CoE? Session 2 – CoE RolesDianaGray10
In this session, we will review the players involved in the CoE and how each role impacts opportunities.
Topics covered:
• What roles are essential?
• What place in the automation journey does each role play?
Speaker:
Chris Bolin, Senior Intelligent Automation Architect Anika Systems
High performance Serverless Java on AWS- GoTo Amsterdam 2024Vadym Kazulkin
Java is for many years one of the most popular programming languages, but it used to have hard times in the Serverless community. Java is known for its high cold start times and high memory footprint, comparing to other programming languages like Node.js and Python. In this talk I'll look at the general best practices and techniques we can use to decrease memory consumption, cold start times for Java Serverless development on AWS including GraalVM (Native Image) and AWS own offering SnapStart based on Firecracker microVM snapshot and restore and CRaC (Coordinated Restore at Checkpoint) runtime hooks. I'll also provide a lot of benchmarking on Lambda functions trying out various deployment package sizes, Lambda memory settings, Java compilation options and HTTP (a)synchronous clients and measure their impact on cold and warm start times.
For the full video of this presentation, please visit: https://www.edge-ai-vision.com/2024/06/temporal-event-neural-networks-a-more-efficient-alternative-to-the-transformer-a-presentation-from-brainchip/
Chris Jones, Director of Product Management at BrainChip , presents the “Temporal Event Neural Networks: A More Efficient Alternative to the Transformer” tutorial at the May 2024 Embedded Vision Summit.
The expansion of AI services necessitates enhanced computational capabilities on edge devices. Temporal Event Neural Networks (TENNs), developed by BrainChip, represent a novel and highly efficient state-space network. TENNs demonstrate exceptional proficiency in handling multi-dimensional streaming data, facilitating advancements in object detection, action recognition, speech enhancement and language model/sequence generation. Through the utilization of polynomial-based continuous convolutions, TENNs streamline models, expedite training processes and significantly diminish memory requirements, achieving notable reductions of up to 50x in parameters and 5,000x in energy consumption compared to prevailing methodologies like transformers.
Integration with BrainChip’s Akida neuromorphic hardware IP further enhances TENNs’ capabilities, enabling the realization of highly capable, portable and passively cooled edge devices. This presentation delves into the technical innovations underlying TENNs, presents real-world benchmarks, and elucidates how this cutting-edge approach is positioned to revolutionize edge AI across diverse applications.
25. What Does it Look Like? Example Breeze Session from Spring 2007
Editor's Notes
Smart classroom is a room that contains technology that supports learning such as an LCD projector and screen One of the goals for CILT is that all classrooms will be “smart”