An ISTE Ignite 2014 talk on how we turned our tech club into an entrepreneurial small business. We provide web, video, and software training services to area businesses and non-profits in exchange for donations and professional feedback.
Video game audiences can be defined by demographics such as age range and gender split, with many games' core audiences being 16-24 year old males. Psychographics examine personality traits and interests, such as those attracted to indie music enjoying socializing and new experiences. Uses and gratifications theory suggests people play games for diversion, relationships, identity, and learning about the world. Game genres differ in their target demographics, psychographics, and the gratifications they provide players.
Interactive Text: Teaching Video Games in the ELA ClassroomShane Sullivan
This document discusses using video games in the English/Language Arts classroom. It begins by introducing the author, Shane Sullivan, an English teacher and department chair. It then discusses research supporting the educational benefits of video games and how Sullivan created a "Great Literature/Great Games" course. Some key benefits discussed are that games are engaging, accessible, encourage resilience, and help teach important lessons. The document provides examples of video games used in the course and activities aligned to Common Core standards. It concludes by encouraging teachers to explore educational uses of video games already familiar to students.
This document discusses the history and current state of video games. It outlines how the first video games were developed in the 1940s-1970s and became popular in arcades. Today, video games are played on various devices and consoles and have evolved into different genres. The future of video games may include more immersive, realistic experiences that incorporate full-body movement. While video games can provide benefits like improved skills, they also present consequences such as addiction and health issues if overplayed.
The document discusses video game audiences and their demographics, psychographics, and motivations for playing games. It notes that common demographics include age range and gender split, while psychographics examine personality traits and interests. It introduces Uses and Gratifications Theory, which suggests people play games for diversion, personal relationships, identity, and learning about the world. A quiz is included to classify games as casual or serious, and links to game video clips are provided.
Video games have evolved greatly since their inception in 1947 from simple electronic games to complex 3D worlds. In the 1970s, arcade games became popularized by Atari's Pong. The 1990s saw the rise of consoles from Nintendo, Sega, and Sony. Today, games span many genres and platforms from mobile to virtual reality. The future of gaming involves even more immersive experiences through motion controls and integration with real world actions.
GCSE Media Studies - Video Games Pop quizChris Hildrew
1. The document provides a pop quiz on marketing terminology, case studies of marketing campaigns for games like Just Dance 4 and Red Dead Redemption, and theories of media and communication.
2. It tests knowledge of songs used in trailers, celebrities involved, guerrilla marketing tactics for Grand Theft Auto, and directors of trailers for games like Call of Duty: Black Ops II.
3. The final section defines uses and gratifications theory, utopian solutions theory, and two-step flow theory and asks the reader to name top games of 2012 for points.
Presented by high school students and Mr. Suter at a STEM Meetup at Ohio State University put on by Battelle, Grit9 is a student ran business that creates web sites for real clients. This acts as an authentic exposure to both technical and social/soft/foundational skills demanded by employers.
VR in the Classroom: Exploring the New Frontiermarksuter
This document discusses the potential of using virtual reality in education. It describes how VR can maintain a sense of wonder in learning by acting as a gateway. Teachers are using VR to provide students experiences in various subjects like art, social studies, and game design. Students have been struck by the power of content creation in VR using tools like Unity and Unreal. There are questions around the logistics of implementing VR in schools and how it could look. The document advocates for allowing students to explore VR freely and consider its potential, while establishing ground rules for immersion and hygiene.
Video game audiences can be defined by demographics such as age range and gender split, with many games' core audiences being 16-24 year old males. Psychographics examine personality traits and interests, such as those attracted to indie music enjoying socializing and new experiences. Uses and gratifications theory suggests people play games for diversion, relationships, identity, and learning about the world. Game genres differ in their target demographics, psychographics, and the gratifications they provide players.
Interactive Text: Teaching Video Games in the ELA ClassroomShane Sullivan
This document discusses using video games in the English/Language Arts classroom. It begins by introducing the author, Shane Sullivan, an English teacher and department chair. It then discusses research supporting the educational benefits of video games and how Sullivan created a "Great Literature/Great Games" course. Some key benefits discussed are that games are engaging, accessible, encourage resilience, and help teach important lessons. The document provides examples of video games used in the course and activities aligned to Common Core standards. It concludes by encouraging teachers to explore educational uses of video games already familiar to students.
This document discusses the history and current state of video games. It outlines how the first video games were developed in the 1940s-1970s and became popular in arcades. Today, video games are played on various devices and consoles and have evolved into different genres. The future of video games may include more immersive, realistic experiences that incorporate full-body movement. While video games can provide benefits like improved skills, they also present consequences such as addiction and health issues if overplayed.
The document discusses video game audiences and their demographics, psychographics, and motivations for playing games. It notes that common demographics include age range and gender split, while psychographics examine personality traits and interests. It introduces Uses and Gratifications Theory, which suggests people play games for diversion, personal relationships, identity, and learning about the world. A quiz is included to classify games as casual or serious, and links to game video clips are provided.
Video games have evolved greatly since their inception in 1947 from simple electronic games to complex 3D worlds. In the 1970s, arcade games became popularized by Atari's Pong. The 1990s saw the rise of consoles from Nintendo, Sega, and Sony. Today, games span many genres and platforms from mobile to virtual reality. The future of gaming involves even more immersive experiences through motion controls and integration with real world actions.
GCSE Media Studies - Video Games Pop quizChris Hildrew
1. The document provides a pop quiz on marketing terminology, case studies of marketing campaigns for games like Just Dance 4 and Red Dead Redemption, and theories of media and communication.
2. It tests knowledge of songs used in trailers, celebrities involved, guerrilla marketing tactics for Grand Theft Auto, and directors of trailers for games like Call of Duty: Black Ops II.
3. The final section defines uses and gratifications theory, utopian solutions theory, and two-step flow theory and asks the reader to name top games of 2012 for points.
Presented by high school students and Mr. Suter at a STEM Meetup at Ohio State University put on by Battelle, Grit9 is a student ran business that creates web sites for real clients. This acts as an authentic exposure to both technical and social/soft/foundational skills demanded by employers.
VR in the Classroom: Exploring the New Frontiermarksuter
This document discusses the potential of using virtual reality in education. It describes how VR can maintain a sense of wonder in learning by acting as a gateway. Teachers are using VR to provide students experiences in various subjects like art, social studies, and game design. Students have been struck by the power of content creation in VR using tools like Unity and Unreal. There are questions around the logistics of implementing VR in schools and how it could look. The document advocates for allowing students to explore VR freely and consider its potential, while establishing ground rules for immersion and hygiene.
BGSU MinecraftEDU InitiativeDeveloping MinecraftEDU Educational Content for ...marksuter
BGSU is using MinecraftEDU to develop educational content for K-16 classrooms. They host Minecraft servers to provide students access. While educational games of the past were not designed well as actual games, Minecraft allows for collaboration, creativity, and practicing digital citizenship in an engaging way. BGSU is also using Minecraft to help transition pre-service teachers and provide in-service teachers with curriculum resources to utilize in pre-created Minecraft spaces.
Rockettech - A New Take on School Clubs (BASA 2014)marksuter
Students at a high school in Ohio are participating in a new type of club that gives them real-world work experience developing websites, videos, and training adults in software. Called Foundry10, it allows students to act as "project leads" on authentic projects for outside clients, handling money from donations and being responsible for both successes and failures. The club aims to change students' perspectives and gives them experience with critical skills like trust-building, technical abilities, business marketing, and a teaching mentality. Foundry10 hopes to expand to more schools and continue partnering with local economic development groups.
BASA 2014 - Rockettech: A New Take on School Clubsmarksuter
Students at a high school in Ohio are participating in a new type of club that provides authentic work experiences creating websites, videos, and training adults. Called Foundry10, the club treats students like employees of a real startup company, giving them responsibilities as "project leads" to take on client work for donations that fund new projects. Students experience both successes when their work is viewed publicly and helps clients' businesses, as well as failures when mistakes happen that must be addressed. The goal is to change students' perspectives and give them skills in technical areas, small business practices, and teaching others while being mentored by professionals.
Rockettech - An Entrepreneurial Tech Club (NWOET 2014)marksuter
The document describes an entrepreneurial tech club called Rockettech that provides web design and video production services to local businesses and organizations. Students lead client projects, make monetary decisions, and gain real-world experience in business concepts. Donations fund equipment purchases and travel for the student-run business. Past projects include websites for schools and churches along with videos for training programs and community events.
Game Design as an Intro to Computer Science (Meaningful Play 2014)marksuter
Presented by Mark Suter at Michigan State University in November 2014 for the Meaningful Play Conference.
These are methods I use in my classroom to introduce computer science concepts, as well as some common syntax.
Multicultural Game Design as an Intro to Computer Science- Global EdCon-2013marksuter
This document introduces a multicultural game design program for students grades 5 and up using GameMaker Studio. Students from different cultures and countries will work together online to design games, exposing them to new perspectives and collaboration methods through communication tools like Padlet and Google+. The program will run from January to June 2014, with students practicing game design now through January and officially starting online meetings on January 6th.
Mark Suter - Warcraft et al:A Cross-CurricularApproach to MMO’smarksuter
This document discusses using virtual worlds and massively multiplayer online games (MMOs) for cross-curricular educational projects. It outlines both benefits (+s) and limitations (-s) of this approach. Specific projects are described, including using World of Warcraft to teach subjects like government, economics, language arts and more. Implementing a cross-curricular MMO project requires careful planning, choosing an appropriate virtual world, getting necessary permissions, and maintaining a central project organization site.
RGB are the colors used to display images on computer monitors, while CMYK are the colors used in professional printing. JPEG is an image format that does not support transparency and is best for photos, while PNG supports transparency and is good for web images. PDF is a portable document format suitable for printing documents or displaying them online. USB is a connection type used to connect devices like printers, mice, keyboards, and flash drives to computers.
Leveraging Generative AI to Drive Nonprofit InnovationTechSoup
In this webinar, participants learned how to utilize Generative AI to streamline operations and elevate member engagement. Amazon Web Service experts provided a customer specific use cases and dived into low/no-code tools that are quick and easy to deploy through Amazon Web Service (AWS.)
How to Manage Your Lost Opportunities in Odoo 17 CRMCeline George
Odoo 17 CRM allows us to track why we lose sales opportunities with "Lost Reasons." This helps analyze our sales process and identify areas for improvement. Here's how to configure lost reasons in Odoo 17 CRM
ISO/IEC 27001, ISO/IEC 42001, and GDPR: Best Practices for Implementation and...PECB
Denis is a dynamic and results-driven Chief Information Officer (CIO) with a distinguished career spanning information systems analysis and technical project management. With a proven track record of spearheading the design and delivery of cutting-edge Information Management solutions, he has consistently elevated business operations, streamlined reporting functions, and maximized process efficiency.
Certified as an ISO/IEC 27001: Information Security Management Systems (ISMS) Lead Implementer, Data Protection Officer, and Cyber Risks Analyst, Denis brings a heightened focus on data security, privacy, and cyber resilience to every endeavor.
His expertise extends across a diverse spectrum of reporting, database, and web development applications, underpinned by an exceptional grasp of data storage and virtualization technologies. His proficiency in application testing, database administration, and data cleansing ensures seamless execution of complex projects.
What sets Denis apart is his comprehensive understanding of Business and Systems Analysis technologies, honed through involvement in all phases of the Software Development Lifecycle (SDLC). From meticulous requirements gathering to precise analysis, innovative design, rigorous development, thorough testing, and successful implementation, he has consistently delivered exceptional results.
Throughout his career, he has taken on multifaceted roles, from leading technical project management teams to owning solutions that drive operational excellence. His conscientious and proactive approach is unwavering, whether he is working independently or collaboratively within a team. His ability to connect with colleagues on a personal level underscores his commitment to fostering a harmonious and productive workplace environment.
Date: May 29, 2024
Tags: Information Security, ISO/IEC 27001, ISO/IEC 42001, Artificial Intelligence, GDPR
-------------------------------------------------------------------------------
Find out more about ISO training and certification services
Training: ISO/IEC 27001 Information Security Management System - EN | PECB
ISO/IEC 42001 Artificial Intelligence Management System - EN | PECB
General Data Protection Regulation (GDPR) - Training Courses - EN | PECB
Webinars: https://pecb.com/webinars
Article: https://pecb.com/article
-------------------------------------------------------------------------------
For more information about PECB:
Website: https://pecb.com/
LinkedIn: https://www.linkedin.com/company/pecb/
Facebook: https://www.facebook.com/PECBInternational/
Slideshare: http://www.slideshare.net/PECBCERTIFICATION
Reimagining Your Library Space: How to Increase the Vibes in Your Library No ...Diana Rendina
Librarians are leading the way in creating future-ready citizens – now we need to update our spaces to match. In this session, attendees will get inspiration for transforming their library spaces. You’ll learn how to survey students and patrons, create a focus group, and use design thinking to brainstorm ideas for your space. We’ll discuss budget friendly ways to change your space as well as how to find funding. No matter where you’re at, you’ll find ideas for reimagining your space in this session.
BGSU MinecraftEDU InitiativeDeveloping MinecraftEDU Educational Content for ...marksuter
BGSU is using MinecraftEDU to develop educational content for K-16 classrooms. They host Minecraft servers to provide students access. While educational games of the past were not designed well as actual games, Minecraft allows for collaboration, creativity, and practicing digital citizenship in an engaging way. BGSU is also using Minecraft to help transition pre-service teachers and provide in-service teachers with curriculum resources to utilize in pre-created Minecraft spaces.
Rockettech - A New Take on School Clubs (BASA 2014)marksuter
Students at a high school in Ohio are participating in a new type of club that gives them real-world work experience developing websites, videos, and training adults in software. Called Foundry10, it allows students to act as "project leads" on authentic projects for outside clients, handling money from donations and being responsible for both successes and failures. The club aims to change students' perspectives and gives them experience with critical skills like trust-building, technical abilities, business marketing, and a teaching mentality. Foundry10 hopes to expand to more schools and continue partnering with local economic development groups.
BASA 2014 - Rockettech: A New Take on School Clubsmarksuter
Students at a high school in Ohio are participating in a new type of club that provides authentic work experiences creating websites, videos, and training adults. Called Foundry10, the club treats students like employees of a real startup company, giving them responsibilities as "project leads" to take on client work for donations that fund new projects. Students experience both successes when their work is viewed publicly and helps clients' businesses, as well as failures when mistakes happen that must be addressed. The goal is to change students' perspectives and give them skills in technical areas, small business practices, and teaching others while being mentored by professionals.
Rockettech - An Entrepreneurial Tech Club (NWOET 2014)marksuter
The document describes an entrepreneurial tech club called Rockettech that provides web design and video production services to local businesses and organizations. Students lead client projects, make monetary decisions, and gain real-world experience in business concepts. Donations fund equipment purchases and travel for the student-run business. Past projects include websites for schools and churches along with videos for training programs and community events.
Game Design as an Intro to Computer Science (Meaningful Play 2014)marksuter
Presented by Mark Suter at Michigan State University in November 2014 for the Meaningful Play Conference.
These are methods I use in my classroom to introduce computer science concepts, as well as some common syntax.
Multicultural Game Design as an Intro to Computer Science- Global EdCon-2013marksuter
This document introduces a multicultural game design program for students grades 5 and up using GameMaker Studio. Students from different cultures and countries will work together online to design games, exposing them to new perspectives and collaboration methods through communication tools like Padlet and Google+. The program will run from January to June 2014, with students practicing game design now through January and officially starting online meetings on January 6th.
Mark Suter - Warcraft et al:A Cross-CurricularApproach to MMO’smarksuter
This document discusses using virtual worlds and massively multiplayer online games (MMOs) for cross-curricular educational projects. It outlines both benefits (+s) and limitations (-s) of this approach. Specific projects are described, including using World of Warcraft to teach subjects like government, economics, language arts and more. Implementing a cross-curricular MMO project requires careful planning, choosing an appropriate virtual world, getting necessary permissions, and maintaining a central project organization site.
RGB are the colors used to display images on computer monitors, while CMYK are the colors used in professional printing. JPEG is an image format that does not support transparency and is best for photos, while PNG supports transparency and is good for web images. PDF is a portable document format suitable for printing documents or displaying them online. USB is a connection type used to connect devices like printers, mice, keyboards, and flash drives to computers.
Leveraging Generative AI to Drive Nonprofit InnovationTechSoup
In this webinar, participants learned how to utilize Generative AI to streamline operations and elevate member engagement. Amazon Web Service experts provided a customer specific use cases and dived into low/no-code tools that are quick and easy to deploy through Amazon Web Service (AWS.)
How to Manage Your Lost Opportunities in Odoo 17 CRMCeline George
Odoo 17 CRM allows us to track why we lose sales opportunities with "Lost Reasons." This helps analyze our sales process and identify areas for improvement. Here's how to configure lost reasons in Odoo 17 CRM
ISO/IEC 27001, ISO/IEC 42001, and GDPR: Best Practices for Implementation and...PECB
Denis is a dynamic and results-driven Chief Information Officer (CIO) with a distinguished career spanning information systems analysis and technical project management. With a proven track record of spearheading the design and delivery of cutting-edge Information Management solutions, he has consistently elevated business operations, streamlined reporting functions, and maximized process efficiency.
Certified as an ISO/IEC 27001: Information Security Management Systems (ISMS) Lead Implementer, Data Protection Officer, and Cyber Risks Analyst, Denis brings a heightened focus on data security, privacy, and cyber resilience to every endeavor.
His expertise extends across a diverse spectrum of reporting, database, and web development applications, underpinned by an exceptional grasp of data storage and virtualization technologies. His proficiency in application testing, database administration, and data cleansing ensures seamless execution of complex projects.
What sets Denis apart is his comprehensive understanding of Business and Systems Analysis technologies, honed through involvement in all phases of the Software Development Lifecycle (SDLC). From meticulous requirements gathering to precise analysis, innovative design, rigorous development, thorough testing, and successful implementation, he has consistently delivered exceptional results.
Throughout his career, he has taken on multifaceted roles, from leading technical project management teams to owning solutions that drive operational excellence. His conscientious and proactive approach is unwavering, whether he is working independently or collaboratively within a team. His ability to connect with colleagues on a personal level underscores his commitment to fostering a harmonious and productive workplace environment.
Date: May 29, 2024
Tags: Information Security, ISO/IEC 27001, ISO/IEC 42001, Artificial Intelligence, GDPR
-------------------------------------------------------------------------------
Find out more about ISO training and certification services
Training: ISO/IEC 27001 Information Security Management System - EN | PECB
ISO/IEC 42001 Artificial Intelligence Management System - EN | PECB
General Data Protection Regulation (GDPR) - Training Courses - EN | PECB
Webinars: https://pecb.com/webinars
Article: https://pecb.com/article
-------------------------------------------------------------------------------
For more information about PECB:
Website: https://pecb.com/
LinkedIn: https://www.linkedin.com/company/pecb/
Facebook: https://www.facebook.com/PECBInternational/
Slideshare: http://www.slideshare.net/PECBCERTIFICATION
Reimagining Your Library Space: How to Increase the Vibes in Your Library No ...Diana Rendina
Librarians are leading the way in creating future-ready citizens – now we need to update our spaces to match. In this session, attendees will get inspiration for transforming their library spaces. You’ll learn how to survey students and patrons, create a focus group, and use design thinking to brainstorm ideas for your space. We’ll discuss budget friendly ways to change your space as well as how to find funding. No matter where you’re at, you’ll find ideas for reimagining your space in this session.
This document provides an overview of wound healing, its functions, stages, mechanisms, factors affecting it, and complications.
A wound is a break in the integrity of the skin or tissues, which may be associated with disruption of the structure and function.
Healing is the body’s response to injury in an attempt to restore normal structure and functions.
Healing can occur in two ways: Regeneration and Repair
There are 4 phases of wound healing: hemostasis, inflammation, proliferation, and remodeling. This document also describes the mechanism of wound healing. Factors that affect healing include infection, uncontrolled diabetes, poor nutrition, age, anemia, the presence of foreign bodies, etc.
Complications of wound healing like infection, hyperpigmentation of scar, contractures, and keloid formation.
How to Make a Field Mandatory in Odoo 17Celine George
In Odoo, making a field required can be done through both Python code and XML views. When you set the required attribute to True in Python code, it makes the field required across all views where it's used. Conversely, when you set the required attribute in XML views, it makes the field required only in the context of that particular view.
Strategies for Effective Upskilling is a presentation by Chinwendu Peace in a Your Skill Boost Masterclass organisation by the Excellence Foundation for South Sudan on 08th and 09th June 2024 from 1 PM to 3 PM on each day.
বাংলাদেশের অর্থনৈতিক সমীক্ষা ২০২৪ [Bangladesh Economic Review 2024 Bangla.pdf] কম্পিউটার , ট্যাব ও স্মার্ট ফোন ভার্সন সহ সম্পূর্ণ বাংলা ই-বুক বা pdf বই " সুচিপত্র ...বুকমার্ক মেনু 🔖 ও হাইপার লিংক মেনু 📝👆 যুক্ত ..
আমাদের সবার জন্য খুব খুব গুরুত্বপূর্ণ একটি বই ..বিসিএস, ব্যাংক, ইউনিভার্সিটি ভর্তি ও যে কোন প্রতিযোগিতা মূলক পরীক্ষার জন্য এর খুব ইম্পরট্যান্ট একটি বিষয় ...তাছাড়া বাংলাদেশের সাম্প্রতিক যে কোন ডাটা বা তথ্য এই বইতে পাবেন ...
তাই একজন নাগরিক হিসাবে এই তথ্য গুলো আপনার জানা প্রয়োজন ...।
বিসিএস ও ব্যাংক এর লিখিত পরীক্ষা ...+এছাড়া মাধ্যমিক ও উচ্চমাধ্যমিকের স্টুডেন্টদের জন্য অনেক কাজে আসবে ...
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.
LAND USE LAND COVER AND NDVI OF MIRZAPUR DISTRICT, UPRAHUL
This Dissertation explores the particular circumstances of Mirzapur, a region located in the
core of India. Mirzapur, with its varied terrains and abundant biodiversity, offers an optimal
environment for investigating the changes in vegetation cover dynamics. Our study utilizes
advanced technologies such as GIS (Geographic Information Systems) and Remote sensing to
analyze the transformations that have taken place over the course of a decade.
The complex relationship between human activities and the environment has been the focus
of extensive research and worry. As the global community grapples with swift urbanization,
population expansion, and economic progress, the effects on natural ecosystems are becoming
more evident. A crucial element of this impact is the alteration of vegetation cover, which plays a
significant role in maintaining the ecological equilibrium of our planet.Land serves as the foundation for all human activities and provides the necessary materials for
these activities. As the most crucial natural resource, its utilization by humans results in different
'Land uses,' which are determined by both human activities and the physical characteristics of the
land.
The utilization of land is impacted by human needs and environmental factors. In countries
like India, rapid population growth and the emphasis on extensive resource exploitation can lead
to significant land degradation, adversely affecting the region's land cover.
Therefore, human intervention has significantly influenced land use patterns over many
centuries, evolving its structure over time and space. In the present era, these changes have
accelerated due to factors such as agriculture and urbanization. Information regarding land use and
cover is essential for various planning and management tasks related to the Earth's surface,
providing crucial environmental data for scientific, resource management, policy purposes, and
diverse human activities.
Accurate understanding of land use and cover is imperative for the development planning
of any area. Consequently, a wide range of professionals, including earth system scientists, land
and water managers, and urban planners, are interested in obtaining data on land use and cover
changes, conversion trends, and other related patterns. The spatial dimensions of land use and
cover support policymakers and scientists in making well-informed decisions, as alterations in
these patterns indicate shifts in economic and social conditions. Monitoring such changes with the
help of Advanced technologies like Remote Sensing and Geographic Information Systems is
crucial for coordinated efforts across different administrative levels. Advanced technologies like
Remote Sensing and Geographic Information Systems
9
Changes in vegetation cover refer to variations in the distribution, composition, and overall
structure of plant communities across different temporal and spatial scales. These changes can
occur natural.