Kathryn Corrick discusses how digital media can be used to tell stories in creative and engaging ways. She provides examples such as The Blair Witch Project film marketing campaign, which created an online mythology to promote the movie. Corrick also discusses using platforms like Twitter, Flickr, and location-based apps to augment reality and tell interactive tales. The presentation encourages experimenting with different digital formats and keeping stories simple so they are accessible to audiences.
My books- Learning to Go https://gumroad.com/l/learn2go & The 30 Goals Challenge for Teachers http://amazon.com/The-Goals-Challenge-Teachers-Transform/dp/0415735343 Resources at http://ShellyTerrell.com/poetry
Libraries have been places of discovery and learning for a long time, but they are now taking it a step further, thanks to the makerspace movement, by providing an initial spark for ideas that may grow into an intellectual flame down the road. A makerspace is a collaborative learning environment where people of all ages and with common interests (e.g., science, technology, engineering, arts, and math — STEAM) can meet, socialize and/or collaborate while sharing innovative ideas and learning new skills. People can now visit their local library makerspace and gain hands-on experiences with emerging technologies that they probably do not have access to otherwise. Lifelong learning is a vital component for the continued success of libraries and makerspaces are just another aspect helping to make all this happen. In this webinar,
+ Learn how to create a library makerspace on little to no budget.
+ Discover the process/resources used to maintain an engaging makerspace that will thrive for many years.
+ Understand wholeheartedly that the library makerspace is a perfect place to share emerging technologies with patrons, so that they can become well-informed citizens and responsible users of technology.
+ Gain an appreciation as to what other libraries are doing in this new exciting space.
+ Acquire numerous programming ideas to help foster creativity and learning.
+ Survey the emerging technology landscape for new learning prospects to include in your makerspace.
+ Create a growing “Rolodex” of opportunities for partnerships to help boost your makerspace outreach.
RWMC: Sharing photographic memories in the digital agekimili
A slideshow looking at the history and evolution of photography and sharing family photographs and memories. Focuses on digitisation and convergence, and the affordances of web2.0.
Before and After slides from our live #change11 MOOC session -- whiteboard and chat intensive. I'm working on getting the chat transcript and will link it when it is available, as well as the recording
My books- Learning to Go https://gum.co/learn2go & The 30 Goals Challenge for Teachers http://routledge.com/books/details/9780415735346/
Resources- http://shellyterrell.com/halloween
My books- Learning to Go https://gumroad.com/l/learn2go & The 30 Goals Challenge for Teachers http://amazon.com/The-Goals-Challenge-Teachers-Transform/dp/0415735343 Resources at http://ShellyTerrell.com/poetry
Libraries have been places of discovery and learning for a long time, but they are now taking it a step further, thanks to the makerspace movement, by providing an initial spark for ideas that may grow into an intellectual flame down the road. A makerspace is a collaborative learning environment where people of all ages and with common interests (e.g., science, technology, engineering, arts, and math — STEAM) can meet, socialize and/or collaborate while sharing innovative ideas and learning new skills. People can now visit their local library makerspace and gain hands-on experiences with emerging technologies that they probably do not have access to otherwise. Lifelong learning is a vital component for the continued success of libraries and makerspaces are just another aspect helping to make all this happen. In this webinar,
+ Learn how to create a library makerspace on little to no budget.
+ Discover the process/resources used to maintain an engaging makerspace that will thrive for many years.
+ Understand wholeheartedly that the library makerspace is a perfect place to share emerging technologies with patrons, so that they can become well-informed citizens and responsible users of technology.
+ Gain an appreciation as to what other libraries are doing in this new exciting space.
+ Acquire numerous programming ideas to help foster creativity and learning.
+ Survey the emerging technology landscape for new learning prospects to include in your makerspace.
+ Create a growing “Rolodex” of opportunities for partnerships to help boost your makerspace outreach.
RWMC: Sharing photographic memories in the digital agekimili
A slideshow looking at the history and evolution of photography and sharing family photographs and memories. Focuses on digitisation and convergence, and the affordances of web2.0.
Before and After slides from our live #change11 MOOC session -- whiteboard and chat intensive. I'm working on getting the chat transcript and will link it when it is available, as well as the recording
My books- Learning to Go https://gum.co/learn2go & The 30 Goals Challenge for Teachers http://routledge.com/books/details/9780415735346/
Resources- http://shellyterrell.com/halloween
My books- Learning to Go https://gumroad.com/l/learn2go & The 30 Goals Challenge for Teachers http://amazon.com/The-Goals-Challenge-Teachers-Transform/dp/0415735343
Resources at http://www.pearltrees.com/shellyterrell/minecraft-edu/id12593241
Creative GENIUSES and the online marketing worldKatie Laird
Spacetaker, a wonderful Houston arts organization, recently held a Arts Marketing workshop. This presentation is the Social Media and Web marketing portion of it - great group!
Libraries are about discovery. Giving people a safe and comfortable place to dream, think, and create is very important because it gives them a chance to explore various technologies and educational opportunities that they can use to enrich their lives. STEAM education refers to teaching and learning, mostly hands-on, in the fields of Science, Technology, Engineering, Art, and Mathematics.
Learn in this webinar how St. Petersburg College’s Innovation Lab managed to incorporate the STEAM education framework via their well-received and grant supported Maker Boot Camp. In the first Maker Boot Camp, children between 10 and 14 years old learned video game design, how to build a synthesizer and control sounds/voltage with littleBits, 3D design/printing, robotics, basic circuitry and electronics, virtual reality, creating holograms, and more. In this webinar:
- Understand what it takes to create and manage a collaborative learning space.
- Explore a variety of technologies and tools to help enhance learning.
- Learn how Maker Boot Camp was organized and how it continues to excite people of all ages.
- Realize the importance of partnering with businesses and other organizations.
Making Museums Playable - Nottingham Broadway 2014Ben Templeton
Humans do it. Animals do it. We've done it since time began and people will still be doing it when the lights go out. So why do we obsess over the power of play and the gaming revolution? Why is gamification even a thing?
Because in most cases, if you're trying to persuade someone to do something, a fun thing is better than a boring thing. Ben Templeton has been designing playful experiences for the arts and culture sector since 2005. In his keynote talk at Know How he will delve into the service design of games, how to prototype from day one and the technology that holds everything together.
The 45 minute talk will combine videos from around the world, first-hand breakdowns of successful projects and practical tips for working with technology, cultural content and the principles of play.
My books- Learning to Go https://gum.co/learn2go & The 30 Goals Challenge for Teachers http://routledge.com/books/details/9780415735346/
Resources http://shellyterrell.com/flipped
3D Printing Is Just the Beginning: The Future of Makerspaces within Academic ...Patrick "Tod" Colegrove
ACRL webcast, co-presented with Lisa Kurt.
http://www.ala.org/acrl/makerspaces
Description: The maker movement is growing across the country and world. With interactive, participatory events and growing local communities, we've seen a shift. Individuals, professionals, and hobbyists from areas such as engineering, design, science, art, and more are coming together with one common thread: the desire to make.
Public libraries were the first on the scene to take notice and respond, but now we're beginning to see academic libraries recognize this untapped potential for their own communities. This emerging learning trend holds the promise of enormous change, bringing many researchers and students together from across disciplines in a truly collaborative way. This movement is about more than just the purchase of expensive equipment; it involves engagement, outreach, and knowledge about what drives the academic community. The academic environment is shifting toward content creation in a variety of forms, in turn reshaping learning, curricula, and research across the board. In order for libraries to continue to support the research and learning needs of their institutions, it is critical to go beyond traditional library materials, to understand what new resources and technologies the library can support for all on campus to use.
Rich Cherry, co-chair of MuseWeb, David London, Chief Experience Officer, The Peale, and Hiroko Kusano, conference organizer from MuseWeb talk about what is virtual tours for museums, how to create a meaningful virtual tours for your institution, and challenges.
3D Printing Is Just the Beginning: The Future of Makerspaces in Academic Libr...Lisa Kurt
The maker movement is growing across the country and world. With interactive, participatory events and growing local communities, we've seen a shift. Individuals, professionals, and hobbyists from areas such as engineering, design, science, art, and more are coming together with one common thread: the desire to make.
Public libraries were the first on the scene to take notice and respond, but now we're beginning to see academic libraries recognize this untapped potential for their own communities. This emerging learning trend holds the promise of enormous change, bringing many researchers and students together from across disciplines in a truly collaborative way. This movement is about more than just the purchase of expensive equipment; it involves engagement, outreach, and knowledge about what drives the academic community. The academic environment is shifting toward content creation in a variety of forms, in turn reshaping learning, curriculums, and research across the board. In order for libraries to continue to support the research and learning needs of their institutions, it is critical to go beyond traditional library materials, to understand what new resources and technologies the library can support for all on campus to use.
Twitter, Instagram and Micro-Narratives: The benefits of sharing the creative...Mark McGuire
See my blog for draft paper (3,700 words): goo.gl/J5RdsY
Abstract
As Rainie and Wellman explain in Networked (2012) the rise of the Internet, social networks and mobile technologies have resulted in media experiences that are personal, multiuser, multitasking and multithreaded. They refer to this new social operating system as “networked individualism”. In Spreadable Media (2013), Jenkins et al. argue that our networked culture is characterized by instantaneous, informal communication through multiple channels in which the audience participates in the creation of value and meaning, and in the circulation of media and messages. In this paper, I use the concepts of networked individualism and spreadable media in an examination of projects that use Twitter and Instagram to create and share micro-narratives.
In 140 Illustrated Haikus, an iPhone and Instagram were used to document a month-long trip to three countries in late 2012. The resulting photos and short texts were published simultaneously via Instagram, Twitter, Facebook, Flickr, email and Tumblr (http://marksjourney.tumblr.com/). In addition to the limitations imposed by time and technology, captions for the photos were written on the spot in the form of a haiku. These constraints were found to help, rather than hinder, the creative process.
Austin Kleon is a writer and artist who creates “Newspaper Blackout Poetry” by selecting a newspaper, choosing a few key words, and blacking out the rest with a marker. He shares the results with more than 28,000 followers on Twitter (@austinkleon), many of whom tweet their own blackout poems. Kleon also posts his poems to a website (http://newspaperblackout.com/), where others are encouraged to contribute their own efforts. An advocate of sharing work-in-progress, Kleon’s approach exemplifies the process-based, conversational nature of networked creative practice.
Desert Friends, the “World’s First Instagram TV Show” is about three individuals who are transported to a distant galaxy and try to find their way back to Palm Springs (http://instagram.com/desertfriends). The filmmakers uploaded the first installment on 23 June 2013, and have continued to publish about four 15-second “shows” each week. Shot in black and white using the Instagram App on an iPhone, the programs emulate the style of low budget science fiction movies of the 1950s and 1960s. By episode number 63, the Desert Friends Instagram stream had attracted over 25,000 followers. This production demonstrates that filmmakers can create their own “TV show” with their own gear, and broadcast it over channels that anyone can use.
These case studies show that, by regularly sharing ideas and processes as well as outcomes online, individuals become part of a creative ecology that enables visibility, mutual support, collaboration, and better work.
Presented on November 9, 2009 as a part of the Seminar for Historical Administration surrounding the idea of how the changing media landscape has (and will continue to) alter the mission and behaviors of museums around the world.
My books- Hacking Digital Learning Strategies http://hackingdls.com & Learning to Go https://gum.co/learn2go
Resources at http://ShellyTerrell.com/digitalstorytelling
My books- Learning to Go https://gumroad.com/l/learn2go & The 30 Goals Challenge for Teachers http://amazon.com/The-Goals-Challenge-Teachers-Transform/dp/0415735343
Resources at http://www.pearltrees.com/shellyterrell/minecraft-edu/id12593241
Creative GENIUSES and the online marketing worldKatie Laird
Spacetaker, a wonderful Houston arts organization, recently held a Arts Marketing workshop. This presentation is the Social Media and Web marketing portion of it - great group!
Libraries are about discovery. Giving people a safe and comfortable place to dream, think, and create is very important because it gives them a chance to explore various technologies and educational opportunities that they can use to enrich their lives. STEAM education refers to teaching and learning, mostly hands-on, in the fields of Science, Technology, Engineering, Art, and Mathematics.
Learn in this webinar how St. Petersburg College’s Innovation Lab managed to incorporate the STEAM education framework via their well-received and grant supported Maker Boot Camp. In the first Maker Boot Camp, children between 10 and 14 years old learned video game design, how to build a synthesizer and control sounds/voltage with littleBits, 3D design/printing, robotics, basic circuitry and electronics, virtual reality, creating holograms, and more. In this webinar:
- Understand what it takes to create and manage a collaborative learning space.
- Explore a variety of technologies and tools to help enhance learning.
- Learn how Maker Boot Camp was organized and how it continues to excite people of all ages.
- Realize the importance of partnering with businesses and other organizations.
Making Museums Playable - Nottingham Broadway 2014Ben Templeton
Humans do it. Animals do it. We've done it since time began and people will still be doing it when the lights go out. So why do we obsess over the power of play and the gaming revolution? Why is gamification even a thing?
Because in most cases, if you're trying to persuade someone to do something, a fun thing is better than a boring thing. Ben Templeton has been designing playful experiences for the arts and culture sector since 2005. In his keynote talk at Know How he will delve into the service design of games, how to prototype from day one and the technology that holds everything together.
The 45 minute talk will combine videos from around the world, first-hand breakdowns of successful projects and practical tips for working with technology, cultural content and the principles of play.
My books- Learning to Go https://gum.co/learn2go & The 30 Goals Challenge for Teachers http://routledge.com/books/details/9780415735346/
Resources http://shellyterrell.com/flipped
3D Printing Is Just the Beginning: The Future of Makerspaces within Academic ...Patrick "Tod" Colegrove
ACRL webcast, co-presented with Lisa Kurt.
http://www.ala.org/acrl/makerspaces
Description: The maker movement is growing across the country and world. With interactive, participatory events and growing local communities, we've seen a shift. Individuals, professionals, and hobbyists from areas such as engineering, design, science, art, and more are coming together with one common thread: the desire to make.
Public libraries were the first on the scene to take notice and respond, but now we're beginning to see academic libraries recognize this untapped potential for their own communities. This emerging learning trend holds the promise of enormous change, bringing many researchers and students together from across disciplines in a truly collaborative way. This movement is about more than just the purchase of expensive equipment; it involves engagement, outreach, and knowledge about what drives the academic community. The academic environment is shifting toward content creation in a variety of forms, in turn reshaping learning, curricula, and research across the board. In order for libraries to continue to support the research and learning needs of their institutions, it is critical to go beyond traditional library materials, to understand what new resources and technologies the library can support for all on campus to use.
Rich Cherry, co-chair of MuseWeb, David London, Chief Experience Officer, The Peale, and Hiroko Kusano, conference organizer from MuseWeb talk about what is virtual tours for museums, how to create a meaningful virtual tours for your institution, and challenges.
3D Printing Is Just the Beginning: The Future of Makerspaces in Academic Libr...Lisa Kurt
The maker movement is growing across the country and world. With interactive, participatory events and growing local communities, we've seen a shift. Individuals, professionals, and hobbyists from areas such as engineering, design, science, art, and more are coming together with one common thread: the desire to make.
Public libraries were the first on the scene to take notice and respond, but now we're beginning to see academic libraries recognize this untapped potential for their own communities. This emerging learning trend holds the promise of enormous change, bringing many researchers and students together from across disciplines in a truly collaborative way. This movement is about more than just the purchase of expensive equipment; it involves engagement, outreach, and knowledge about what drives the academic community. The academic environment is shifting toward content creation in a variety of forms, in turn reshaping learning, curriculums, and research across the board. In order for libraries to continue to support the research and learning needs of their institutions, it is critical to go beyond traditional library materials, to understand what new resources and technologies the library can support for all on campus to use.
Twitter, Instagram and Micro-Narratives: The benefits of sharing the creative...Mark McGuire
See my blog for draft paper (3,700 words): goo.gl/J5RdsY
Abstract
As Rainie and Wellman explain in Networked (2012) the rise of the Internet, social networks and mobile technologies have resulted in media experiences that are personal, multiuser, multitasking and multithreaded. They refer to this new social operating system as “networked individualism”. In Spreadable Media (2013), Jenkins et al. argue that our networked culture is characterized by instantaneous, informal communication through multiple channels in which the audience participates in the creation of value and meaning, and in the circulation of media and messages. In this paper, I use the concepts of networked individualism and spreadable media in an examination of projects that use Twitter and Instagram to create and share micro-narratives.
In 140 Illustrated Haikus, an iPhone and Instagram were used to document a month-long trip to three countries in late 2012. The resulting photos and short texts were published simultaneously via Instagram, Twitter, Facebook, Flickr, email and Tumblr (http://marksjourney.tumblr.com/). In addition to the limitations imposed by time and technology, captions for the photos were written on the spot in the form of a haiku. These constraints were found to help, rather than hinder, the creative process.
Austin Kleon is a writer and artist who creates “Newspaper Blackout Poetry” by selecting a newspaper, choosing a few key words, and blacking out the rest with a marker. He shares the results with more than 28,000 followers on Twitter (@austinkleon), many of whom tweet their own blackout poems. Kleon also posts his poems to a website (http://newspaperblackout.com/), where others are encouraged to contribute their own efforts. An advocate of sharing work-in-progress, Kleon’s approach exemplifies the process-based, conversational nature of networked creative practice.
Desert Friends, the “World’s First Instagram TV Show” is about three individuals who are transported to a distant galaxy and try to find their way back to Palm Springs (http://instagram.com/desertfriends). The filmmakers uploaded the first installment on 23 June 2013, and have continued to publish about four 15-second “shows” each week. Shot in black and white using the Instagram App on an iPhone, the programs emulate the style of low budget science fiction movies of the 1950s and 1960s. By episode number 63, the Desert Friends Instagram stream had attracted over 25,000 followers. This production demonstrates that filmmakers can create their own “TV show” with their own gear, and broadcast it over channels that anyone can use.
These case studies show that, by regularly sharing ideas and processes as well as outcomes online, individuals become part of a creative ecology that enables visibility, mutual support, collaboration, and better work.
Presented on November 9, 2009 as a part of the Seminar for Historical Administration surrounding the idea of how the changing media landscape has (and will continue to) alter the mission and behaviors of museums around the world.
My books- Hacking Digital Learning Strategies http://hackingdls.com & Learning to Go https://gum.co/learn2go
Resources at http://ShellyTerrell.com/digitalstorytelling
Explosions, sex & murder: at talk about mobile technologies and cinema heritageCharlotte Crofts
Charlotte Crofts introduces two recent smartphone apps which explore cinema history in the places where it actually happened: Curzon Memories App and The Lost Cinemas of Castle Park including World War 2 bombings, snogging in the back row and the Odeon cinema haunted by the ghost of Parrington Jackson, shot in 1946 during a screening of The Light That Failed, at the exact moment that gunshots went off on the screen... please note that this is a pdf of a powerpoint that had audio and video - links to the video are available but the audio is not available. Both apps are available on iTunes App Store and optimised for iOS6 (and Curzon Memories is also available on Android) and have an "armchair" mode for remote access to most of the content.
Follow the money: investigative journalism using data (chapter)Kathryn Corrick
Chapter Section 3, from Data Journalism: inside the global future, Published by abramis October, 2015
Kathryn Corrick assesses the power of open data and websites that aggregate financial and company information when investigating company finances and government spending, and offers some useful tips for would-be investigative data journalists.
The full book is available at: https://www.amazon.co.uk/Data-Journalism-Inside-global-future/dp/1845496639
These are the slides used for a talk I gave at the London 2012 Facebook Marketing Conference on July 18.
The slides are mostly pictures and screen shots. However, it’s worth paying attention to how Facebook Pages look on the iPad (about half way through the presentation).
The Impact of Social Media on Society and DemocracyKathryn Corrick
These are the slides for a talk I gave to The Foundation of Science & Technology at the Royal Society, London on the 11 July 2012, as part of a wider panel discussion with Julian Huppert MP and Mike Lynch of Autonomy. The UK government's Data Communication Bill gave a backdrop and context to the evening.
The state of the Twittersphere in February 2011Kathryn Corrick
An overview of Twitter in February 2011 using statistics, tools and freely available information.
Also see: http://kathryncorrick.co.uk/2011/02/17/the-state-of-the-twittersphere-in-february-2011/
A talk I gave to MA journalism students at Bournemouth University on 23 February 2010 on the skills needed and how to increase the likelihood of gaining employment in journalism.
Full credit to those who helped with suggestions for this presentation is given in the appendix.
A look at six different email marketing / newsletter software products including and what each is best for. A summary is given at the end of each product.
Research was completed during August 2009 using information from each product website.
This is the second iteration of a two day course in viral/spreadable marketing. This presentation contains the slides for both days.
The course was held for Ravensbourne College at the Stephen Lawence Centre in London. The presentation also includes the notes given by guest speaker, Gavin Williams, who kindly came to share with us his experiences in launching Classic Wine Direct.
Selection of 2008 UK Digital consumer and advertising trendsKathryn Corrick
UK consumers are embracing an increasingly digital and converged device world. This presentation gives an overview of the convergence of devices and media consumed and an overview of advertising trends. It was originally used to show new ad execs the advertising environment in mid - late 2008.
Instructions for Submissions thorugh G- Classroom.pptxJheel Barad
This presentation provides a briefing on how to upload submissions and documents in Google Classroom. It was prepared as part of an orientation for new Sainik School in-service teacher trainees. As a training officer, my goal is to ensure that you are comfortable and proficient with this essential tool for managing assignments and fostering student engagement.
Synthetic Fiber Construction in lab .pptxPavel ( NSTU)
Synthetic fiber production is a fascinating and complex field that blends chemistry, engineering, and environmental science. By understanding these aspects, students can gain a comprehensive view of synthetic fiber production, its impact on society and the environment, and the potential for future innovations. Synthetic fibers play a crucial role in modern society, impacting various aspects of daily life, industry, and the environment. ynthetic fibers are integral to modern life, offering a range of benefits from cost-effectiveness and versatility to innovative applications and performance characteristics. While they pose environmental challenges, ongoing research and development aim to create more sustainable and eco-friendly alternatives. Understanding the importance of synthetic fibers helps in appreciating their role in the economy, industry, and daily life, while also emphasizing the need for sustainable practices and innovation.
The Roman Empire A Historical Colossus.pdfkaushalkr1407
The Roman Empire, a vast and enduring power, stands as one of history's most remarkable civilizations, leaving an indelible imprint on the world. It emerged from the Roman Republic, transitioning into an imperial powerhouse under the leadership of Augustus Caesar in 27 BCE. This transformation marked the beginning of an era defined by unprecedented territorial expansion, architectural marvels, and profound cultural influence.
The empire's roots lie in the city of Rome, founded, according to legend, by Romulus in 753 BCE. Over centuries, Rome evolved from a small settlement to a formidable republic, characterized by a complex political system with elected officials and checks on power. However, internal strife, class conflicts, and military ambitions paved the way for the end of the Republic. Julius Caesar’s dictatorship and subsequent assassination in 44 BCE created a power vacuum, leading to a civil war. Octavian, later Augustus, emerged victorious, heralding the Roman Empire’s birth.
Under Augustus, the empire experienced the Pax Romana, a 200-year period of relative peace and stability. Augustus reformed the military, established efficient administrative systems, and initiated grand construction projects. The empire's borders expanded, encompassing territories from Britain to Egypt and from Spain to the Euphrates. Roman legions, renowned for their discipline and engineering prowess, secured and maintained these vast territories, building roads, fortifications, and cities that facilitated control and integration.
The Roman Empire’s society was hierarchical, with a rigid class system. At the top were the patricians, wealthy elites who held significant political power. Below them were the plebeians, free citizens with limited political influence, and the vast numbers of slaves who formed the backbone of the economy. The family unit was central, governed by the paterfamilias, the male head who held absolute authority.
Culturally, the Romans were eclectic, absorbing and adapting elements from the civilizations they encountered, particularly the Greeks. Roman art, literature, and philosophy reflected this synthesis, creating a rich cultural tapestry. Latin, the Roman language, became the lingua franca of the Western world, influencing numerous modern languages.
Roman architecture and engineering achievements were monumental. They perfected the arch, vault, and dome, constructing enduring structures like the Colosseum, Pantheon, and aqueducts. These engineering marvels not only showcased Roman ingenuity but also served practical purposes, from public entertainment to water supply.
2024.06.01 Introducing a competency framework for languag learning materials ...Sandy Millin
http://sandymillin.wordpress.com/iateflwebinar2024
Published classroom materials form the basis of syllabuses, drive teacher professional development, and have a potentially huge influence on learners, teachers and education systems. All teachers also create their own materials, whether a few sentences on a blackboard, a highly-structured fully-realised online course, or anything in between. Despite this, the knowledge and skills needed to create effective language learning materials are rarely part of teacher training, and are mostly learnt by trial and error.
Knowledge and skills frameworks, generally called competency frameworks, for ELT teachers, trainers and managers have existed for a few years now. However, until I created one for my MA dissertation, there wasn’t one drawing together what we need to know and do to be able to effectively produce language learning materials.
This webinar will introduce you to my framework, highlighting the key competencies I identified from my research. It will also show how anybody involved in language teaching (any language, not just English!), teacher training, managing schools or developing language learning materials can benefit from using the framework.
The Indian economy is classified into different sectors to simplify the analysis and understanding of economic activities. For Class 10, it's essential to grasp the sectors of the Indian economy, understand their characteristics, and recognize their importance. This guide will provide detailed notes on the Sectors of the Indian Economy Class 10, using specific long-tail keywords to enhance comprehension.
For more information, visit-www.vavaclasses.com
Unit 8 - Information and Communication Technology (Paper I).pdfThiyagu K
This slides describes the basic concepts of ICT, basics of Email, Emerging Technology and Digital Initiatives in Education. This presentations aligns with the UGC Paper I syllabus.
How to Create Map Views in the Odoo 17 ERPCeline George
The map views are useful for providing a geographical representation of data. They allow users to visualize and analyze the data in a more intuitive manner.
Palestine last event orientationfvgnh .pptxRaedMohamed3
An EFL lesson about the current events in Palestine. It is intended to be for intermediate students who wish to increase their listening skills through a short lesson in power point.
Students, digital devices and success - Andreas Schleicher - 27 May 2024..pptxEduSkills OECD
Andreas Schleicher presents at the OECD webinar ‘Digital devices in schools: detrimental distraction or secret to success?’ on 27 May 2024. The presentation was based on findings from PISA 2022 results and the webinar helped launch the PISA in Focus ‘Managing screen time: How to protect and equip students against distraction’ https://www.oecd-ilibrary.org/education/managing-screen-time_7c225af4-en and the OECD Education Policy Perspective ‘Students, digital devices and success’ can be found here - https://oe.cd/il/5yV
8. It was a great part of town, and most days I walked past the Angelika – an independent cinema. So one evening I decided to go and see a film, and for reasons that are too far back to remember, but I’d like to think it’s because I’d picked up along the way that it was worth seeing, I went to watch…
10. Until almost half way through the film (other than jumping out of my seat every now and then) I kept wondering… ‘when will this flip out of hand-held cam-corder mode?’ Of course it didn’t, that was the point…
12. The film was as much about the story it created around itself to get distributed… ‘ A buzz was created on and off line to promote the film via the creation of a myth that the creators had found actual footage of an unexplainable phenomenon left by a missing group of campers. The creators themselves seeded this myth by appearing on Pierson show "Split Screen" with 8 minutes of footage they claimed was found in the woods. Pierson encouraged indie aficionados to debate the truth of the Blair Witch on his web site. When The Blair Witch Project website went live they further spread the disinformation. The film was introduced as Sundance during midnight screening, where industry and Hollywood elite were treated with same guerrila/fandom strategy, "flyering" Sundance with "missing" leaflets .’ http ://tbwp.freeservers.com/webring.html http://www.blairwitch.com/mythology.htm
13.
14. This technique has been used to promote a number of films since. Dan Hon’s take on this form of storytelling (augmented reality) is worth watching: http://www.youtube.com/watch?v=JhqWyhMGRLg
15. This concept was translated from film marketing to advertising Video - http://www.campfirenyc.com/archive/2006/10/10/audi-the-art-of-the-heist/
16. It’s also been translated to TV For example Heroes and Lost
22. The Diary of Samuel Pepys – retelling history http://www.pepysdiary.com/ http://twitter.com/#!/samuelpepys
23. Aleks Krotoski’s retelling the first 370 words of Orwell’s 1984 through photography. One word per day. http://www.flickr.com/photos/toastkid/sets/72157623154565238 /
24. Using Flickr Galleries Placing photographs from different photographers in a different order to tell a visual story. http://www.flickr.com/photos/98389526@N00/galleries/72157623481905092/
26. Twitter tales - @Konnolsky http://twitter.com/#!/Konnolsky http://www.disqus.com/konnolsky/ ‘ Smolensk butcher. I run shop with assistant Yuri. Married to Irina (3 sons). Pic: Smolensk Nuclear Power Station’
27. Alice & Kev – homeless in Sims 3 Telling a story within a game. http://aliceandkev.wordpress.com/ http://www.facebook.com/pages/Alice-and-Kev/220786325643 http://twitter.com/#!/aliceandkev
28. Comics 2.0 Adding your own words to pictures. http://www.nevermindthebullets.com/strip.html#1-1 Create your own - http://www.nevermindthebullets.com/createNemesis.html
29. The potential for location and augmenting reality through mobile phone apps – adding layers of information to our surroundings Museum of London: street view, iPhone app Virtual Graffiti – spray walls, passers by with the app can see your scribbles Also consider: FourSquare, Gowalla, Facebook Places
30. Bus Tops – using new spaces http://bus-tops.com/
31. Thinking about sound in 3D Papa Sangre – video game without video http://www.papasangre.com/ - iPhone 4, out soon You are lost, deep in the darkness of the land of the dead. Your eyes are useless to you here — but your ears are filled with sound. And what is it you can hear … ?
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Editor's Notes
Released in US - July 14, 1999 Production Budget - $35,000 Total US Gross - $140,539,099 Prints and Advertising Budget - $6,500,000 Other films using similar techniques: A.I. (Artificial Intelligence) – Warner Bros’ created an ARG called ‘The Beast’ See Dan Hon’s talk for TEDx - http://www.youtube.com/watch?v=JhqWyhMGRLg Similar techniques used for the film A.I. where Warner Bros’ created a ARG called the Beast. See: Worldwide Gross - $248,300,000 A buzz was created on and off line to promote the film via the creation of a myth that the creators had found actual footage of an unexplainable phenomenon left by a missing group of campers. The creators themselves seeded this myth by appearing on Pierson show "Split Screen" with 8 minutes of footage they claimed was found in the woods. Pierson encouraged indie aficionados to debate the truth of the Blair Witch on his web site. When The Blair Witch Project website went live they further spread the disinformation. The film was introduced as Sundance during midnight screening, where industry and Hollywood elite were treated with same guerrila/fandom strategy, "flyering" Sundance with "missing" leaflets . http://tbwp.freeservers.com/webring.html http://www.blairwitch.com/mythology.htm
Released in US - July 14, 1999 Production Budget - $35,000 Total US Gross - $140,539,099 Prints and Advertising Budget - $6,500,000 Other films using similar techniques: A.I. (Artificial Intelligence) – Warner Bros’ created an ARG called ‘The Beast’ See Dan Hon’s talk for TEDx - http://www.youtube.com/watch?v=JhqWyhMGRLg Similar techniques used for the film A.I. where Warner Bros’ created a ARG called the Beast. See: Worldwide Gross - $248,300,000 A buzz was created on and off line to promote the film via the creation of a myth that the creators had found actual footage of an unexplainable phenomenon left by a missing group of campers. The creators themselves seeded this myth by appearing on Pierson show "Split Screen" with 8 minutes of footage they claimed was found in the woods. Pierson encouraged indie aficionados to debate the truth of the Blair Witch on his web site. When The Blair Witch Project website went live they further spread the disinformation. The film was introduced as Sundance during midnight screening, where industry and Hollywood elite were treated with same guerrila/fandom strategy, "flyering" Sundance with "missing" leaflets . http://tbwp.freeservers.com/webring.html http://www.blairwitch.com/mythology.htm
Released in US - July 14, 1999 Production Budget - $35,000 Total US Gross - $140,539,099 Prints and Advertising Budget - $6,500,000 Other films using similar techniques: A.I. (Artificial Intelligence) – Warner Bros’ created an ARG called ‘The Beast’ See Dan Hon’s talk for TEDx - http://www.youtube.com/watch?v=JhqWyhMGRLg Similar techniques used for the film A.I. where Warner Bros’ created a ARG called the Beast. See: Worldwide Gross - $248,300,000 A buzz was created on and off line to promote the film via the creation of a myth that the creators had found actual footage of an unexplainable phenomenon left by a missing group of campers. The creators themselves seeded this myth by appearing on Pierson show "Split Screen" with 8 minutes of footage they claimed was found in the woods. Pierson encouraged indie aficionados to debate the truth of the Blair Witch on his web site. When The Blair Witch Project website went live they further spread the disinformation. The film was introduced as Sundance during midnight screening, where industry and Hollywood elite were treated with same guerrila/fandom strategy, "flyering" Sundance with "missing" leaflets . http://tbwp.freeservers.com/webring.html http://www.blairwitch.com/mythology.htm
http://www.campfirenyc.com/archive/2006/10/10/audi-the-art-of-the-heist/ Challenge. In the spring of 2005, Audi of America launched the A3, a premium compact which was a new category of car in the North American market. It was loaded with innovations and retailed at a higher-than-expected price. On top of that, other luxury car companies who had attempted this before had failed. Audi faced a significant challenge. Target. Highly affluent ($150K+), stylish, tech-savvy, web-addicted young men (ages 25-34) who are extremely active and mobile Solution. “The Art of the Heist” embraced the target audience’s need of control over their environment and invited them into an immersive 24-hour-a-day alternate reality. This story blurred fact and fiction by concocting a mysterious storyline that involved consumers in the recovery of an A3 stolen from AudiÕs Park Avenue headquarters in New York City. At the heart of the narrative were six new A3s containing coded plans for the largest art heist in history; however, one car contained the key to decrypting the information hidden in all the others, and the mystery surrounding the “heist” unfolded in real time over three months across the country. The Heists final chapter was played out in front of a live audience at the Viceroy Hotel in Los Angeles, where we finally discovered who the real villain was. Media. Over the course of 90 days, consumers engage with the immersive entertainment experience through: Television Newspapers Outdoor Commuter Rail Magazines Websites Blogs Live Events Email Podcasts Films Seeding Online Advertising Direct Mail Radio Wild Postings Voicemail Results. In the first 90 days of the campaign: » 45 million PR impressions » 2 million AudiUSA.com visitors » 500,000 story participants » 10,000 dealer leads » 4,000 test drives » 1,025 cars sold