Instead of building a game from scratch, charities should look to a corporate partner to co-create the solution. One example is mobile game developer XEOPlay who created Tilt World, a game that helps to reforest Madagascar.
The document describes a board game called IMPACT that aims to educate players about environmental issues and solutions in a fun way. It discusses how the game was developed over 12 months with extensive playtesting. IMPACT brings to life a scientific model that the UN is using to ensure a sustainable future by defining planetary boundaries. It is hoped that IMPACT will give millions of people the motivation and knowledge to address the global environmental crisis through playing the game.
This talk is about how to introduce effective gamification on a project, about different gamification modes and real-life examples of successful gamification implementation for Test Team activities.
[Challenge:Future] Impact: a game that inspires planet saving passionChallenge:Future
The document discusses Nathaniel Spohn's vision for a family board game called "Impact" that combines competition and collaboration to teach players about solving global problems in an engaging way. The game is meant to give players a holistic understanding of their environmental impact and positively associate them with protecting the environment in a fun way, rather than being preachy. Several people who reviewed or played the game felt it has potential to challenge views on sustainability issues and increase understanding about these topics in an innovative way through play.
[Challenge:Future] Impact: a game that inspires planet saving passionChallenge:Future
The document summarizes a board game called "Impact" that aims to educate people about environmental sustainability through play. The game is designed to help players holistically understand how their actions impact the environment and encourage positive behaviors to protect it. Several teachers, entrepreneurs, and publishers provide endorsements for the game, stating it could introduce students to sustainability concepts in an engaging way and empower awareness of environmental issues. The creator of the game hopes it will challenge views and teach people to think more deeply about environmental challenges through a fun activity.
Impact - change the future by playing with it firstnathanielspohn
The document summarizes a board game called "Impact" that aims to educate people about environmental sustainability through play. The game is designed to help players holistically understand how their actions impact the environment and encourage positive behaviors to protect it. Several reviewers praise the game's potential to challenge views and introduce sustainability concepts to students in an engaging way. The creator's vision is to use games to enable discovery of how people can contribute to a happier planet.
Gamification seems to be all the rage in customer engagement, but does it really work for utilities? Is getting customers to participate in and recommend energy-efficiency programs all fun and games? Could Candy Crush hold the key to behavior change?
The Global Startup Community’s Meta MissionSocial Tables
This is a presentation our CEO gave at a #DisruptHR event in DC. In it, he shares his belief that the secondary mission of every startup in the world is "to reinvent the workplace."
Gamification involves using elements of game play to improve user adoption, engagement, and retention. It has been shown to increase metrics by 2-10 times. Games immerse users in "blissful productivity" and can motivate them to solve problems. Case studies demonstrate how gamification increased average driving speeds and recycling participation. Successful gamification considers goals, achievements, social aspects, and tasks to guide user behavior rather than just winning and losing. Both amateurs and professionals are using gamification, which involves designing game elements, testing prototypes, and developing for mobile and social platforms. Gamification shows potential in areas like education, health, and finance.
The document describes a board game called IMPACT that aims to educate players about environmental issues and solutions in a fun way. It discusses how the game was developed over 12 months with extensive playtesting. IMPACT brings to life a scientific model that the UN is using to ensure a sustainable future by defining planetary boundaries. It is hoped that IMPACT will give millions of people the motivation and knowledge to address the global environmental crisis through playing the game.
This talk is about how to introduce effective gamification on a project, about different gamification modes and real-life examples of successful gamification implementation for Test Team activities.
[Challenge:Future] Impact: a game that inspires planet saving passionChallenge:Future
The document discusses Nathaniel Spohn's vision for a family board game called "Impact" that combines competition and collaboration to teach players about solving global problems in an engaging way. The game is meant to give players a holistic understanding of their environmental impact and positively associate them with protecting the environment in a fun way, rather than being preachy. Several people who reviewed or played the game felt it has potential to challenge views on sustainability issues and increase understanding about these topics in an innovative way through play.
[Challenge:Future] Impact: a game that inspires planet saving passionChallenge:Future
The document summarizes a board game called "Impact" that aims to educate people about environmental sustainability through play. The game is designed to help players holistically understand how their actions impact the environment and encourage positive behaviors to protect it. Several teachers, entrepreneurs, and publishers provide endorsements for the game, stating it could introduce students to sustainability concepts in an engaging way and empower awareness of environmental issues. The creator of the game hopes it will challenge views and teach people to think more deeply about environmental challenges through a fun activity.
Impact - change the future by playing with it firstnathanielspohn
The document summarizes a board game called "Impact" that aims to educate people about environmental sustainability through play. The game is designed to help players holistically understand how their actions impact the environment and encourage positive behaviors to protect it. Several reviewers praise the game's potential to challenge views and introduce sustainability concepts to students in an engaging way. The creator's vision is to use games to enable discovery of how people can contribute to a happier planet.
Gamification seems to be all the rage in customer engagement, but does it really work for utilities? Is getting customers to participate in and recommend energy-efficiency programs all fun and games? Could Candy Crush hold the key to behavior change?
The Global Startup Community’s Meta MissionSocial Tables
This is a presentation our CEO gave at a #DisruptHR event in DC. In it, he shares his belief that the secondary mission of every startup in the world is "to reinvent the workplace."
Gamification involves using elements of game play to improve user adoption, engagement, and retention. It has been shown to increase metrics by 2-10 times. Games immerse users in "blissful productivity" and can motivate them to solve problems. Case studies demonstrate how gamification increased average driving speeds and recycling participation. Successful gamification considers goals, achievements, social aspects, and tasks to guide user behavior rather than just winning and losing. Both amateurs and professionals are using gamification, which involves designing game elements, testing prototypes, and developing for mobile and social platforms. Gamification shows potential in areas like education, health, and finance.
Ayoga - Gamification in healthcare - Manu Melwin Joymanumelwin
Patients with chronic conditions must be proactive about maintaining and improving their health and overall wellness. There are limits to what doctors and caregivers can accomplish on their own.
Akili case study - Gamification in healthcare - Manu Melwin Joymanumelwin
Akili has designed a game called Evo to help detect Alzheimer's disease. Evo tests cognitive interference and distraction, which is important for daily functioning. Players steer an alien down a river on their phone or tablet while tapping the screen in response to distractions. Performance data is collected and compared to standardized data from normal and Alzheimer's patients to potentially provide a more cost-effective diagnosis than a PET scan. Evo aims to provide an assessment similar to Cog Cubed's game for detecting cognitive impairment.
Rock the bulb - Green Gamification - Manu Melwin Joymanumelwin
Rock the Bulb, by Washington State’s Puget Sound Energy (PSE), was a multi-event campaign that ran from July through October of 2009 (Puget Sound Energy 2009).
Trash tycoon - Green Gamification - Manu Melwin Joymanumelwin
Trash Tycoon was a social network game developed in 2011 that applied gameplay to environmental issues like waste, water, and being green. In the game, players cleaned up a trash-covered town by collecting litter, recycling it, and constructing recycled products and decorations. The game partnered with real organizations focused on sustainability like TerraCycle and Carbonfund.org. It allowed players to collaborate with neighbors in real-time to clean the virtual city while chatting.
Simple energy - Green Gamification - Manu Melwin Joymanumelwin
Horizon Utilities Corporation, in partnership with Simple Energy, delivered an online conservation and demand management pilot program that rewards residential customers with AIR MILES® reward miles for reducing their household energy use.
Recyclepix - Green Gamification - Manu Melwin Joymanumelwin
RecyclePix By Greenopolis, a free new app for the iPhone, iPad and Android, encourages users to take pictures of themselves recycling waste; they can then post it directly on their Facebook or Twitter accounts and earn points with Greenopolis.
El documento habla sobre la apatía del estudiante. Explica que la apatía se debe a factores como el aburrimiento, problemas familiares o entre compañeros, malas influencias y falta de interés. La apatía se manifiesta a través de ignorar la clase, agresividad, faltas y aislamiento. Para combatirla, se recomiendan pláticas motivacionales, mejorar la comunicación y ofrecer entretenimiento.
Sun Power - Green Gamification - Manu Melwin Joymanumelwin
SunPower, designer and manufacturer of high-efficiency solar panels and arrays has found a way to combine social networking and gaming to attract lots of people to learn more about solar power online.
This document provides the answers to an ACCT 400 final exam with 50 true/false questions covering chapters 1-2 and 6-11. It also provides contact information for purchasing the exam answers or getting more information. The exam questions cover topics like subsequent events, internal controls, audit procedures, revenue recognition, and regulatory requirements.
E- Business Portal to Increase the reach and Usagesdusane1
Electronic Business or e-business is a term which can be used for any kind of business or commercial transaction that includes sharing information across the internet. Commerce constitutes the exchange of products and services between businesses, groups and individuals and can be seen as one of the essential activities of any business. Electronic commerce focuses on the use of ICT to enable the external activities and relationships of the business with individuals, groups and other businesses or e business refers to business with help of internet i.e. doing business with the help of internet network. The term "e-business" was coined by IBM's marketing and Internet team in 1996.
Charles Sanders Peirce was an American philosopher, logician and scientist in the late 1800s. He is considered the founder of pragmatism and modern semiotics. Peirce studied logic from a young age and received a degree in chemistry from Harvard, but struggled to maintain an academic position. He had a career with the United States Coast Survey as a geodesist and also lectured in logic at Johns Hopkins University. Peirce described logic as the science of signs and divided it into three areas: critical logic, speculative grammar, and speculative rhetoric. His work in semiotics and pragmatism has had significant influence on fields like media studies.
Students at a middle school in Romania studied the play "Five o'clock" by famous Romanian writer Ion Luca Caragiale as part of an Erasmus+ project on equality in literature. They enjoyed interpreting roles from the play, which showed that in theater, girls and boys can play any role successfully regardless of gender. The students will perform scenes from the play at a five o'clock tea, showing that they are equal on stage.
Practically green - Green Gamification - Manu Melwin Joymanumelwin
Practically Green is a mobile and web platform which allows users to measure and track their choices and how they contribute to environmental and healthy living.
Vermontivate - Green Gamification - Manu Melwin Joymanumelwin
Vermontivate is a 6-week team-based game created by Kathryn Blume and Nick Lange of VEIC to encourage sustainability actions. Players form town or school teams and complete weekly challenges on themes like food, energy, and transportation to earn points. Challenges range from easy tasks like using reusable bags to harder ones like home insulation. The game aims to raise environmental awareness and engagement through a flexible scoring system that rewards both quantifiable and creative actions. Surveys found increased understanding of sustainability issues among players after participating.
Gainesville green - Green Gamification - Manu Melwin Joymanumelwin
Gainesville Green helps you save on your energy bills by giving you the tools needed to draw meaningful comparisons. We hope that making this data available to consumers, will enable us all to make better decisions about our energy usage.
Home Beat - Green Gamification - Manu Melwin Joymanumelwin
Gamified Energy Management App HomeBeat Uses Analytics and Engagement to Save Energy. Bidgely has developed an app that turns demand response into a game that people can play on their smartphones.
Volkswagen Hidden Advert - Gamification in Recruitment - Dr. Manu Melwin Joymanumelwin
For more interesting case studies and updates about Gamification, visit my website
https://www.youtube.com/channel/UCm_r2ZYJJBwGJ2rAaRNTNBA/videos
Volkswagen was in need of skilled mechanics. So clearly, they should just jumped on the web and started advertising for open positions, right? Wrong. The best candidates may already be working somewhere else. Volkswagen chose a no less unusual place for their vacancy ads.
Swedish Armed Force - Who Cares? - Gamification in Recruitment - Dr. Manu Mel...manumelwin
For more interesting case studies and updates about Gamification, visit my website
https://www.youtube.com/channel/UCm_r2ZYJJBwGJ2rAaRNTNBA/videos
The Swedish Armed Forces are recruiting. They need young men and women for an occupation that in many ways is about giving up your own safety in order to help others. They wanted to activate the target group while simultaneously raising the question. Would people sacrifice their own freedom for someone they have no relation to? Are people prepared to show that they care in ways that don’t include sharing something on Facebook or tweeting a specific hash-tag?
Ayoga - Gamification in healthcare - Manu Melwin Joymanumelwin
Patients with chronic conditions must be proactive about maintaining and improving their health and overall wellness. There are limits to what doctors and caregivers can accomplish on their own.
Akili case study - Gamification in healthcare - Manu Melwin Joymanumelwin
Akili has designed a game called Evo to help detect Alzheimer's disease. Evo tests cognitive interference and distraction, which is important for daily functioning. Players steer an alien down a river on their phone or tablet while tapping the screen in response to distractions. Performance data is collected and compared to standardized data from normal and Alzheimer's patients to potentially provide a more cost-effective diagnosis than a PET scan. Evo aims to provide an assessment similar to Cog Cubed's game for detecting cognitive impairment.
Rock the bulb - Green Gamification - Manu Melwin Joymanumelwin
Rock the Bulb, by Washington State’s Puget Sound Energy (PSE), was a multi-event campaign that ran from July through October of 2009 (Puget Sound Energy 2009).
Trash tycoon - Green Gamification - Manu Melwin Joymanumelwin
Trash Tycoon was a social network game developed in 2011 that applied gameplay to environmental issues like waste, water, and being green. In the game, players cleaned up a trash-covered town by collecting litter, recycling it, and constructing recycled products and decorations. The game partnered with real organizations focused on sustainability like TerraCycle and Carbonfund.org. It allowed players to collaborate with neighbors in real-time to clean the virtual city while chatting.
Simple energy - Green Gamification - Manu Melwin Joymanumelwin
Horizon Utilities Corporation, in partnership with Simple Energy, delivered an online conservation and demand management pilot program that rewards residential customers with AIR MILES® reward miles for reducing their household energy use.
Recyclepix - Green Gamification - Manu Melwin Joymanumelwin
RecyclePix By Greenopolis, a free new app for the iPhone, iPad and Android, encourages users to take pictures of themselves recycling waste; they can then post it directly on their Facebook or Twitter accounts and earn points with Greenopolis.
El documento habla sobre la apatía del estudiante. Explica que la apatía se debe a factores como el aburrimiento, problemas familiares o entre compañeros, malas influencias y falta de interés. La apatía se manifiesta a través de ignorar la clase, agresividad, faltas y aislamiento. Para combatirla, se recomiendan pláticas motivacionales, mejorar la comunicación y ofrecer entretenimiento.
Sun Power - Green Gamification - Manu Melwin Joymanumelwin
SunPower, designer and manufacturer of high-efficiency solar panels and arrays has found a way to combine social networking and gaming to attract lots of people to learn more about solar power online.
This document provides the answers to an ACCT 400 final exam with 50 true/false questions covering chapters 1-2 and 6-11. It also provides contact information for purchasing the exam answers or getting more information. The exam questions cover topics like subsequent events, internal controls, audit procedures, revenue recognition, and regulatory requirements.
E- Business Portal to Increase the reach and Usagesdusane1
Electronic Business or e-business is a term which can be used for any kind of business or commercial transaction that includes sharing information across the internet. Commerce constitutes the exchange of products and services between businesses, groups and individuals and can be seen as one of the essential activities of any business. Electronic commerce focuses on the use of ICT to enable the external activities and relationships of the business with individuals, groups and other businesses or e business refers to business with help of internet i.e. doing business with the help of internet network. The term "e-business" was coined by IBM's marketing and Internet team in 1996.
Charles Sanders Peirce was an American philosopher, logician and scientist in the late 1800s. He is considered the founder of pragmatism and modern semiotics. Peirce studied logic from a young age and received a degree in chemistry from Harvard, but struggled to maintain an academic position. He had a career with the United States Coast Survey as a geodesist and also lectured in logic at Johns Hopkins University. Peirce described logic as the science of signs and divided it into three areas: critical logic, speculative grammar, and speculative rhetoric. His work in semiotics and pragmatism has had significant influence on fields like media studies.
Students at a middle school in Romania studied the play "Five o'clock" by famous Romanian writer Ion Luca Caragiale as part of an Erasmus+ project on equality in literature. They enjoyed interpreting roles from the play, which showed that in theater, girls and boys can play any role successfully regardless of gender. The students will perform scenes from the play at a five o'clock tea, showing that they are equal on stage.
Practically green - Green Gamification - Manu Melwin Joymanumelwin
Practically Green is a mobile and web platform which allows users to measure and track their choices and how they contribute to environmental and healthy living.
Vermontivate - Green Gamification - Manu Melwin Joymanumelwin
Vermontivate is a 6-week team-based game created by Kathryn Blume and Nick Lange of VEIC to encourage sustainability actions. Players form town or school teams and complete weekly challenges on themes like food, energy, and transportation to earn points. Challenges range from easy tasks like using reusable bags to harder ones like home insulation. The game aims to raise environmental awareness and engagement through a flexible scoring system that rewards both quantifiable and creative actions. Surveys found increased understanding of sustainability issues among players after participating.
Gainesville green - Green Gamification - Manu Melwin Joymanumelwin
Gainesville Green helps you save on your energy bills by giving you the tools needed to draw meaningful comparisons. We hope that making this data available to consumers, will enable us all to make better decisions about our energy usage.
Home Beat - Green Gamification - Manu Melwin Joymanumelwin
Gamified Energy Management App HomeBeat Uses Analytics and Engagement to Save Energy. Bidgely has developed an app that turns demand response into a game that people can play on their smartphones.
Volkswagen Hidden Advert - Gamification in Recruitment - Dr. Manu Melwin Joymanumelwin
For more interesting case studies and updates about Gamification, visit my website
https://www.youtube.com/channel/UCm_r2ZYJJBwGJ2rAaRNTNBA/videos
Volkswagen was in need of skilled mechanics. So clearly, they should just jumped on the web and started advertising for open positions, right? Wrong. The best candidates may already be working somewhere else. Volkswagen chose a no less unusual place for their vacancy ads.
Swedish Armed Force - Who Cares? - Gamification in Recruitment - Dr. Manu Mel...manumelwin
For more interesting case studies and updates about Gamification, visit my website
https://www.youtube.com/channel/UCm_r2ZYJJBwGJ2rAaRNTNBA/videos
The Swedish Armed Forces are recruiting. They need young men and women for an occupation that in many ways is about giving up your own safety in order to help others. They wanted to activate the target group while simultaneously raising the question. Would people sacrifice their own freedom for someone they have no relation to? Are people prepared to show that they care in ways that don’t include sharing something on Facebook or tweeting a specific hash-tag?
IKEA - Assemble your career - Gamification in Recruitment - Dr. Manu Melwin Joymanumelwin
For more interesting case studies and updates about Gamification, visit my website
https://www.youtube.com/channel/UCm_r2ZYJJBwGJ2rAaRNTNBA/videos
In an attempt to recruit a large number of workers for their new megastore in Australia, IKEA amusingly decided to include what they called ‘Career Instructions’ into each of their flat packs. Based on their traditional furniture instructions, all customers took home the witty application forms without realising. The clever initiative not only minimised the costs on advertising, but it also ensured IKEA fans were targeted.
Bletchley Park’s crossword - Gamification in Recruitment - Dr. Manu Melwin Joymanumelwin
For more interesting case studies and updates about Gamification, visit my website
https://www.youtube.com/channel/UCm_r2ZYJJBwGJ2rAaRNTNBA/videos
One great historical example of gamification is the Daily Telegraph’s crossword, which British Intelligence agents created along with Alan Turing, to help them recruit new code breakers from the public.
Yates’ algorithm for 2n factorial experiment - Dr. Manu Melwin Joy - School o...manumelwin
In statistics, a Yates analysis is an approach to analyzing data obtained from a designed experiment, where a factorial design has been used. This algorithm was named after the English statistician Frank Yates and is called Yates' algorithm.
Factorial design - Dr. Manu Melwin Joy - School of Management Studies, Cochin...manumelwin
In statistics, a full factorial experiment is an experiment whose design consists of two or more factors, each with discrete possible values or "levels", and whose experimental units take on all possible combinations of these levels across all such factors.
Ducan’s multiple range test - - Dr. Manu Melwin Joy - School of Management St...manumelwin
This document provides an overview of Duncan's multiple range test, a statistical method used to compare all pairs of means and group means that are not significantly different. It explains the steps to perform Duncan's test, including calculating ranked means, finding critical values using tables, and comparing means to determine grouping. An example using data from a plant study demonstrates how to apply Duncan's test to analyze differences between varietal means.
Latin square design- Dr. Manu Melwin Joy - School of Management Studies, Coch...manumelwin
The Latin square design is used where the researcher desires to control the variation in an experiment that is related to rows and columns in the field.
Randomized complete block design - Dr. Manu Melwin Joy - School of Management...manumelwin
A completely randomized design (CRD) is one where the treatments are assigned completely at random so that each experimental unit has the same chance of receiving any one treatment.
For the CRD, any difference among experimental units receiving the same treatment is considered as experimental error.
ANOVA - Dr. Manu Melwin Joy - School of Management Studies, Cochin University...manumelwin
Analysis of Variance technique is used to test whether the mean of several samples differ significantly. An agronomist may like to know whether yield per acre will be the same if four different varieties of wheat are sown in different identical plots. A diary farm may like to test whether there is significant difference between the quality and quantity of milk obtained from different classes of cattle. A business manager may like to find out whether there is any difference in the average sales by four salesmen.
Design of experiments - Dr. Manu Melwin Joy - School of Management Studies, C...manumelwin
Planning an experiment to obtain appropriate data and drawing inference out of the data with respect to any problem under investigation is known as design and analysis of experiments.
This might range anywhere from the formulations of the objectives of the experiment in clear terms to the final stage of the drafting reports incorporating the important findings of the enquiry
How information system is transforming business - - Dr. Manu Melwin Joy - Sch...manumelwin
In 2010, American businesses will spend over $562 billion on information systems hardware, software, and telecommunications equipment. In addition, they will spend another $800 billion on business and management consulting and services—much of which involves redesigning firms’ business operations to take advantage of these new technologies.
Internet revolution - Dr. Manu Melwin Joy - School of Management Studies, Coc...manumelwin
The computer networking revolution began in the early 1960s and has led us to today s technology. The Internet was first invented for military purposes, and then expanded to the purpose of communication among scientists. The invention also came about in part by the increasing need for computers in the 1960s. The Internet is bringing a revolution along with it. Access to information combined with global supply and demand is reshaping established conventions and destroying old world definitions.
Smart phone revolution - Dr. Manu Melwin Joy - School of Management Studies, ...manumelwin
A smartphone is a handheld personal computer with a mobile operating system and an integrated mobile broadband cellular network connection for voice, SMS, and Internet data communication; most if not all smartphones also support Wi-Fi. Smartphones are typically pocket-sized, as opposed to tablets, which are much larger.Smartphones became widespread in the late 2000s. In the third quarter of 2012, one billion smartphones were in use worldwide. Global smartphone sales surpassed the sales figures for feature phones in early 2013.
Definition of information system - Dr. Manu Melwin Joy - School of Management...manumelwin
An information system has six main components: hardware, software, data, procedures, people, and communication. Hardware includes devices like CPUs, input/output devices, and storage devices. Software includes computer programs and supporting manuals. Data are the facts used by programs to produce useful information. Procedures are the policies governing computer system operation. People include users, operators, maintainers, and network support. Communication allows interaction between computers and users.
PESTEL Analysis - Manu Melwin Joy - School of Management Studies, Cochin Univ...manumelwin
Image result for pestel analysis
A PESTEL analysis is a framework or tool used by marketers to analyse and monitor the macro-environmental (external marketing environment) factors that have an impact on an organisation. The result of which is used to identify threats and weaknesses which is used in a SWOT analysis.
Oxytocin and Trust - Neuro Human Resource Management (NHRM) - Manu Melwin Joymanumelwin
Neuro human resource management is a new field of human resource management which uses medical technologies such as functional Magnetic Resonance Imaging (fMRI) to study the brain's responses to enhance employee experience. The term Neuro Human Resource Management (NHRM) was coined by noted HR expert Dr. Manu Melwin Joy in April 2017.
Industrial marketing (B2B) is the marketing of goods and services by one business to another. Industrial goods are those an industry uses to produce an end product from one or more raw materials.
Industrial marketing, also known as business-to-business (B2B) marketing, involves the sale of goods and services between businesses. It focuses on marketing industrial goods, which are materials and components used by industries in the production of end products. Industrial marketing is characterized by one-to-one relationships between sellers and buyers, complex multi-stage buying processes that require approval from several decision makers, and long selling cycles that involve prospecting, qualifying leads, presentations, contract negotiations and more.
Green marketing is the of products that are presumed to be environmentally safe. It incorporates a broad range of activities, including product modification, changes to the production process, sustainable packaging, as well as modifying advertising.
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.
A Visual Guide to 1 Samuel | A Tale of Two HeartsSteve Thomason
These slides walk through the story of 1 Samuel. Samuel is the last judge of Israel. The people reject God and want a king. Saul is anointed as the first king, but he is not a good king. David, the shepherd boy is anointed and Saul is envious of him. David shows honor while Saul continues to self destruct.
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.
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.)
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).
Level 3 NCEA - NZ: A Nation In the Making 1872 - 1900 SML.pptHenry Hollis
The History of NZ 1870-1900.
Making of a Nation.
From the NZ Wars to Liberals,
Richard Seddon, George Grey,
Social Laboratory, New Zealand,
Confiscations, Kotahitanga, Kingitanga, Parliament, Suffrage, Repudiation, Economic Change, Agriculture, Gold Mining, Timber, Flax, Sheep, Dairying,
How to Setup Warehouse & Location in Odoo 17 InventoryCeline George
In this slide, we'll explore how to set up warehouses and locations in Odoo 17 Inventory. This will help us manage our stock effectively, track inventory levels, and streamline warehouse operations.
2. Prepared By
Manu Melwin Joy
Assistant Professor
SCMS School of Technology and Management
Kerala, India.
Phone – 9744551114
Mail – manu_melwinjoy@yahoo.com
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3. Tilt World
• Instead of building a
game from scratch,
charities should look to a
corporate partner to co-
create the solution.
4. Tilt World
• One example is mobile
game developer XEOPlay
who created Tilt World,
a game that helps to
reforest Madagascar.
5.
6. Tilt World
• Points earned in the
game translate to tree
seeds purchased for and
on behalf of the tree-
planting charity
WeForest.
7.
8. Tilt World
• XEOPlay’s goal is to
plant 1 million trees in
Madagascar, which is
suffering from the
effects of deforestation.
9. Tilt World
• It represents just one of
the many possibilities of
using game mechanics
to positively affect the
real world.