The document discusses concepts related to motion, including reference frames, distance, displacement, speed, velocity, and acceleration. It provides videos and simulations to explain these concepts and includes activities for students to practice calculating values like displacement and velocity given scenarios of objects in motion. The document aims to teach students the essential physics of motion through interactive multimedia content and consolidation exercises.
Eadweard Muybridge was a pioneering English photographer in the late 1800s who developed techniques to capture sequences of movement through multiple photographs. By using a series of cameras and a fast shutter speed, Muybridge was able to take photographs that depicted alternating phases of movement, creating one of the earliest moving images. His work laid the foundation for motion pictures and inspired future inventors. Stop motion animation techniques like those used in modern films were pioneered by animators including Willis O'Brien, who created groundbreaking effects for King Kong using miniature models, and Ray Harryhausen, who refined earlier techniques.
1. This unit is designed for 2nd year high school students in Physics and Chemistry. It focuses on concepts related to motion including reference frames, position, displacement, velocity, acceleration, and motion graphs.
2. The unit consists of 10 sessions and will use English as the secondary language. Activities make use of interactive simulations and videos to explain concepts in an engaging way.
3. Students will learn to identify and differentiate between key concepts like displacement and distance traveled. They will also learn to represent and interpret motion graphs, as well as extract information from velocity-time and position-time graphs.
1. The document discusses movement pursuits and physical education. It includes quotes about exercise and lifespan, as well as key concepts and related concepts of movement.
2. Activities of daily living like walking, dressing, and toileting are discussed, as well as instrumental activities like managing transportation and medications.
3. The document provides examples of basic movements used for activities of daily living and links to additional resources on the topic.
Escola enricgraufontseré rosam_roma_final_taskMontse Solé
This document provides materials for teaching students about polygons in English. It includes activities to introduce different types of polygons, their properties, and geometry vocabulary. Students will observe polygons in their town, describe pictures using polygons, and work in groups to create a giant mosaic using geometric shapes. The document aims to develop students' thinking skills and encourage independent learning while reinforcing English vocabulary around polygons and shapes.
This document provides instructions for a stop motion animation project explaining meiosis and genetics to high school students. It outlines requirements for the animation to visually and verbally explain crossing over, the steps of meiosis, punnett squares demonstrating single trait crosses and blood types, and examples of incomplete and codominance. Students will create the animation using slides in Google Slides and depict the concepts using materials like Playdoh, drawings, or other approved objects. The animation should be 2-6 minutes long and meet all outlined requirements to thoroughly explain the topics.
This document outlines the daily agenda and reflections for a 19-day robotics workshop using Lego Mindstorms NXT kits. Each day covers different robotics concepts like definitions of robots, sensors, processors, actuators and programming. Students build a tri-bot robot and learn programming concepts like touch sensors, sound blocks, loops and ultrasonic sensors. The agenda culminates in students designing final projects to demonstrate their learning, and a showcase for parents on the last day. Key topics covered include types of movement, writing directions, debugging programs and working as a team.
This document outlines the daily agenda and reflections for a 19-day robotics workshop using Lego Mindstorms NXT kits. Each day covers different robotics concepts like defining robots, sensors, processors, actuators and programming basics. Students build a tri-bot robot and learn programming skills. Later activities include using sensors to navigate mazes, following lines and grabbing objects. The final days are spent planning and building a final project robot to demonstrate skills learned. Reflections focus on learning, challenges and goals. A robotics showcase is held on the last day for parents to see the final projects.
Coding: Year 3-4 Teaching Ideas by Joanne VillisJoanne Villis
Coding is part of the curriculum which is relatively new and often a part which teachers struggle with. I have created a presentation to show how I taught coding with my Year 3 students this year and I have provided some work samples. Tasks can be adapted or modified for other year levels. I have also provided additional lesson ideas which I have not tried myself.
Eadweard Muybridge was a pioneering English photographer in the late 1800s who developed techniques to capture sequences of movement through multiple photographs. By using a series of cameras and a fast shutter speed, Muybridge was able to take photographs that depicted alternating phases of movement, creating one of the earliest moving images. His work laid the foundation for motion pictures and inspired future inventors. Stop motion animation techniques like those used in modern films were pioneered by animators including Willis O'Brien, who created groundbreaking effects for King Kong using miniature models, and Ray Harryhausen, who refined earlier techniques.
1. This unit is designed for 2nd year high school students in Physics and Chemistry. It focuses on concepts related to motion including reference frames, position, displacement, velocity, acceleration, and motion graphs.
2. The unit consists of 10 sessions and will use English as the secondary language. Activities make use of interactive simulations and videos to explain concepts in an engaging way.
3. Students will learn to identify and differentiate between key concepts like displacement and distance traveled. They will also learn to represent and interpret motion graphs, as well as extract information from velocity-time and position-time graphs.
1. The document discusses movement pursuits and physical education. It includes quotes about exercise and lifespan, as well as key concepts and related concepts of movement.
2. Activities of daily living like walking, dressing, and toileting are discussed, as well as instrumental activities like managing transportation and medications.
3. The document provides examples of basic movements used for activities of daily living and links to additional resources on the topic.
Escola enricgraufontseré rosam_roma_final_taskMontse Solé
This document provides materials for teaching students about polygons in English. It includes activities to introduce different types of polygons, their properties, and geometry vocabulary. Students will observe polygons in their town, describe pictures using polygons, and work in groups to create a giant mosaic using geometric shapes. The document aims to develop students' thinking skills and encourage independent learning while reinforcing English vocabulary around polygons and shapes.
This document provides instructions for a stop motion animation project explaining meiosis and genetics to high school students. It outlines requirements for the animation to visually and verbally explain crossing over, the steps of meiosis, punnett squares demonstrating single trait crosses and blood types, and examples of incomplete and codominance. Students will create the animation using slides in Google Slides and depict the concepts using materials like Playdoh, drawings, or other approved objects. The animation should be 2-6 minutes long and meet all outlined requirements to thoroughly explain the topics.
This document outlines the daily agenda and reflections for a 19-day robotics workshop using Lego Mindstorms NXT kits. Each day covers different robotics concepts like definitions of robots, sensors, processors, actuators and programming. Students build a tri-bot robot and learn programming concepts like touch sensors, sound blocks, loops and ultrasonic sensors. The agenda culminates in students designing final projects to demonstrate their learning, and a showcase for parents on the last day. Key topics covered include types of movement, writing directions, debugging programs and working as a team.
This document outlines the daily agenda and reflections for a 19-day robotics workshop using Lego Mindstorms NXT kits. Each day covers different robotics concepts like defining robots, sensors, processors, actuators and programming basics. Students build a tri-bot robot and learn programming skills. Later activities include using sensors to navigate mazes, following lines and grabbing objects. The final days are spent planning and building a final project robot to demonstrate skills learned. Reflections focus on learning, challenges and goals. A robotics showcase is held on the last day for parents to see the final projects.
Coding: Year 3-4 Teaching Ideas by Joanne VillisJoanne Villis
Coding is part of the curriculum which is relatively new and often a part which teachers struggle with. I have created a presentation to show how I taught coding with my Year 3 students this year and I have provided some work samples. Tasks can be adapted or modified for other year levels. I have also provided additional lesson ideas which I have not tried myself.
This document outlines the daily agenda and reflections for a 19-day robotics course using Lego Mindstorms NXT kits. Each day covers topics like defining robots and their parts, building and programming a tri-bot, introducing sensors and programming concepts, and culminating in a final project showcase for parents. Students reflect on what they are learning and how it applies to real-world uses of robots. The course aims to teach core robotics and programming skills through hands-on building and coding challenges.
The document discusses the 12 principles of animation developed by Walt Disney and his animators in the 1920s-1930s. The principles include squash and stretch, anticipation, staging, straight ahead vs pose-to-pose animation, follow through and overlap, slow in/slow out, use of arcs, secondary actions, timing, exaggeration, solid drawing, and appeal. The principles were developed through animation classes and collaboration to improve character movement and storytelling in Disney animated films.
This slideshow presentation contains lessons and YouTube video clips for a robotics unit to prepare students for a robotics challenge. It covers topics like definitions of robots, examples of robots, robot components, types of robot movement, and programming robots to move and complete tasks. The lessons culminate in students building their own robot and competing in a robotics competition against other schools.
This document discusses different approaches to animations on the web, including declarative and imperative animations. It introduces common principles of animation like squash and stretch. It also highlights challenges of browser repaints and techniques to improve performance like using requestAnimationFrame. The document provides examples of animation libraries and recommends tools to inspect repaints and optimize animations.
A multi-picture challenge for theories of visionAaron Sloman
(Modified 7th June 2013 to include some droodles.)
Some informal experiments are presented whose results help to challenge most theories of vision and proposed mechanisms of vision.
A possible explanatory information-processing architecture is proposed, based on multiple dynamical systems, grown during an individual's life time, most of which are dormant most of the time, but which can be very rapidly activated and instantiated so as to build a multi-ontology interpretation of the currently, and recently, available visual information -- e.g. turning a corner into a busy street in an unfamiliar city. As far as I know, there is no working implementation of such a system, though a very early prototype called Popeye (implemented in Pop2) around 1976 is summarised. Many hard unsolved problems remain, though most of them are ignored by research on vision that makes narrow assumptions about the functions of biological vision.
This document provides information about stop motion animation. It begins with definitions of animation, including that it is the simulation of movement created by displaying a series of pictures or frames rapidly. The key difference between animation and video is that video takes continuous motion and breaks it into frames, while animation puts together independent pictures to create the illusion of continuous motion. Examples are given of different types of animation, including drawn/cell animation, stop motion/model animation, and computer generated animation. Stop motion specifically manipulates objects in small increments between photographed frames to appear as if moving on their own. The document aims to provide background information on animation types to support learning about stop motion animation.
This document contains a daily lesson plan for a 7th grade science class on the topic of acceleration. The lesson plan outlines the objectives to define acceleration, indicate characteristics of acceleration of a free-falling object, and create a graph showing acceleration of a moving object. It details procedures like reviewing the previous lesson on speed and velocity, showing a video to engage students in identifying instances of acceleration, and presenting an activity where students analyze motion using paper strips with dots to interpret acceleration from a distance-time graph. Formative assessment involves students explaining their answers to activity questions about interpreting graphs of distance, speed, and time to determine acceleration of a moving car.
The document provides instructions for understanding how to program an ExoMars rover to move on Mars by breaking problems down into smaller parts. It discusses:
1) Identifying the problem of programming the rover's movement and breaking it into smaller sub-problems like moving, avoiding obstacles, and collecting samples.
2) Collecting relevant data about what will help or hinder the rover like its ability to move in different directions and potential obstacles.
3) Creating an algorithm (set of instructions) using a flow chart with symbols to represent actions like moving forward, turning, and drilling for samples.
Film Language: Camera Movements in Cinema and Film Studies. Ian Moreno-Melgar
A long PDF that has been used to introduce GCSE Film Students to the complicated process of identifying and explaining the use of camera movement. This is a fairly detailed series of slides which I have used in school for a couple of classes now. As it is a PDF the clips do not play but where possible I've used SlideShare and YouTube to embed the relevant videos which is why some images or slides may appear repeated. Included on the slide are a list of the videos referred to and used. . Similarly, as it was designed to be used in lessons the overall 'structure' is somewhat disjointed and is missing slides that includes answers or ideas that were discussed in lessons. In order to help where possible, I've included large versions of worksheets so that these can be clipped and printed out if necessary. Many thanks for taking a look and please feel free to take a look at my other uploads as you will find plenty there on other aspects of Film Studies
Applied Computer Vision - a Deep Learning ApproachJose Berengueres
This document provides an overview of a workshop on applied computer vision and number recognition using a deep learning approach. The workshop is intended to teach computer vision basics to undergraduates. It covers the four basic components of a computer vision program: features, clustering, filtering/morphological operations, and validation. It uses the example of recognizing handwritten numbers 0-9 to demonstrate these concepts and introduce relevant OpenCV functions. The document discusses feature extraction and reduction, the minimum number of features needed, and the importance of training with many examples.
This document contains information from a Meetup event about Android development. It includes:
- Details about upcoming sessions on topics like views, animations, networking and more
- A summary of announcements from Google I/O 2016 including updates to Firebase, Android Wear and Instant Apps
- Tips and links about optimizing for performance including understanding layouts, measuring GPU usage, and reducing overdraw
- A reminder of an upcoming new course on advanced Android topics like threading and batteries
The document provides information for Android developers about upcoming training opportunities and recommendations for improving app performance. It signposts various Android performance optimization strategies and tools through links and summaries of key concepts.
1. The slides are for a Calculus 2 class taught by Associate Professor Nguyen Dinh and Dr. Nguyen Ngoc Hai.
2. The slides cover techniques for integration such as substitution, integration by parts, and partial fractions.
3. Other topics covered include arc length, surface area, physical applications of integration, and improper integrals.
The document discusses how to use PowerPoint to engage learners through dynamic visualization tools. It provides tips for making PowerPoint presentations more interactive, such as using animations, videos, questions, and hyperlinks to stimulate discussion. Examples are given of how to visualize concepts like accuracy vs precision using animation. The document encourages incorporating active learning techniques like posing questions and predictions to keep students engaged.
1. The document discusses projectile motion and provides an example problem of calculating the motion of a ball launched at a 30 degree angle from a table 1 meter high.
2. It explains that projectile motion can be used to study how objects move through the air or space, and gives some everyday examples.
3. Conservation of energy can also be used to solve projectile motion problems, since the only force acting is gravity, and the horizontal velocity does not change.
This project aims to create a robotic dog to prevent people from entering areas with shoes where they are not allowed. The robotic dog is designed to bark and move towards any person detected by the camera wearing black shoes. It uses an Arduino, DC motors to move the front legs, and a speaker module to bark. When the image processing detects black shoes, the Arduino directs the dog to bark and move towards the person. Safety measures include redundancy in motors, improved image processing, ensuring it can navigate paths, and environmental sensors. The goal is to solve this problem in a modernized way compared to simple signage.
This document provides an overview of animation, including its definition, categories, techniques, principles, and file formats. It defines animation as bringing images to life by varying visual properties over time. There are two main categories: cell animation involving hand-drawn frames, and computer animation which can be 2D or 3D. Basic animation techniques include drawn, cut-out, model, and computer animation. Principles like squash and stretch, anticipation, and timing are described. Common file formats and animation software are also listed.
This document proposes using augmented reality (AR) apps in schools to enhance learning. It suggests AR can raise student interest by making lessons more visually engaging. Examples of AR apps described include talking textbooks, 3D simulations of scientific processes and structures, and interactive models with hotspots for additional information. Subjects like biology, chemistry, physics, geography, history and math are discussed with app ideas like 3D anatomical models, interactive molecular structures, virtual tours of historical sites, and geometric shape explorations. The document promotes further discussion with educators to develop subject-specific AR apps to improve education.
This document summarizes a presentation by Carnegie Mellon's School of Computer Science aimed at broadening understanding of the field. The presentation introduces computer science as solving problems using computers in diverse ways. It highlights how computer science can help with crime solving, sports, art, the environment and more. It discusses programming, robotics, and career opportunities. The goal is to excite audiences, especially students, about computer science and its possibilities.
Techniques for Effective RetrospectivesProwareness
The document summarizes a presentation given by Prowareness on effective techniques for conducting retrospectives during Scrum meetings. It provides 15 different techniques for gathering feedback, including using happiness metrics, drawing representations like sailboats to identify impediments, considering past and future perspectives, and using playing cards to discuss intrinsic motivators. Each technique includes a brief explanation and link to additional resources.
This document outlines the daily agenda and reflections for a 19-day robotics course using Lego Mindstorms NXT kits. Each day covers topics like defining robots and their parts, building and programming a tri-bot, introducing sensors and programming concepts, and culminating in a final project showcase for parents. Students reflect on what they are learning and how it applies to real-world uses of robots. The course aims to teach core robotics and programming skills through hands-on building and coding challenges.
The document discusses the 12 principles of animation developed by Walt Disney and his animators in the 1920s-1930s. The principles include squash and stretch, anticipation, staging, straight ahead vs pose-to-pose animation, follow through and overlap, slow in/slow out, use of arcs, secondary actions, timing, exaggeration, solid drawing, and appeal. The principles were developed through animation classes and collaboration to improve character movement and storytelling in Disney animated films.
This slideshow presentation contains lessons and YouTube video clips for a robotics unit to prepare students for a robotics challenge. It covers topics like definitions of robots, examples of robots, robot components, types of robot movement, and programming robots to move and complete tasks. The lessons culminate in students building their own robot and competing in a robotics competition against other schools.
This document discusses different approaches to animations on the web, including declarative and imperative animations. It introduces common principles of animation like squash and stretch. It also highlights challenges of browser repaints and techniques to improve performance like using requestAnimationFrame. The document provides examples of animation libraries and recommends tools to inspect repaints and optimize animations.
A multi-picture challenge for theories of visionAaron Sloman
(Modified 7th June 2013 to include some droodles.)
Some informal experiments are presented whose results help to challenge most theories of vision and proposed mechanisms of vision.
A possible explanatory information-processing architecture is proposed, based on multiple dynamical systems, grown during an individual's life time, most of which are dormant most of the time, but which can be very rapidly activated and instantiated so as to build a multi-ontology interpretation of the currently, and recently, available visual information -- e.g. turning a corner into a busy street in an unfamiliar city. As far as I know, there is no working implementation of such a system, though a very early prototype called Popeye (implemented in Pop2) around 1976 is summarised. Many hard unsolved problems remain, though most of them are ignored by research on vision that makes narrow assumptions about the functions of biological vision.
This document provides information about stop motion animation. It begins with definitions of animation, including that it is the simulation of movement created by displaying a series of pictures or frames rapidly. The key difference between animation and video is that video takes continuous motion and breaks it into frames, while animation puts together independent pictures to create the illusion of continuous motion. Examples are given of different types of animation, including drawn/cell animation, stop motion/model animation, and computer generated animation. Stop motion specifically manipulates objects in small increments between photographed frames to appear as if moving on their own. The document aims to provide background information on animation types to support learning about stop motion animation.
This document contains a daily lesson plan for a 7th grade science class on the topic of acceleration. The lesson plan outlines the objectives to define acceleration, indicate characteristics of acceleration of a free-falling object, and create a graph showing acceleration of a moving object. It details procedures like reviewing the previous lesson on speed and velocity, showing a video to engage students in identifying instances of acceleration, and presenting an activity where students analyze motion using paper strips with dots to interpret acceleration from a distance-time graph. Formative assessment involves students explaining their answers to activity questions about interpreting graphs of distance, speed, and time to determine acceleration of a moving car.
The document provides instructions for understanding how to program an ExoMars rover to move on Mars by breaking problems down into smaller parts. It discusses:
1) Identifying the problem of programming the rover's movement and breaking it into smaller sub-problems like moving, avoiding obstacles, and collecting samples.
2) Collecting relevant data about what will help or hinder the rover like its ability to move in different directions and potential obstacles.
3) Creating an algorithm (set of instructions) using a flow chart with symbols to represent actions like moving forward, turning, and drilling for samples.
Film Language: Camera Movements in Cinema and Film Studies. Ian Moreno-Melgar
A long PDF that has been used to introduce GCSE Film Students to the complicated process of identifying and explaining the use of camera movement. This is a fairly detailed series of slides which I have used in school for a couple of classes now. As it is a PDF the clips do not play but where possible I've used SlideShare and YouTube to embed the relevant videos which is why some images or slides may appear repeated. Included on the slide are a list of the videos referred to and used. . Similarly, as it was designed to be used in lessons the overall 'structure' is somewhat disjointed and is missing slides that includes answers or ideas that were discussed in lessons. In order to help where possible, I've included large versions of worksheets so that these can be clipped and printed out if necessary. Many thanks for taking a look and please feel free to take a look at my other uploads as you will find plenty there on other aspects of Film Studies
Applied Computer Vision - a Deep Learning ApproachJose Berengueres
This document provides an overview of a workshop on applied computer vision and number recognition using a deep learning approach. The workshop is intended to teach computer vision basics to undergraduates. It covers the four basic components of a computer vision program: features, clustering, filtering/morphological operations, and validation. It uses the example of recognizing handwritten numbers 0-9 to demonstrate these concepts and introduce relevant OpenCV functions. The document discusses feature extraction and reduction, the minimum number of features needed, and the importance of training with many examples.
This document contains information from a Meetup event about Android development. It includes:
- Details about upcoming sessions on topics like views, animations, networking and more
- A summary of announcements from Google I/O 2016 including updates to Firebase, Android Wear and Instant Apps
- Tips and links about optimizing for performance including understanding layouts, measuring GPU usage, and reducing overdraw
- A reminder of an upcoming new course on advanced Android topics like threading and batteries
The document provides information for Android developers about upcoming training opportunities and recommendations for improving app performance. It signposts various Android performance optimization strategies and tools through links and summaries of key concepts.
1. The slides are for a Calculus 2 class taught by Associate Professor Nguyen Dinh and Dr. Nguyen Ngoc Hai.
2. The slides cover techniques for integration such as substitution, integration by parts, and partial fractions.
3. Other topics covered include arc length, surface area, physical applications of integration, and improper integrals.
The document discusses how to use PowerPoint to engage learners through dynamic visualization tools. It provides tips for making PowerPoint presentations more interactive, such as using animations, videos, questions, and hyperlinks to stimulate discussion. Examples are given of how to visualize concepts like accuracy vs precision using animation. The document encourages incorporating active learning techniques like posing questions and predictions to keep students engaged.
1. The document discusses projectile motion and provides an example problem of calculating the motion of a ball launched at a 30 degree angle from a table 1 meter high.
2. It explains that projectile motion can be used to study how objects move through the air or space, and gives some everyday examples.
3. Conservation of energy can also be used to solve projectile motion problems, since the only force acting is gravity, and the horizontal velocity does not change.
This project aims to create a robotic dog to prevent people from entering areas with shoes where they are not allowed. The robotic dog is designed to bark and move towards any person detected by the camera wearing black shoes. It uses an Arduino, DC motors to move the front legs, and a speaker module to bark. When the image processing detects black shoes, the Arduino directs the dog to bark and move towards the person. Safety measures include redundancy in motors, improved image processing, ensuring it can navigate paths, and environmental sensors. The goal is to solve this problem in a modernized way compared to simple signage.
This document provides an overview of animation, including its definition, categories, techniques, principles, and file formats. It defines animation as bringing images to life by varying visual properties over time. There are two main categories: cell animation involving hand-drawn frames, and computer animation which can be 2D or 3D. Basic animation techniques include drawn, cut-out, model, and computer animation. Principles like squash and stretch, anticipation, and timing are described. Common file formats and animation software are also listed.
This document proposes using augmented reality (AR) apps in schools to enhance learning. It suggests AR can raise student interest by making lessons more visually engaging. Examples of AR apps described include talking textbooks, 3D simulations of scientific processes and structures, and interactive models with hotspots for additional information. Subjects like biology, chemistry, physics, geography, history and math are discussed with app ideas like 3D anatomical models, interactive molecular structures, virtual tours of historical sites, and geometric shape explorations. The document promotes further discussion with educators to develop subject-specific AR apps to improve education.
This document summarizes a presentation by Carnegie Mellon's School of Computer Science aimed at broadening understanding of the field. The presentation introduces computer science as solving problems using computers in diverse ways. It highlights how computer science can help with crime solving, sports, art, the environment and more. It discusses programming, robotics, and career opportunities. The goal is to excite audiences, especially students, about computer science and its possibilities.
Techniques for Effective RetrospectivesProwareness
The document summarizes a presentation given by Prowareness on effective techniques for conducting retrospectives during Scrum meetings. It provides 15 different techniques for gathering feedback, including using happiness metrics, drawing representations like sailboats to identify impediments, considering past and future perspectives, and using playing cards to discuss intrinsic motivators. Each technique includes a brief explanation and link to additional resources.
Este documento presenta los resultados de la huella ecológica de Jordi Taboada Tobajas según un cuestionario sobre sus hábitos diarios. Su huella ecológica total es de 10.40 hectáreas, más del doble de la media española de 6.4 hectáreas y 4.3 hectáreas más de lo disponible en la Tierra. Para reducir su huella, crea objetivos y actividades enfocadas en mejorar sus hábitos de comida, vestimenta y ocio.
El documento presenta los resultados de la huella ecológica de Jordi Taboada Tobajas según un cuestionario de 8 categorías. Su huella es de 10.40 hectáreas, por encima del promedio español de 6.4 hectáreas y del límite planetario de 2.1 hectáreas. Para reducirla, crea objetivos y actividades enfocadas en mejorar sus hábitos de comida, vestimenta y ocio. Sus objetivos incluyen depositar residuos orgánicos para compostaje, donar ropa no usada, fomentar el
Plan de dinamización RRSS Sant Jordi 2020 VirtualJordi Taboada
Este documento presenta un plan de dinamización en redes sociales para celebrar la fiesta de Sant Jordi de forma virtual debido a la pandemia. El plan utilizará las cuentas de Twitter, Facebook e Instagram de la escuela con el hashtag #santjordiplantada2020. Los estudiantes publicarán reseñas de libros o fotos de sus balcones decorados con motivos de Sant Jordi. Posteriormente, se seleccionarán las mejores publicaciones para crear un vídeo que se publicará en la web de la escuela y redes
Plan de dinamización RRSS Sant Jordi 2020Jordi Taboada
Este documento presenta un plan de dinamización en redes sociales para celebrar la fiesta de Sant Jordi de forma virtual debido a la pandemia de Covid-19. El plan utilizará las redes Twitter, Facebook e Instagram con el hashtag #santjordiplantada2020. Los estudiantes publicarán reseñas de libros o fotos de balcones decorados con motivos de Sant Jordi. Posteriormente, se seleccionarán las mejores publicaciones para crear un vídeo que se publicará en la web del instituto y en las redes social
Este documento presenta una serie de actividades para estudiantes de secundaria sobre la gestión de emociones en las redes sociales. El objetivo es promover un uso responsable y positivo de la tecnología. Las actividades exploran emociones como la impaciencia, el postureo y la falta de reflexión. Los estudiantes trabajarán en grupos para completar tareas como identificar necesidades en el uso de redes y analizar ejemplos de comportamientos de riesgo o no reflexivos en línea.
Este documento presenta una propuesta para una actividad educativa sobre el ciberacoso dirigida a estudiantes de 3o de ESO. La actividad se desarrollaría durante un trimestre en la clase de tutoría y cubriría objetivos como enseñar a detectar el ciberacoso, conocer sus formas y consecuencias, y saber cómo actuar ante él. Los estudiantes trabajarían en grupos para analizar recursos sobre el tema y producir material informativo como pósters o vídeos que luego difundirían.
El documento evalúa el lugar de trabajo en casa de Jordi Taboada Tobajas y sus hábitos posturales. Identifica 23 factores como la iluminación, mesa, silla, temperatura y distancia de la pantalla. Evalúa cada factor en una escala de bien, regular o mal y propone medidas para mejorar los factores evaluados como regulares o mal, como comprar un asiento y reposapiés ajustables o cambiar el tipo de cortina para mejorar la iluminación natural.
Taller: Huella digital y Protección de datos personales en la redJordi Taboada
Este documento describe un taller de 5 horas sobre huella digital y protección de datos personales dirigido a estudiantes de 2o de ESO. El taller tiene como objetivos desarrollar las competencias digitales del alumnado, conocer los riesgos de compartir datos personales en línea y aprender estrategias de protección. Incluye 4 actividades en las que los estudiantes analizan sus datos públicos, crean un decálogo de buenas prácticas, producen material sobre huella digital y reputación online, y evalúan los trabajos de sus compañeros.
Wunderlist es una herramienta gratuita para gestionar tareas disponible en múltiples idiomas y plataformas. Ofrece funciones como la creación de listas de tareas con diferentes niveles de prioridad, notificaciones de vencimiento, y la posibilidad de compartir listas y asignar tareas de forma colaborativa. Sin embargo, depende de una conexión a internet y carece de funciones avanzadas de permisos y eliminación de usuarios compartidos. Además, enfrenta una fuerte competencia de otras aplicaciones para la gestión de
Este documento presenta una rúbrica para evaluar la actividad "Tabla Periódica QR". La rúbrica evalúa la participación en la plataforma de comunicación TwinSpace, la organización y contenido de la información sobre el elemento químico, las imágenes y su color, las tareas entregadas y la difusión de la ficha en un tablero colaborativo. Los estudiantes pueden obtener puntajes de 1 a 4 en cada categoría, con descripciones de los requisitos para cada nivel de puntaje.
Este documento presenta una plantilla para un proyecto escolar sobre la tabla periódica de los elementos para estudiantes de 14-15 años. El proyecto durará un mes e involucrará a los estudiantes trabajando en grupos para crear fichas sobre elementos químicos en varios idiomas y publicarlas en una tabla periódica digital interactiva con códigos QR. Los estudiantes investigarán los elementos asignados y usarán herramientas en línea como Padlet y Google Drive.
Este documento describe una herramienta sin conexión llamada "Construye un átomo" que permite a los estudiantes construir átomos colocando protones, neutrones y electrones para ver cómo cambian los elementos, la carga y la masa. La herramienta se puede descargar para usar sin conexión a Internet y proporciona una forma interactiva de enseñar conceptos de física y química de manera divertida.
Este taller tiene como objetivo desarrollar la competencia digital de los alumnos de 3o de la ESO mediante la comprensión de las principales estafas y fraudes en Internet. Los alumnos trabajarán en grupos para investigar uno de los tres tipos de fraudes (malware, ingeniería social, fraudes telemáticos) y crearán un artefacto digital para presentarlo a sus compañeros, explicando los riesgos y medidas de protección. Los artefactos se publicarán en la web del instituto y redes sociales para difundir la información de forma
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How to Manage Your Lost Opportunities in Odoo 17 CRMCeline George
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This presentation includes basic of PCOS their pathology and treatment and also Ayurveda correlation of PCOS and Ayurvedic line of treatment mentioned in classics.
How to Fix the Import Error in the Odoo 17Celine George
An import error occurs when a program fails to import a module or library, disrupting its execution. In languages like Python, this issue arises when the specified module cannot be found or accessed, hindering the program's functionality. Resolving import errors is crucial for maintaining smooth software operation and uninterrupted development processes.
1. The motion
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Jordi Taboada
Activities of the Unit “The motion”
Activity. Reference frame
Think and reason
In the picture on the right, two friends are talking on the phone, one inside a car and the other
inside a bus. Discuss with tour partner:
a) Which of the two is moving?
b) Who is moving away from whom?
c) Can you find a fixed point?
Watch and listen
Now, watch the following videos to understand the concepts of:
✓ Relative Motion and Inertial Reference Frames. Did you know that everything is moving?
Even you, as you're sitting perfectly still, because the earth is moving, and the sun, and the
galaxy, and so forth. For this reason, it only makes sense to talk about the motion of some
object relative to some other object. Watch this and see what I mean! (Professor Dave
Explains)
https://www.youtube.com/watch?v=wD7C4V9smG4
✓ Distance and Displacement. How do we understand Distance? Is Displacement the same as
Distance? Watch this video to know more! (Don’t Memorise Channel)
https://www.youtube.com/watch?v=21BwUNDOQno
Read and remember
In the following picture you can see the motion of a man. In order to study the motion of a man,
we need to define concepts.
2. The motion
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Jordi Taboada
Activity. Velocity
Now, watch the following video to understand the concept of velocity
✓ Distance, Displacement, Speed and Velocity: Let's explore these Motion concepts in an
exciting and practical way! In this Part 1 video, the concepts of Distance, Displacement,
Speed and Velocity are discussed in detail. In the Part 2 video, I'll be driving around and
showing you how to practically apply these concepts! (Manocha Academy)
https://www.youtube.com/watch?v=Xo3KBoEMDEo Part 1
https://www.youtube.com/watch?v=DcTvuXN27wo Part 2
Resolve
Driving on a road at a constant velocity, you observe that you pass kilometre point 12 at 11:24
and kilometre point 21 at 11:30. What is the displacement? What is the velocity? When would
you pass kilometre point 27?
Did you know?
The cheetah is the fastest animal and it also has the greatest ability to accelerate. It can go from 0
to 100 km/h in 3.5 seconds, whereas a sports car like the Mercedes – Benz SLR McLaren needs
3.8 s. Working with your partner, calculate the acceleration of the cheetah and sports car.
3. The motion
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Jordi Taboada
Activity. Acceleration
Now, watch the following video to understand the concept of acceleration
✓ When do we say that an object is accelerating? What happens to the velocity of an object
when it accelerates? Is acceleration scalar or vector? Watch this video to know the answers!
(Don’t Memorise Channel)
https://www.youtube.com/watch?v=vxFYfumAAlY
Resolve
In order to take off, a commercial aeroplane must reach a velocity greater than 250 km/h.
Calculate the velocity in Sistema International Units and determine the take – off acceleration if
it reaches this velocity in one minute and 10 seconds.
4. The motion
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Jordi Taboada
Activity. Motion Graphs
Click the following link and read the theory of the motion graphs, practice and resolve the problems if
you want.
Graphs of motion: https://physics.info/motion-graphs/
Click and Practice
Build a distance – time graphs of skateboarders
http://www.colmanweb.co.uk/Assets/SWF/Skate_boarders.swf
✓ Watch the following video that it explains how to build the Velocity – Time Graph
http://glencoe.com/sec/science/physics/ppp_09/animation/Chapter%203/Velocity-
Time%20Graphs.swf
Motion of a runner: graphing motion
http://www.phschool.com/atschool/phsciexp/active_art/graphing_motion/graphing_motion.swf
5. The motion
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Click and Play
✓ Now, you can play with this motion game about graphics. You can evaluate your knowledge
playing with this game!
http://theuniverseandmore.com/wp-content/uploads/2015/07/SUGC_2014_secure.swf
6. The motion
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Activity. Types of motion
In the previous activities you have seen that there are certain motions in which the velocity is
constant: these are called uniform motions.
There are other motions in which the velocity varies at a constant rate. These are called
uniformly accelerated motions.
Look this scheme and resolve the proposed exercise
Resolve
A car starts moving at a traffic light with an acceleration of 1.5 m/s2
for eight seconds. Then it
continues at a constant velocity for 20 seconds. At that moment it brakes with an acceleration of
2 m/s2
.
Determine:
a) Build the velocity – time graph.
b) The velocity of the first section
c) The distance moved in the second section
d) The take it takes to stop
7. The motion
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Jordi Taboada
Activity. Equations of motion
Now, watch the following videos to understand the concepts of:
✓ Equations of Motion Made Easy! Newton's Equations of Motion also known as SUVAT
equations are explained in detail here. We have compared the upward and downward motion.
Try the Top 3 Questions at the end of the video and write your answers & doubts in the
comments below! (Manocha Academy Channel)
Equations of Motion: https://www.youtube.com/watch?v=GX5zToM_Vvg
✓ That are the different Equations of Motion? Watch this video to know more! (Don’t Memorise
Channel)
Equations of Motion (short video): https://www.youtube.com/watch?v=xViRvJxTu6k
✓ Motion Graphs and the Position Equation. Mr. Causey Shows you step by step how to setup
and interpret motion graphs. (Mr. Causey Video Academy)
Motion Graphs and the Position Equations: https://www.youtube.com/watch?v=RZjREjLJJ_I
8. The motion
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Simulation. The moving man
Learn about position, velocity, and acceleration graphs. Move the little man back and forth with the
mouse and plot his motion. Set the position, velocity, or acceleration and let the simulation move the
man for you.
https://phet.colorado.edu/en/simulation/moving-man
9. The motion
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Consolidation activities. The motion
Reading
Look at this presentation about the physics of motion:
The Language of Motion. Mechanics is the study of the motion of objects and Kinematics is the
science of describing the motion of objects using words, diagrams, numbers, graphs, and
equations. Kinematics is a branch of mechanics. You must read more at the following link:
https://prezi.com/noteohslzp3d/the-physics-of-motion/
Activity: Vocabulary
Go to the following Quizlet link and practice: vocabulary, learn, write, spell, test, match and
gravity about motion.
https://quizlet.com/77123888/motion-vocabulary-flash-cards/
• Flashcards: listening
• Learn: test
• Write
• Spell: type what you hear. Listening
• Test: write questions, matching questions, multiple choice questions, true/false question
• Game – Match: Drag corresponding items onto each other to make then disappear
• Game – Gravity
Motion Vocabulary: Listening
10. The motion
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Game – Match
If you want, you can practice more
✓ Physics Motion Review
https://quizlet.com/15725098/physics-motion-review-flash-cards/
✓ Motion, Speed, Velocity and Acceleration Notes!
https://quizlet.com/508295/motion-speed-velocity-and-acceleration-notes-flash-cards/
Activity: Vocabulary of the motion
Fill in the Blanks
https://www.educaplay.com/en/learningresources/4014115/motion_intro_intro.htm
11. The motion
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Crossword. Describing motion.
In this crossword, you must look for words about the motion. Go to the following link:
https://www.educaplay.com/en/learningresources/3902372/describing_motion.htm
12. The motion
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Simulation. Motion in 2D
Learn about position, velocity, and acceleration vectors. Move the ball with the mouse or let the
simulation move the ball in four types of motion (2 types of linear, simple harmonic, circle).
https://phet.colorado.edu/en/simulation/legacy/motion-2d.
Game. Maze Game
Learn about position, velocity, and acceleration in the "Arena of Pain". This maze game is an
option where you can learn to go through it by using the magnitudes we have studied.
Use the green arrow to move the ball. Add more walls to the arena to make the game more
difficult. Try to make a goal as fast as you can
https://phet.colorado.edu/en/simulation/legacy/maze-game
13. The motion
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Task 1: Collaborative work.
You and your partners they must watch the videos of the motions. Work in groups and they
make a scheme about the magnitude and equations. They can use the Padlet web. This is a
Collaborative work.
Task 2: What have you learnt about of motion?
Construct a computer graphics about the motion with Piktochart. It must include: magnitudes,
equations, types of movement and graphics.
Task 3: Think and reason
Build a mind map including the following concepts:
kinematic, movement, reference frame, position, displacement, space, distance,
velocity, time, origin, change, acceleration, motion, speed.
You can use the Mindmeister tools.
Task 4: Consolidation activity. Social Game: Kahoot
Kahoot! is a free game-based learning platform that makes it fun to learn any subject, in any
language, on any device, for all ages!
Finally, we review the unit, vocabulary and content, through a collective game thanks to the web
Kahoot.
https://play.kahoot.it/#/intro?quizId=c7810ad2-a989-4457-bea4-669a5a63b522