Google.fr has dominated the search results in France, perhaps rightly so it has redirected English queries to French pages. However this is not good news for English teachers
Scratch is a free programming language that allows users to create interactive stories, games, and animations. It is designed for ages 8 and up but some younger children may also be able to use it. Scratch teaches 21st century skills like digital fluency in a fun and engaging way. Users can get started with Scratch today by downloading the program, watching video tutorials, and making a simple program using Scratch cards as a guide. Many online resources are available to help users at all levels learn Scratch including sample projects, tutorials, and forums for discussion.
This document provides instructions for 14 "roadblocks" or tasks to complete using various online tools. The tasks involve finding information on maps, sharing photos, adding images to presentations, collaborative writing, playing educational games, creating maps and leaving comments on videos. Learners are directed to specific websites and provided with login credentials to complete the interactive assignments.
This document discusses how teachers can learn and collaborate beyond the walls of the classroom in 3 steps: 1) Transform the classroom into a creative space, 2) Teach skills like collaboration and cooperation, and 3) Introduce students to global peers and provide opportunities to collaborate. It also provides resources for continuous learning like websites, conferences, and tools for collaboration.
Lasykids Blocks: The great educational toyYueh-Fu Shih
This document promotes Lasykids building blocks as an educational toy that helps children develop intellectually and creatively. It explains that educational toys teach skills while entertaining, and recommends blocks for preschoolers. Lasykids blocks feature safety, variety of connections, and accompanying materials like a booklet and DVD that provide step-by-step instructions for building models from simple to advanced. The document demonstrates how blocks can be used to build objects and inspire children to then improve and create new models, developing important skills through play.
Google.fr has dominated the search results in France, perhaps rightly so it has redirected English queries to French pages. However this is not good news for English teachers
Scratch is a free programming language that allows users to create interactive stories, games, and animations. It is designed for ages 8 and up but some younger children may also be able to use it. Scratch teaches 21st century skills like digital fluency in a fun and engaging way. Users can get started with Scratch today by downloading the program, watching video tutorials, and making a simple program using Scratch cards as a guide. Many online resources are available to help users at all levels learn Scratch including sample projects, tutorials, and forums for discussion.
This document provides instructions for 14 "roadblocks" or tasks to complete using various online tools. The tasks involve finding information on maps, sharing photos, adding images to presentations, collaborative writing, playing educational games, creating maps and leaving comments on videos. Learners are directed to specific websites and provided with login credentials to complete the interactive assignments.
This document discusses how teachers can learn and collaborate beyond the walls of the classroom in 3 steps: 1) Transform the classroom into a creative space, 2) Teach skills like collaboration and cooperation, and 3) Introduce students to global peers and provide opportunities to collaborate. It also provides resources for continuous learning like websites, conferences, and tools for collaboration.
Lasykids Blocks: The great educational toyYueh-Fu Shih
This document promotes Lasykids building blocks as an educational toy that helps children develop intellectually and creatively. It explains that educational toys teach skills while entertaining, and recommends blocks for preschoolers. Lasykids blocks feature safety, variety of connections, and accompanying materials like a booklet and DVD that provide step-by-step instructions for building models from simple to advanced. The document demonstrates how blocks can be used to build objects and inspire children to then improve and create new models, developing important skills through play.
This presentation, Unprogramming: Recipes for Successful Programming with School-Age Children & Teens, was part of the 2014 Wild Wisconsin Winter Web Conference and was presented by Marge Loch-Wouters and Amy Koester.
Google has launched Google Education or Classroom. Using a google jockey or google voice enhances teaching. Webquest powered by google let many topics get treated at the same time. Learn how.
The document provides instructions and tips for creating a gingerbread house for a competition based on the story "Twas the Night Before Christmas". It emphasizes starting with scale models, adding details and creatures to tell the story, perfecting techniques like using chocolate and fondant, adding embellishments over multiple stages, and transporting and entering the completed gingerbread house in the competition.
Zoom is a free group HD video calling app. This presentation presents 14 ways for students to use zoom for school and for fun. Use it for group projects, screen sharing and hanging out. It's free! Go to http://www.zoom.us/edu
This document provides information about a teacher's classroom. It includes sections on activities, the teacher's background, the importance of reading, math resources, blogging, classroom management strategies, homework policies, and ways for parents to stay connected including Remind, email, and the teacher's class blog. The teacher's goal is to promote independent reading and build students' intrinsic motivation to read outside of school.
Games Based Learning - NCTCA Convention February 2014jdeyenberg
This document discusses the potential benefits of using games and game-based learning tools in education. It poses the question "What if..." and then follows with potential benefits such as: the tool guiding learners at their own pace and assessing their skills; providing a safe environment to encourage continued learning through failures; including rich narrative content; allowing learners with disabilities to participate; rewarding progress automatically; simulating things not otherwise possible; including interactive text and beautiful art; being available on many platforms and in many homes; allowing users to create and share their own content; teaching social issues; and connecting learners in online worlds. It suggests bringing such tools into the classroom.
Learn the best practices for adapting blended learning to your classroom. It isn't elearning it isn't really face to face - it is both. You can do this.
This document provides instructions for a personal odyssey project where students will creatively illustrate their life's journey through answering questions, placing stories in chronological order on a timeline, and presenting the information in a poster, scrapbook, PowerPoint, or webpage. The project is meant to be something students will want to keep and possibly share with future children. Students are guided to get help from friends and family in recalling stories and examples for different categories of their life journey. The creative presentation should not take away from the writing aspect of recounting each part of the student's story.
This document discusses creative collaboration using iPads. It provides a timeline for the workshop that includes exploring and creating with iPads, making connections, and reflecting on the process. Key aspects are leading discovery-based lessons, encouraging student collaboration, and learning ways for students and teachers to create and author using iPads. The document shares techniques for teacher productivity and record keeping. It also lists apps that can be used for writing, design, video, and visual projects, and resources for guided discovery lessons.
This document discusses introducing STEAM (science, technology, engineering, arts, and math) programs and activities in public libraries. It defines STEAM as incorporating creativity and open-ended learning. The document provides examples of preschool and school-age STEAM programs, focusing on introducing concepts, hands-on activities, and facilitating interest in STEAM subjects. It also discusses STEAM services libraries can offer like activity stations, displays, and readers' advisory, as well as resources libraries can draw from such as books, blogs, websites, community partners, and grants.
Sam Patterson uses puppets to promote student learning. He discusses how he started making puppets in 2012 and now has 6 puppets with Twitter accounts. Puppets can be used as a transition activity, relationship builder, and focus tool in the classroom by having students ask puppets questions. Students can also use puppets as "ego proxies" to practice language skills or as avatars to put writing into action through news casts or videos. While puppets require craftsmanship, simple designs using hot glue allow teachers to get started quickly. Potential challenges include sustaining puppet voices or transitions, mistakes with scissors, time constraints, and students who dislike puppets.
STEAM in the Public Library: Programs & Services for ChildrenAmy Koester
This webinar, presented for Infopeople, introduced STEAM and its place in public library youth services. Topics included programs and services for preschool and school-age children as well as a discussion of resources to support STEAM librarians.
Digital Sketchnotes for Visualizing Learning - ISTE CCLKaren Bosch
1) The document discusses using sketchnotes for teaching and learning, providing examples of how teachers can incorporate sketchnotes into their lessons across various subjects and grade levels.
2) A variety of drawing apps are presented that can be used for sketchnotes on the iPad, along with recommendations for inexpensive styli and resources like online courses and books about sketchnoting.
3) Ideas are shared for student sketchnote projects involving journals, instructions, chapel notes, articles, science notes, videos, books and more. Templates and expectations for student sketchnotes are also outlined.
Unprogramming & Maker Activities for YouthAmy Koester
These slides accompanied a workshop for the St. Joseph County Public Library in South Bend, Indiana, in October 2015. The workshop covered two strategies for injecting new energy into programming with minimal staff time burden: unprogramming and maker activities.
Stephen Best from the University of Michigan School of Education presented on using collaborative Web 2.0 tools to support common science learning practices. He outlined practices such as note-taking, brainstorming, drawing diagrams, research, and collaboration. Best then reviewed various Web 2.0 tools that could support each practice, including Google Docs for documentation, wikis for collaboration, and image sites like Flickr for sharing data. He emphasized deciding on clear purposes for tools and limiting the number used to support science instruction and learning.
This document discusses ways to integrate technology into the classroom. It provides examples of how teachers can use technology such as smart boards, desktop publishing software, spreadsheets, and video/multimedia tools to engage students. It also offers tips for managing student computer use, including ensuring equal access, varying activity types, and organizing aids like sign-up sheets. The goal of integrating these technologies is to help students develop 21st century skills and take responsibility for their own learning.
This presentation, Unprogramming: Recipes for Successful Programming with School-Age Children & Teens, was part of the 2014 Wild Wisconsin Winter Web Conference and was presented by Marge Loch-Wouters and Amy Koester.
Google has launched Google Education or Classroom. Using a google jockey or google voice enhances teaching. Webquest powered by google let many topics get treated at the same time. Learn how.
The document provides instructions and tips for creating a gingerbread house for a competition based on the story "Twas the Night Before Christmas". It emphasizes starting with scale models, adding details and creatures to tell the story, perfecting techniques like using chocolate and fondant, adding embellishments over multiple stages, and transporting and entering the completed gingerbread house in the competition.
Zoom is a free group HD video calling app. This presentation presents 14 ways for students to use zoom for school and for fun. Use it for group projects, screen sharing and hanging out. It's free! Go to http://www.zoom.us/edu
This document provides information about a teacher's classroom. It includes sections on activities, the teacher's background, the importance of reading, math resources, blogging, classroom management strategies, homework policies, and ways for parents to stay connected including Remind, email, and the teacher's class blog. The teacher's goal is to promote independent reading and build students' intrinsic motivation to read outside of school.
Games Based Learning - NCTCA Convention February 2014jdeyenberg
This document discusses the potential benefits of using games and game-based learning tools in education. It poses the question "What if..." and then follows with potential benefits such as: the tool guiding learners at their own pace and assessing their skills; providing a safe environment to encourage continued learning through failures; including rich narrative content; allowing learners with disabilities to participate; rewarding progress automatically; simulating things not otherwise possible; including interactive text and beautiful art; being available on many platforms and in many homes; allowing users to create and share their own content; teaching social issues; and connecting learners in online worlds. It suggests bringing such tools into the classroom.
Learn the best practices for adapting blended learning to your classroom. It isn't elearning it isn't really face to face - it is both. You can do this.
This document provides instructions for a personal odyssey project where students will creatively illustrate their life's journey through answering questions, placing stories in chronological order on a timeline, and presenting the information in a poster, scrapbook, PowerPoint, or webpage. The project is meant to be something students will want to keep and possibly share with future children. Students are guided to get help from friends and family in recalling stories and examples for different categories of their life journey. The creative presentation should not take away from the writing aspect of recounting each part of the student's story.
This document discusses creative collaboration using iPads. It provides a timeline for the workshop that includes exploring and creating with iPads, making connections, and reflecting on the process. Key aspects are leading discovery-based lessons, encouraging student collaboration, and learning ways for students and teachers to create and author using iPads. The document shares techniques for teacher productivity and record keeping. It also lists apps that can be used for writing, design, video, and visual projects, and resources for guided discovery lessons.
This document discusses introducing STEAM (science, technology, engineering, arts, and math) programs and activities in public libraries. It defines STEAM as incorporating creativity and open-ended learning. The document provides examples of preschool and school-age STEAM programs, focusing on introducing concepts, hands-on activities, and facilitating interest in STEAM subjects. It also discusses STEAM services libraries can offer like activity stations, displays, and readers' advisory, as well as resources libraries can draw from such as books, blogs, websites, community partners, and grants.
Sam Patterson uses puppets to promote student learning. He discusses how he started making puppets in 2012 and now has 6 puppets with Twitter accounts. Puppets can be used as a transition activity, relationship builder, and focus tool in the classroom by having students ask puppets questions. Students can also use puppets as "ego proxies" to practice language skills or as avatars to put writing into action through news casts or videos. While puppets require craftsmanship, simple designs using hot glue allow teachers to get started quickly. Potential challenges include sustaining puppet voices or transitions, mistakes with scissors, time constraints, and students who dislike puppets.
STEAM in the Public Library: Programs & Services for ChildrenAmy Koester
This webinar, presented for Infopeople, introduced STEAM and its place in public library youth services. Topics included programs and services for preschool and school-age children as well as a discussion of resources to support STEAM librarians.
Digital Sketchnotes for Visualizing Learning - ISTE CCLKaren Bosch
1) The document discusses using sketchnotes for teaching and learning, providing examples of how teachers can incorporate sketchnotes into their lessons across various subjects and grade levels.
2) A variety of drawing apps are presented that can be used for sketchnotes on the iPad, along with recommendations for inexpensive styli and resources like online courses and books about sketchnoting.
3) Ideas are shared for student sketchnote projects involving journals, instructions, chapel notes, articles, science notes, videos, books and more. Templates and expectations for student sketchnotes are also outlined.
Unprogramming & Maker Activities for YouthAmy Koester
These slides accompanied a workshop for the St. Joseph County Public Library in South Bend, Indiana, in October 2015. The workshop covered two strategies for injecting new energy into programming with minimal staff time burden: unprogramming and maker activities.
Stephen Best from the University of Michigan School of Education presented on using collaborative Web 2.0 tools to support common science learning practices. He outlined practices such as note-taking, brainstorming, drawing diagrams, research, and collaboration. Best then reviewed various Web 2.0 tools that could support each practice, including Google Docs for documentation, wikis for collaboration, and image sites like Flickr for sharing data. He emphasized deciding on clear purposes for tools and limiting the number used to support science instruction and learning.
This document discusses ways to integrate technology into the classroom. It provides examples of how teachers can use technology such as smart boards, desktop publishing software, spreadsheets, and video/multimedia tools to engage students. It also offers tips for managing student computer use, including ensuring equal access, varying activity types, and organizing aids like sign-up sheets. The goal of integrating these technologies is to help students develop 21st century skills and take responsibility for their own learning.
This document outlines a workshop on using technology to enhance teaching and language skills. It discusses using tools like blogs, Google Docs, Google Reader, and video tutorials to improve professional development. The workshop covers setting goals and creating an action plan to use technology for language learning, developing teaching skills, and teaching. Attendees are guided to identify a focus area and goal, and select appropriate online activities and tools to organize their professional development.
Reading Programme presentation I gave about my goals for merging reading and technology together. Ultimately teaching 11-12 years to learn to think to think to learn and embrace the rapidly changing forms of literacy around us. Not really an expert on the topic... just what I have seen work in my class.
The document discusses using digital tools in the classroom. It provides examples of several digital tools that could be used for various purposes like calendars, video recording, reading tools, QR codes, writing tools, numeracy tools, and communication tools. It also discusses setting up student contracts and policies around device use, cybersafety, creative commons, and ways to continue developing digital practices in the classroom.
Slides to go with the March 2009 workshop on video production and screenwriting for librarians and library staff. Workshop delivered at Staffordshire University Information Literacy Community of Practice session (SUILCoP)
This document discusses the benefits and strategies for implementing group work in online and hybrid courses. Some benefits mentioned include learning to coordinate with others, having a more realistic "world" experience, being able to complete more complex multi-part assignments, and creating connections with other students. The document provides many examples of types of group projects that can be assigned such as research projects, blogs, role plays, and multimedia presentations. It also gives tips for instructors on how to structure group work, including clearly outlining requirements, assigning roles, providing necessary tools, and giving feedback.
How to Improve Your Organization\'s Website Through Usability TestingCAMT
For a growing number of arts organizations, the web has become a key communications channel -- not just for sharing information, but for cultivating relationships with visitors. To what degree does your website deliver on its full potential? Does its visual and architectural design help or hinder visitors? What does it currently do well, and what specifically could improve? In this interactive workshop, you\'ll learn how usability testing can help to answer these questions. Created by Rober Barlow-Busch for the 2008 Technology in the Arts: Canada Conference.
This document provides a list of online resources that can be used with a classroom projector. It includes tools for creating documents, mind maps, and presentations; virtual manipulatives and simulations; communication tools like Skype; and resources for lessons including videos, images, current events, virtual field trips, timers, and reading materials. The document emphasizes that the projector allows teachers to display information and instructions, as well as engage students with interactive activities on the screen.
This document discusses using technology as a remedial resource to improve student literacy skills. It outlines various assistive tools for writing, reading, and math that can enhance learning through the internet and multimedia formats. Technology presents information in multiple ways, engages students, and motivates learning. It can be used as a tutor, means of communication, and learning tool. The document recommends several educational websites and concludes that technology will be central to learning in the 21st century.
Professional (Personal) Learning Networkssherrycrofut
A PLN (Professional/Personal Learning Network) allows individuals to connect with others who share similar interests in order to share ideas, collaborate, ask questions, and stay updated on new information. Social media platforms like Twitter and Plurk enable users to form PLNs by connecting with others and microblogging. Blogs are also effective for forming PLNs as they allow for conversations and possible collaborations through comment sections. RSS feed readers help users bring new blog posts into their PLNs from sites they follow. Overall, PLNs incorporate various online tools and connections to facilitate ongoing learning through sharing and interacting with others.
Using your projector in your classroom- UPDATEDHeather Lewis
This document provides a list of resources that teachers can use with a projector in the classroom, including:
1) Google Docs for online document creation and collaboration.
2) Websites for mind mapping, maps, creative writing inspiration, attendance, morning messages/attention getters, and virtual manipulatives.
3) Ideas for using PowerPoint for lessons, presentations, games and modifying for students with disabilities.
4) Sources for videos, news, field trips, timers, name generators, read alouds, and dictionaries.
5) Suggestions for transitions, shadow puppets, tracing, teaching moments, and finding endless additional resources online.
Moodle is a software package for producing Internet-based courses and web sites.
Moodle is provided freely as Open Source software (under the GNU Public License).
It can be run on Windows and Mac operating systems and many flavors of Linux.
The word Moodle a verb that describes the process of lazily meandering through something, doing things as it occurs to you to do them, an enjoyable tinkering that often leads to insight and creativity.
Anyone who uses Moodle is a Moodler.
This document provides a summary of 90 websites that can be used in the classroom in 120 minutes. It begins with some notes on copyright, student privacy, and supervision when using online tools. The bulk of the document then lists and briefly describes a wide range of free educational websites that can be used for lessons, projects, presentations, and more. These include tools for searching, videos, graphics, games, assessments, and more. It concludes by thanking attendees and providing an exit slip for feedback.
This document provides suggestions for keeping students engaged in learning during school breaks. It recommends considering students' interests and making tasks meaningful and time well spent. Suggested activities include setting up social networks, photo and video challenges, playing educational games, creating a digital advent calendar with daily surprises, setting up a class blog, and organizing scavenger hunts with friends using a free app. The goal is to design opportunities for students to continue learning outside of school in ways they find fun and engaging.
This document discusses using game-based learning in library instruction. It begins by introducing the concept and benefits of game-based learning, such as increased student engagement and motivation to learn. It then describes a specific game the author created called "Secret Agents in the Library" to teach students research skills. Assessment of the game showed most students found it an enjoyable way to learn. The document concludes by providing advice on getting started with game design and suggestions for other games that could be adapted for library instruction.
This document provides a list of many free online resources that teachers can use with their projectors in the classroom, including:
1) Google Docs for online document creation and collaboration.
2) Websites for mind mapping, maps, slideshows, creative writing inspiration, attendance, morning messages/attention getters, virtual manipulatives, Skype, PowerPoint ideas, videos, current events, virtual field trips, timers, name generators, read alouds, dictionaries, transitions, shadow puppets, and tracing activities.
3) Suggestions to make the most of teaching moments by exploring online resources.
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Temple of Asclepius in Thrace. Excavation resultsKrassimira Luka
The temple and the sanctuary around were dedicated to Asklepios Zmidrenus. This name has been known since 1875 when an inscription dedicated to him was discovered in Rome. The inscription is dated in 227 AD and was left by soldiers originating from the city of Philippopolis (modern Plovdiv).
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 ...
Gender and Mental Health - Counselling and Family Therapy Applications and In...PsychoTech Services
A proprietary approach developed by bringing together the best of learning theories from Psychology, design principles from the world of visualization, and pedagogical methods from over a decade of training experience, that enables you to: Learn better, faster!
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.
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Iván Bornacelly, Policy Analyst at the OECD Centre for Skills, OECD, presents at the webinar 'Tackling job market gaps with a skills-first approach' on 12 June 2024
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.
Philippine Edukasyong Pantahanan at Pangkabuhayan (EPP) CurriculumMJDuyan
(𝐓𝐋𝐄 𝟏𝟎𝟎) (𝐋𝐞𝐬𝐬𝐨𝐧 𝟏)-𝐏𝐫𝐞𝐥𝐢𝐦𝐬
𝐃𝐢𝐬𝐜𝐮𝐬𝐬 𝐭𝐡𝐞 𝐄𝐏𝐏 𝐂𝐮𝐫𝐫𝐢𝐜𝐮𝐥𝐮𝐦 𝐢𝐧 𝐭𝐡𝐞 𝐏𝐡𝐢𝐥𝐢𝐩𝐩𝐢𝐧𝐞𝐬:
- Understand the goals and objectives of the Edukasyong Pantahanan at Pangkabuhayan (EPP) curriculum, recognizing its importance in fostering practical life skills and values among students. Students will also be able to identify the key components and subjects covered, such as agriculture, home economics, industrial arts, and information and communication technology.
𝐄𝐱𝐩𝐥𝐚𝐢𝐧 𝐭𝐡𝐞 𝐍𝐚𝐭𝐮𝐫𝐞 𝐚𝐧𝐝 𝐒𝐜𝐨𝐩𝐞 𝐨𝐟 𝐚𝐧 𝐄𝐧𝐭𝐫𝐞𝐩𝐫𝐞𝐧𝐞𝐮𝐫:
-Define entrepreneurship, distinguishing it from general business activities by emphasizing its focus on innovation, risk-taking, and value creation. Students will describe the characteristics and traits of successful entrepreneurs, including their roles and responsibilities, and discuss the broader economic and social impacts of entrepreneurial activities on both local and global scales.
हिंदी वर्णमाला पीपीटी, hindi alphabet PPT presentation, hindi varnamala PPT, Hindi Varnamala pdf, हिंदी स्वर, हिंदी व्यंजन, sikhiye hindi varnmala, dr. mulla adam ali, hindi language and literature, hindi alphabet with drawing, hindi alphabet pdf, hindi varnamala for childrens, hindi language, hindi varnamala practice for kids, https://www.drmullaadamali.com
Communicating effectively and consistently with students can help them feel at ease during their learning experience and provide the instructor with a communication trail to track the course's progress. This workshop will take you through constructing an engaging course container to facilitate effective communication.
3. 3 E’s
The
a tool to explore
As
As a tool to educate
As a tool to evaluate
4. Develop a Personal Learning Network
Research and Develop Lesson Plans
5. Register for Nings/Yahoo Groups/Twitter
Join Nings
Use Yahoo groups
Twitter
Other resources
Follow blogs (Use Google Reader )(Delicious, other
options)
Listen to podcasts
YouTube/HomeschoolViewTube/TeacherTube
6. Use the internet to develop lesson plans
Use Educational Search Tools: DocMazy or Triplify
Find free videos and documentaries
Find free lesson plans, Topmarks (there are a lot of sources)
Find free textbooks
Find free tutorials
Find free slideshows
Use technology to test
Quizlet
Hot Potatoes
Jeopardy Labs
Power Point Game Templates
7. Take Advantage of Online Courses
Bravewriter.com (this is just an example)
There are many online schools
Take Advantage of Online Resources
Online field trips
Online games
Online educational materials/programs
9. What students probably already know:
iTunes
YouTube
Email
Google
Mapquest
What they might not know:
Blogging
Podcasting
Wikis
10. An on-line journal that can be kept personal or
allow comments.
Ways for your children to use:
Language Arts
Book reviews, book reports, creative writing,
expository writing, critical writing, poetry
Art
Catalog art projects, how to, post videos
Social Studies/Science
Reports, research projects
11. On on-line radio program that anyone can
download and that automatically gets delivered to
your computer.
How to: Audacity
Ways for your children to use:
Create news shows
Create Trivia games
Interview people
Share Book Reviews
Communicate with Grandparents
12. A web page that anyone can edit.
Wikispaces ; sample = http://ah-bon-
french.wikispaces.com/
Ways for your children to use:
History reports
Science reports
How – to projects
Book reports
13. 1. Different search tools such as:
Kid Safe Search Tools:
KidRex
Visual Search Tools:
Search Me , Eyeplorer, Search Cube,, CoolIris KoolTorch, Carot2
Word Clouds
Wordle
Other interesting tools
Newsmap, Nibipedia
Ways for your children to use:
Research connections
Compare and contrast results
14. Making Movies
2.
DigitalFilm
Windows MovieMaker
Animoto
Ways for your children to use:
You can make a movie of anything for any subject
Different styles
Common craft
15. Creating Web Pages
3.
Weebly
Google
Webs
Ways for your children to use
Web pages can be made for creative purposes
Or to convey information in any subject area
16. Skype
4.
Ways for your children to use
Skype is a great way to interview people
It is also a great way to meet pen pals
17. Mind Mapping Tools
5.
Bubbl.us
Mindomo
Spinscape
Gliffy
Ways your children can use:
Good for literature studies or writing
Good for history review
Good for science concept review
18. Poster Making Tools
6.
Glogster
Wanted Poster
Ways your children can use:
Glogster is great for social studies, science, and
language arts but can be used for any subject and
any assignment
19. Voice Thread
7.
Ways your children can use:
Independent research and opinion polls
Feedback on papers
Feedback on projects
Feedback on art
Data can be used for math
20. Flash card making tools
8.
StudyStack
Quizlet
Ways your children can use
Learn Math facts
Study Vocabulary
Learn Foreign Languages
Memorize Dates
21. Comics/Animation
9.
Toondoo
Comiqs
GoAnimate
Ways Your Children Can Use:
These are great for language arts or history
assignments but can also be used in other subjects
22. Other miscellaneous fun stuff
10.
Make Your Own Flag
Make Your Coat of Arms
Aniboom
Make your own books
Smilebox
GoogleEarth Sketch-Up
(http://www.google.com/educators/geo_class.html)
Google Lit Trips
Thematic Mapping
Timelines such as xtimeline or timerime
Tourmaker
Cooltext and Graffiti
Geocommons mapmaker
http://www.rpi.edu/~eglash/csdt.html
http://woices.com/