ISTE2011 - Model Lesson. Be the student in three math lessons enhanced with different types of targeted-learning GeoGebra (freeware) applets: classroom, math practice, and one you will create. http://bit.ly/sdedBK
M. Brown-edtech 541 Instructional software presentationmollibrown
The document discusses the use of instructional software in K-12 art classrooms. It describes the five main types of instructional software: drill and practice, tutorials, simulations, educational games, and problem-solving software. Each type is defined and examples are provided of how they could potentially be used in art classrooms. For example, tutorials could present information on art styles or works for students to learn, and simulations could allow students to create artworks using different media without the mess. Overall, the document argues that instructional software can enhance art education by engaging students and providing visual examples and feedback.
1. The document discusses various software tools that can be used in science and mathematics classrooms. It describes inquiry-based approaches, virtual labs, models and simulations for science and skills practice, modeling, simulations, problem-solving apps and calculation tools for math.
2. It also discusses comprehensive software solutions that align with standards and provide assessment tools for teachers. However, these may not fully reflect student learning on their own.
3. When using such tools, teachers should determine appropriateness, avoid overuse, support students, and not assume tools can replace all instruction. Software can help engage and support learners like those with disabilities or who struggle with specific topics.
The document provides an overview of how to integrate various technologies into math and science lessons, including using digital cameras, online math games and tools, video resources, and communication platforms. Safety guidelines for internet use and copyright laws are also addressed. A variety of assessment rubrics, lesson plans, and webquest ideas involving math and science concepts are presented.
Our school's BYOT plan allows students to bring their own technology devices to class. Windows and Surface devices are most appropriate as the school provides Microsoft365 accounts for students and staff. While BYOT is encouraged, accommodations are made for students without devices, including six classroom laptops, a portable cart with 30 laptops, and an iPad cart with 30 devices and assessment locking features. Students work individually on online practice through USATestPrep for homework and feedback, but work in pairs for review games like Kahoot. Several helpful apps for 9th grade Coordinate Algebra are listed, including Microsoft Math, Kahoot!, Algebra Worksheet L1, Algebra Calc, Fluid Math, and Explore Maths
The document summarizes two educational videos about K-12 students' use of technology and linear equations. It notes that students spend more time on entertainment technologies than reading books. The linear equations video uses screen recording software to show a teacher working through examples, but could be improved. While technology can engage students if used properly, videos also risk being poorly made and failing to capture students' interest or show real-world applications of mathematics.
This document discusses different types of instructional software that can be used in digital photography and graphic design courses. It describes drill and practice software, tutorials, simulations, instructional games, and problem solving software. For each type, it provides examples that are relevant to digital photography and graphic design, and lists some of the relative advantages they provide for student learning. Overall, the document serves to define different categories of instructional software and provide specific illustrations of how each type could be applied in a high school digital photography or graphic design course.
Instructional software refers to computer programs designed to deliver instruction or assist instruction. There are 5 main types: drill and practice, tutorials, simulations, instructional games, and problem-solving software. Each type has advantages for physical science classes. Drill and practice allows rehearsal for long-term memory. Tutorials provide self-paced instruction with feedback. Simulations allow students to experience real-world situations. Games enhance motivation and learning through competition. Problem-solving software teaches those skills through scenarios and practice.
M. Brown-edtech 541 Instructional software presentationmollibrown
The document discusses the use of instructional software in K-12 art classrooms. It describes the five main types of instructional software: drill and practice, tutorials, simulations, educational games, and problem-solving software. Each type is defined and examples are provided of how they could potentially be used in art classrooms. For example, tutorials could present information on art styles or works for students to learn, and simulations could allow students to create artworks using different media without the mess. Overall, the document argues that instructional software can enhance art education by engaging students and providing visual examples and feedback.
1. The document discusses various software tools that can be used in science and mathematics classrooms. It describes inquiry-based approaches, virtual labs, models and simulations for science and skills practice, modeling, simulations, problem-solving apps and calculation tools for math.
2. It also discusses comprehensive software solutions that align with standards and provide assessment tools for teachers. However, these may not fully reflect student learning on their own.
3. When using such tools, teachers should determine appropriateness, avoid overuse, support students, and not assume tools can replace all instruction. Software can help engage and support learners like those with disabilities or who struggle with specific topics.
The document provides an overview of how to integrate various technologies into math and science lessons, including using digital cameras, online math games and tools, video resources, and communication platforms. Safety guidelines for internet use and copyright laws are also addressed. A variety of assessment rubrics, lesson plans, and webquest ideas involving math and science concepts are presented.
Our school's BYOT plan allows students to bring their own technology devices to class. Windows and Surface devices are most appropriate as the school provides Microsoft365 accounts for students and staff. While BYOT is encouraged, accommodations are made for students without devices, including six classroom laptops, a portable cart with 30 laptops, and an iPad cart with 30 devices and assessment locking features. Students work individually on online practice through USATestPrep for homework and feedback, but work in pairs for review games like Kahoot. Several helpful apps for 9th grade Coordinate Algebra are listed, including Microsoft Math, Kahoot!, Algebra Worksheet L1, Algebra Calc, Fluid Math, and Explore Maths
The document summarizes two educational videos about K-12 students' use of technology and linear equations. It notes that students spend more time on entertainment technologies than reading books. The linear equations video uses screen recording software to show a teacher working through examples, but could be improved. While technology can engage students if used properly, videos also risk being poorly made and failing to capture students' interest or show real-world applications of mathematics.
This document discusses different types of instructional software that can be used in digital photography and graphic design courses. It describes drill and practice software, tutorials, simulations, instructional games, and problem solving software. For each type, it provides examples that are relevant to digital photography and graphic design, and lists some of the relative advantages they provide for student learning. Overall, the document serves to define different categories of instructional software and provide specific illustrations of how each type could be applied in a high school digital photography or graphic design course.
Instructional software refers to computer programs designed to deliver instruction or assist instruction. There are 5 main types: drill and practice, tutorials, simulations, instructional games, and problem-solving software. Each type has advantages for physical science classes. Drill and practice allows rehearsal for long-term memory. Tutorials provide self-paced instruction with feedback. Simulations allow students to experience real-world situations. Games enhance motivation and learning through competition. Problem-solving software teaches those skills through scenarios and practice.
The fourth and fifth grades are a big-time to introduce kids to the magic of books. Not that more modern kids do not read; many children catch reading from as early as age 4.
This document defines and discusses different types of educational software: drill-and-practice, tutorials, simulations, instructional games, and problem-solving software. It provides examples of each type, along with their benefits and limitations. Guidelines are suggested for effective use of each type in the classroom to support learning.
This document discusses different types of instructional software and their functions. It defines instructional software as computer programs designed to deliver instruction or assist with instruction on a topic. The main types discussed are drill and practice, tutorial, simulation, instructional games, and problem-solving. Each type is defined and its relative advantages, uses, and benefits are outlined. Examples of software are provided for each type.
IXL is an online resource that contains many math practice activities aligned to Common Core standards. Teachers can assign specific standards for students to practice, and students can also practice at home. Khan Academy provides hundreds of math tutorials from kindergarten through college, along with practice problems and hints. It is useful for homework help and for parents helping their children learn. Smart Exchange allows teachers to share and modify Smartboard lessons. Shared files can be customized for different classes. Smartboard activities benefit students with disabilities by enabling direct interaction. Math Goodies is an online notebook for students with built-in interactive practice problems. It contains visual examples and is suitable for students who have difficulty copying from the board.
A Gamified Tutorial for Learning about Security Requirements EngineeringFabiano Dalpiaz
This document describes a gamified tutorial called STS-Tooltorial for teaching security requirements engineering. It was designed based on guidelines for interactive tutorials and gamification elements. The tutorial uses video lectures, modeling exercises with feedback, and a game narrative/points system to engage learners. A preliminary evaluation with students and professionals found the tutorial improved engagement but did not necessarily increase intention to learn more about the topic. The authors note issues like the modeling language's difficulty and need for controlled experiments.
The document discusses different categories of instructional software including drill and practice software. Drill and practice software allows users to practice solving problems with examples and receives feedback on answers. Examples provided are flashcards, branching drills, and activities with extensive feedback. Benefits of drill and practice software include opportunities for repetitive rehearsal to improve long term memory, immediate feedback, motivation, and time savings for teachers. Websites listed provide math and writing practice programs as examples.
This document provides an overview of the statistics class goals, use of technology, and student expectations. The class goals are to work with univariate and bivariate data sets, create statistical plots and reports using Microsoft Excel and graphing calculators. Students will complete projects graphing and analyzing bivariate data sets in Excel. They are expected to come to class prepared, complete homework, and participate through asking and answering questions. Grades are based on homework, quizzes, tests, projects, and participation. Contact information is provided for parents.
This document discusses different types of instructional software that can be used for middle school math including drill and practice software, tutorial software, simulation software, educational game software, and problem-solving software. It provides examples of specific software for each type, such as IXL Math for drill and practice or Khan Academy for tutorials. The document also discusses the benefits of using instructional software in the classroom, such as increased motivation and self-paced learning.
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.
Technology Lesson Plan Assignment: Quadratice Functionsdart11746
This technology-infused lesson plan teaches 9th grade students about quadratic functions through a week-long unit. Students will learn to solve and graph quadratic equations and functions algebraically and graphically using tools like graphing calculators, online graphing calculators, and SMART Notebook software. Formative and summative assessments include group presentations and a unit test on quadratic functions. The lesson incorporates student-centered learning and supports various learning styles.
This document provides resources for teaching a 9th grade algebra lesson on evaluating functions. It includes objectives aligned to Common Core standards, five resources for the lesson - a video, website, graphic organizer, online lesson, and Kahoot review game. The reflection discusses how presentation tools like Google Slides can help share resources, promote student curiosity through interactive elements, and provide accessibility though cloud-based sharing between teachers.
iPad in Education - Evaluation and Report 2012 - 2013Matt Britland
This document summarizes an iPad trial conducted at KGS school from November 2012 to February 2013. 11 different projects were implemented across various subject areas to evaluate the impact of iPads on teaching and learning. Student and teacher evaluations found that the majority felt iPads enhanced engagement and the learning process. While computers remain effective, iPads provided new opportunities for creative lessons and flexible learning. The trial met its aims of exploring iPad's role in education and found they can engage students, encourage new teaching methods, and help prepare students for future technology use when integrated thoughtfully into the classroom.
The Data Grapher applet allows users to enter data and create bar graphs, line graphs, pie graphs, or pictographs. Users can enter data in columns and rows, label the graphs, and preview the final graph. While the applet covers different graph types and is easy to use, it does not allow saving graphs or printing data tables.
Moodle quiz: towards post-paper e-assessmentmathewhillier
Using Moodle quiz for assessments that begin to leverage the affordances of ICTs that go beyond the capabilities of paper equivalents - post paper assessment task design examples.
This document discusses the benefits of using iPads in the classroom. It notes that students can see learning gains from as little as 20 minutes of iPad study per day. The bottom line is that iPads make a difference in improving learning outcomes. The document then provides examples of educational apps that can be used for student engagement, submitting and grading assignments, taking notes, sharing lectures, assessing student understanding, and projecting lessons. It also discusses how apps can support different learning styles and subjects like social studies. Overall, the document advocates for using iPads in the classroom by highlighting their educational benefits and providing examples of useful apps.
Mobile Computing with App Inventor in Middle and High SchoolYu-Chang Hsu
This document summarizes a panel discussion on using the App Inventor platform to teach mobile app development in middle school and high school. It describes App Inventor's block-based programming interface and discusses various initiatives for teaching App Inventor, including online workshops and camps. Benefits included making computer science concepts relevant and allowing students to be creative. Examples are provided of apps students created, such as music players and games.
This document discusses several computer applications that can be used for classroom instruction. Math Evolve and Class Dojo are programs that help students practice math facts and support classroom management through games and points systems. Educreations and Nearpod allow teachers to create interactive video and slide lessons for students. Quizzez and Scootpad provide online quizzes and individualized lessons. Prezi, Padlet, and Skitch are tools for creating engaging student presentations. Geoboard is an online geoboard manipulative. Many of the programs require paid subscriptions for full functionality. Teachers must also consider that some students may get distracted or not engage well with certain computer-based and game formats.
This presentation documents many online math resources as well as how to go about jazzing up the creation of story problems using technology in 3rd Grade Math.
This book is a collaborative project of Peter Pappas and his ED 424 ~ Computers and Educational Technology - a spring ’18 course at the University of Portland’s School of Education ~ Portland Ore. For more http://edtechmethods.com/publications/students-publish-tech-tips-for-teachers/
My first conference workshop, which I chose to run on gamification and maker ed.
In the first part of the presentation, I discussed how I incorporate game mechanics into my classroom routine using a couple of key digital platforms. I reflected on the achievements and obstacles encountered in gamifying units across the past three years and the effect this has had on student engagement and overall achievement.
I finished on a brief reflection on my efforts to build maker centred projects into the 'Game' as part of the Harvard Project Zero course; 'Thinking and Learning in the Maker-Centered Classroom'.
Technology in Mathematics and Science IDT285psych369
Technology can enhance mathematics and science education in several ways. Spreadsheets, graphing calculators, and interactive geometry software give students hands-on experience solving problems. Reasoning and skill-building software help increase sub-skills while developing logic and comprehension. Digital tools like simulations and imaging allow experiments to be observed more easily. Communication between students and teachers is improved through tools like interactive whiteboards, class websites, and email. Various instructional software, simulations, and online resources provide interactive learning experiences across math and science topics.
The fourth and fifth grades are a big-time to introduce kids to the magic of books. Not that more modern kids do not read; many children catch reading from as early as age 4.
This document defines and discusses different types of educational software: drill-and-practice, tutorials, simulations, instructional games, and problem-solving software. It provides examples of each type, along with their benefits and limitations. Guidelines are suggested for effective use of each type in the classroom to support learning.
This document discusses different types of instructional software and their functions. It defines instructional software as computer programs designed to deliver instruction or assist with instruction on a topic. The main types discussed are drill and practice, tutorial, simulation, instructional games, and problem-solving. Each type is defined and its relative advantages, uses, and benefits are outlined. Examples of software are provided for each type.
IXL is an online resource that contains many math practice activities aligned to Common Core standards. Teachers can assign specific standards for students to practice, and students can also practice at home. Khan Academy provides hundreds of math tutorials from kindergarten through college, along with practice problems and hints. It is useful for homework help and for parents helping their children learn. Smart Exchange allows teachers to share and modify Smartboard lessons. Shared files can be customized for different classes. Smartboard activities benefit students with disabilities by enabling direct interaction. Math Goodies is an online notebook for students with built-in interactive practice problems. It contains visual examples and is suitable for students who have difficulty copying from the board.
A Gamified Tutorial for Learning about Security Requirements EngineeringFabiano Dalpiaz
This document describes a gamified tutorial called STS-Tooltorial for teaching security requirements engineering. It was designed based on guidelines for interactive tutorials and gamification elements. The tutorial uses video lectures, modeling exercises with feedback, and a game narrative/points system to engage learners. A preliminary evaluation with students and professionals found the tutorial improved engagement but did not necessarily increase intention to learn more about the topic. The authors note issues like the modeling language's difficulty and need for controlled experiments.
The document discusses different categories of instructional software including drill and practice software. Drill and practice software allows users to practice solving problems with examples and receives feedback on answers. Examples provided are flashcards, branching drills, and activities with extensive feedback. Benefits of drill and practice software include opportunities for repetitive rehearsal to improve long term memory, immediate feedback, motivation, and time savings for teachers. Websites listed provide math and writing practice programs as examples.
This document provides an overview of the statistics class goals, use of technology, and student expectations. The class goals are to work with univariate and bivariate data sets, create statistical plots and reports using Microsoft Excel and graphing calculators. Students will complete projects graphing and analyzing bivariate data sets in Excel. They are expected to come to class prepared, complete homework, and participate through asking and answering questions. Grades are based on homework, quizzes, tests, projects, and participation. Contact information is provided for parents.
This document discusses different types of instructional software that can be used for middle school math including drill and practice software, tutorial software, simulation software, educational game software, and problem-solving software. It provides examples of specific software for each type, such as IXL Math for drill and practice or Khan Academy for tutorials. The document also discusses the benefits of using instructional software in the classroom, such as increased motivation and self-paced learning.
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.
Technology Lesson Plan Assignment: Quadratice Functionsdart11746
This technology-infused lesson plan teaches 9th grade students about quadratic functions through a week-long unit. Students will learn to solve and graph quadratic equations and functions algebraically and graphically using tools like graphing calculators, online graphing calculators, and SMART Notebook software. Formative and summative assessments include group presentations and a unit test on quadratic functions. The lesson incorporates student-centered learning and supports various learning styles.
This document provides resources for teaching a 9th grade algebra lesson on evaluating functions. It includes objectives aligned to Common Core standards, five resources for the lesson - a video, website, graphic organizer, online lesson, and Kahoot review game. The reflection discusses how presentation tools like Google Slides can help share resources, promote student curiosity through interactive elements, and provide accessibility though cloud-based sharing between teachers.
iPad in Education - Evaluation and Report 2012 - 2013Matt Britland
This document summarizes an iPad trial conducted at KGS school from November 2012 to February 2013. 11 different projects were implemented across various subject areas to evaluate the impact of iPads on teaching and learning. Student and teacher evaluations found that the majority felt iPads enhanced engagement and the learning process. While computers remain effective, iPads provided new opportunities for creative lessons and flexible learning. The trial met its aims of exploring iPad's role in education and found they can engage students, encourage new teaching methods, and help prepare students for future technology use when integrated thoughtfully into the classroom.
The Data Grapher applet allows users to enter data and create bar graphs, line graphs, pie graphs, or pictographs. Users can enter data in columns and rows, label the graphs, and preview the final graph. While the applet covers different graph types and is easy to use, it does not allow saving graphs or printing data tables.
Moodle quiz: towards post-paper e-assessmentmathewhillier
Using Moodle quiz for assessments that begin to leverage the affordances of ICTs that go beyond the capabilities of paper equivalents - post paper assessment task design examples.
This document discusses the benefits of using iPads in the classroom. It notes that students can see learning gains from as little as 20 minutes of iPad study per day. The bottom line is that iPads make a difference in improving learning outcomes. The document then provides examples of educational apps that can be used for student engagement, submitting and grading assignments, taking notes, sharing lectures, assessing student understanding, and projecting lessons. It also discusses how apps can support different learning styles and subjects like social studies. Overall, the document advocates for using iPads in the classroom by highlighting their educational benefits and providing examples of useful apps.
Mobile Computing with App Inventor in Middle and High SchoolYu-Chang Hsu
This document summarizes a panel discussion on using the App Inventor platform to teach mobile app development in middle school and high school. It describes App Inventor's block-based programming interface and discusses various initiatives for teaching App Inventor, including online workshops and camps. Benefits included making computer science concepts relevant and allowing students to be creative. Examples are provided of apps students created, such as music players and games.
This document discusses several computer applications that can be used for classroom instruction. Math Evolve and Class Dojo are programs that help students practice math facts and support classroom management through games and points systems. Educreations and Nearpod allow teachers to create interactive video and slide lessons for students. Quizzez and Scootpad provide online quizzes and individualized lessons. Prezi, Padlet, and Skitch are tools for creating engaging student presentations. Geoboard is an online geoboard manipulative. Many of the programs require paid subscriptions for full functionality. Teachers must also consider that some students may get distracted or not engage well with certain computer-based and game formats.
This presentation documents many online math resources as well as how to go about jazzing up the creation of story problems using technology in 3rd Grade Math.
This book is a collaborative project of Peter Pappas and his ED 424 ~ Computers and Educational Technology - a spring ’18 course at the University of Portland’s School of Education ~ Portland Ore. For more http://edtechmethods.com/publications/students-publish-tech-tips-for-teachers/
My first conference workshop, which I chose to run on gamification and maker ed.
In the first part of the presentation, I discussed how I incorporate game mechanics into my classroom routine using a couple of key digital platforms. I reflected on the achievements and obstacles encountered in gamifying units across the past three years and the effect this has had on student engagement and overall achievement.
I finished on a brief reflection on my efforts to build maker centred projects into the 'Game' as part of the Harvard Project Zero course; 'Thinking and Learning in the Maker-Centered Classroom'.
Technology in Mathematics and Science IDT285psych369
Technology can enhance mathematics and science education in several ways. Spreadsheets, graphing calculators, and interactive geometry software give students hands-on experience solving problems. Reasoning and skill-building software help increase sub-skills while developing logic and comprehension. Digital tools like simulations and imaging allow experiments to be observed more easily. Communication between students and teachers is improved through tools like interactive whiteboards, class websites, and email. Various instructional software, simulations, and online resources provide interactive learning experiences across math and science topics.
The document outlines a double digit addition course for 2nd grade students. The course will teach 4 methods of solving double digit addition problems: using 10s sticks and 1s, break apart, carry above, and carry below. The target learners are 2nd graders in Minnesota who need to learn double digit addition according to state standards. Formative assessments will evaluate students' abilities to solve problems and show work using each addition method. The course will be delivered online through Google Classroom to provide opportunities for practice and collaboration.
This document discusses how Google Apps can be used to enhance classroom instruction from a teacher's perspective. It provides examples of common problems teachers face when integrating new tools, such as students being unable to open files created on different platforms. The document then introduces Google Apps as a solution, highlighting features such as collaboration, accessibility from any device, and version tracking. It provides an overview of the Google Education version and demonstrates how documents, presentations, spreadsheets and other tools can be used for group projects, writing assignments, and lesson planning to encourage collaboration.
Technology in mathematics_and_science_instructsm-slaviero
Technology can be useful for teaching math and science in the classroom. Graphing calculators, spreadsheets, and multimedia tools like PowerPoint and videos can help students learn concepts hands-on. Devices like cameras and videos can be used to record science experiments. Productivity tools, databases, and spreadsheets can help with problem solving. Multimedia keeps students engaged through animations and video clips. Resources are available for students with special needs, and teachers should practice responsible and legal use of technology.
Marrying Marzano W Instructional TechnologyMelanie Lewis
The document discusses strategies from Robert Marzano's research on effective classroom instruction and ways to integrate those strategies with instructional technology. Some of the key strategies mentioned include identifying similarities and differences, summarizing and note-taking, reinforcing effort and providing recognition, increasing value in homework and practice, using non-linguistic representations, incorporating cooperative learning, setting objectives and providing feedback, and using questions, cues, and advanced organizers. Specific technologies are suggested for implementing each strategy, such as comparison matrices, summary frames, rubrics, and interactive games and websites.
Marrying Marzano W Instructional TechnologyMelanie Lewis
The document discusses strategies from Robert Marzano's research on classroom instruction that works. It identifies nine instructional strategies, provides statistics on their effectiveness at increasing student achievement, and gives examples of how each strategy can be implemented using instructional technology. These include using comparison matrices and online games for similarities and differences, summary frames and note-taking tools for summarizing, online certificates and websites for recognizing effort, and PowerPoint for presenting homework policies and practice activities.
Motivating Middle School Students with GamesDoug Adams
This document summarizes a program that uses games and digital tools to improve middle school mathematics achievement for students in underperforming schools. The program involves professional development for teachers and uses games from companies like 4Kids, Matrix Learning, and Arcademics during after-school programs and supplemental class periods. The games focus on topics like ratios, proportions, linear equations, and data analysis. Initial results found improved student achievement and engagement as well as increased teacher comfort with technology. Challenges included limited iPod support of games and need for customization to align with school curriculums.
Similar to Using and Evaluating Applet Enhanced Lessons (20)
Nucleic Acids, RNA, DNA, Protein Synthesis, DNA Replication, Chromosomes: The images have big font size and reduced background color. Useful for smartphones, classroom and printouts.
Metabolism and Energy: The images have big font size and reduced background color. Useful for smartphones, classroom and printouts. The rest is standard stuff.
Tissues, Organs and Systems: The images have big font size and reduced background color. Useful for smartphones, classroom and printouts. The rest is standard stuff.
Bonding, Proteins, Polymers, Nucleic Acids, Polarity, Tonicity, pH, Enzymes: The images have big font size and reduced background color. Useful for smartphones, classroom and printouts. The rest is standard stuff.
Carbohydrates, Lipids, Amino Acids: The images have big font size and reduced background color. Useful for classroom and printouts. The rest is standard stuff.
Cell Structure, Cell Parts, Bacteria, Gram Positive Gram Negative, Viruses: The images have big font size and reduced background color. Useful for smartphones, classroom and printouts. The rest is standard stuff.
Life and Evolution: The images have big font size and reduced background color. Useful for smartphone,classroom and printouts. The rest is standard stuff.
http://bit.ly/n7KhJO What is the worst way to integrate technology in the classroom? Create a presentation with static content, turn on your video projector, dim the lights and …your kiddies will go straight into a coma. Instead use a tablet PC or graphics tablet - no extra work and really effective.
GeoGebra is dynamic mathematics software that helps visualize and understand mathematics concepts through an interactive and simple interface. It is free and open source, allowing it to be downloaded on all platforms and used anywhere in over 50 languages translated by volunteers. GeoGebra promotes understanding for both teachers and students, and allows students to build creative works like animations and simulations. It has a large global community of millions of users in 190 countries supported by volunteer translation, development, and education institutes around the world.
Making and publishing screencasts must become a required tool in education for both teachers and students. Adding captions makes our screencasts more accessible to all learners and YouTube translates captions into many, many languages. Learn how to caption screencasts so they are available to a global audience.
Chapter wise All Notes of First year Basic Civil Engineering.pptxDenish Jangid
Chapter wise All Notes of First year Basic Civil Engineering
Syllabus
Chapter-1
Introduction to objective, scope and outcome the subject
Chapter 2
Introduction: Scope and Specialization of Civil Engineering, Role of civil Engineer in Society, Impact of infrastructural development on economy of country.
Chapter 3
Surveying: Object Principles & Types of Surveying; Site Plans, Plans & Maps; Scales & Unit of different Measurements.
Linear Measurements: Instruments used. Linear Measurement by Tape, Ranging out Survey Lines and overcoming Obstructions; Measurements on sloping ground; Tape corrections, conventional symbols. Angular Measurements: Instruments used; Introduction to Compass Surveying, Bearings and Longitude & Latitude of a Line, Introduction to total station.
Levelling: Instrument used Object of levelling, Methods of levelling in brief, and Contour maps.
Chapter 4
Buildings: Selection of site for Buildings, Layout of Building Plan, Types of buildings, Plinth area, carpet area, floor space index, Introduction to building byelaws, concept of sun light & ventilation. Components of Buildings & their functions, Basic concept of R.C.C., Introduction to types of foundation
Chapter 5
Transportation: Introduction to Transportation Engineering; Traffic and Road Safety: Types and Characteristics of Various Modes of Transportation; Various Road Traffic Signs, Causes of Accidents and Road Safety Measures.
Chapter 6
Environmental Engineering: Environmental Pollution, Environmental Acts and Regulations, Functional Concepts of Ecology, Basics of Species, Biodiversity, Ecosystem, Hydrological Cycle; Chemical Cycles: Carbon, Nitrogen & Phosphorus; Energy Flow in Ecosystems.
Water Pollution: Water Quality standards, Introduction to Treatment & Disposal of Waste Water. Reuse and Saving of Water, Rain Water Harvesting. Solid Waste Management: Classification of Solid Waste, Collection, Transportation and Disposal of Solid. Recycling of Solid Waste: Energy Recovery, Sanitary Landfill, On-Site Sanitation. Air & Noise Pollution: Primary and Secondary air pollutants, Harmful effects of Air Pollution, Control of Air Pollution. . Noise Pollution Harmful Effects of noise pollution, control of noise pollution, Global warming & Climate Change, Ozone depletion, Greenhouse effect
Text Books:
1. Palancharmy, Basic Civil Engineering, McGraw Hill publishers.
2. Satheesh Gopi, Basic Civil Engineering, Pearson Publishers.
3. Ketki Rangwala Dalal, Essentials of Civil Engineering, Charotar Publishing House.
4. BCP, Surveying volume 1
Gender and Mental Health - Counselling and Family Therapy Applications and In...PsychoTech Services
A proprietary approach developed by bringing together the best of learning theories from Psychology, design principles from the world of visualization, and pedagogical methods from over a decade of training experience, that enables you to: Learn better, faster!
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This presentation was provided by Racquel Jemison, Ph.D., Christina MacLaughlin, Ph.D., and Paulomi Majumder. Ph.D., all of the American Chemical Society, for the second session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session Two: 'Expanding Pathways to Publishing Careers,' was held June 13, 2024.
This document provides an overview of wound healing, its functions, stages, mechanisms, factors affecting it, and complications.
A wound is a break in the integrity of the skin or tissues, which may be associated with disruption of the structure and function.
Healing is the body’s response to injury in an attempt to restore normal structure and functions.
Healing can occur in two ways: Regeneration and Repair
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Complications of wound healing like infection, hyperpigmentation of scar, contractures, and keloid formation.
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LAND USE LAND COVER AND NDVI OF MIRZAPUR DISTRICT, UPRAHUL
This Dissertation explores the particular circumstances of Mirzapur, a region located in the
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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
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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.
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.