Presentation shared by author at the 2016 EDEN Annual Conference "Re-Imagining Learning Environments" held on 14-17 June 2016, in Budapest, Hungary.
Find out more on #eden16 here: http://www.eden-online.org/2016_budapest/
Want to engage your students? We've compiled a list of the best tools for maximizing engagement levels. Keeping your students engaged can be difficult. But technology doesn't have to be a distraction to learning. Apps and tools can help engage your students, as well as monitor engagement levels.
The document discusses 10 apps that are useful for teaching and learning: Google Classroom, Socrative, TeacherKit, Class Dojo, Read Theory, Seesaw, Kahoot, Plickers, BrainPop, and NearPod. Google Classroom allows teachers to organize lessons, communicate with students, and provide feedback on assignments. Socrative and Kahoot engage students through interactive games and quizzes. TeacherKit, Class Dojo, and Read Theory help with classroom organization, behavior management, and reading assessment. Seesaw, BrainPop, and NearPod enrich lessons through multimedia content and encourage collaboration.
Bill McIntosh
SchoolVision Inc..
Authorized South Carolina K-12 Consultant for eInstruction / Turning Technologies
Phone :843-442-8888
Email :WKMcIntosh@Comcast.net
Twitter : @OtisTMcIntosh
SchoolVision Website on Facebook: https://www.facebook.com/WKMIII
Website : www.einstruction.com
eInstruction tech support and sales are now at this number, which is also Turning Technologies
Toll Free: 866-746-3015
Turning Technologies | 255 West Federal Street | Youngstown, OH 44503 Main: 330-746-3015 | | Fax: 330-884-6065
www.TurningTechnologies.com
Powered Up Students: iPad and Ipods - Ideas To Get StartedCarlene Walter
This document provides ideas for using iPads and iPods to enhance teaching and learning in the classroom. It discusses using these devices for photography, documentation, production, thinking, and curation. Specific apps are recommended for each purpose. The document stresses that technology should support teaching and learning goals, not be the focus itself. It advises preparing students with clear expectations and training, and preparing teachers by planning ahead and equipping them to teach with technology effectively.
Top 10 Apps for Learning and Teaching: Group 4ccauthon
The document summarizes 10 popular apps for teaching and learning. It provides the name of each app and a brief rationale for its selection focusing on benefits like improved communication, engagement, assessment, and collaboration. Key apps include Google Classroom for organization, Socrative and Kahoot! for interactive lessons, Plickers and Nearpod for assessments without devices, and Brainpop, Seesaw and Read Theory for content and student portfolios. Overall, the apps aim to enhance learning, participation, and feedback in fun, engaging ways.
The document discusses 10 popular apps for teaching and learning. It provides a brief rationale for each app, highlighting their key benefits. Google Classroom improves communication and organization while allowing learning beyond the classroom. Socrative and Kahoot! make learning engaging through games and immediate feedback. TeacherKit, Seesaw, and Nearpod help with organization and allowing students to demonstrate learning. Plickers, BrainPop, Read Theory, and Class Dojo support specific functions like behavior tracking, reading comprehension, and communication with parents.
This document discusses methods for using iPads to increase student reading comprehension. It notes that reading comprehension has many factors, including decoding, fluency, and critical thinking. Embracing technology can make learning more engaging for students. The document recommends selecting reading comprehension apps that are grade-level appropriate, aligned to standards, and developmentally suitable. It provides an example of an app that allows students to create book trailers to reflect their understanding of stories. The conclusion is that educators should embrace technological changes to create hands-on, engaging activities that serve student learning needs.
Want to engage your students? We've compiled a list of the best tools for maximizing engagement levels. Keeping your students engaged can be difficult. But technology doesn't have to be a distraction to learning. Apps and tools can help engage your students, as well as monitor engagement levels.
The document discusses 10 apps that are useful for teaching and learning: Google Classroom, Socrative, TeacherKit, Class Dojo, Read Theory, Seesaw, Kahoot, Plickers, BrainPop, and NearPod. Google Classroom allows teachers to organize lessons, communicate with students, and provide feedback on assignments. Socrative and Kahoot engage students through interactive games and quizzes. TeacherKit, Class Dojo, and Read Theory help with classroom organization, behavior management, and reading assessment. Seesaw, BrainPop, and NearPod enrich lessons through multimedia content and encourage collaboration.
Bill McIntosh
SchoolVision Inc..
Authorized South Carolina K-12 Consultant for eInstruction / Turning Technologies
Phone :843-442-8888
Email :WKMcIntosh@Comcast.net
Twitter : @OtisTMcIntosh
SchoolVision Website on Facebook: https://www.facebook.com/WKMIII
Website : www.einstruction.com
eInstruction tech support and sales are now at this number, which is also Turning Technologies
Toll Free: 866-746-3015
Turning Technologies | 255 West Federal Street | Youngstown, OH 44503 Main: 330-746-3015 | | Fax: 330-884-6065
www.TurningTechnologies.com
Powered Up Students: iPad and Ipods - Ideas To Get StartedCarlene Walter
This document provides ideas for using iPads and iPods to enhance teaching and learning in the classroom. It discusses using these devices for photography, documentation, production, thinking, and curation. Specific apps are recommended for each purpose. The document stresses that technology should support teaching and learning goals, not be the focus itself. It advises preparing students with clear expectations and training, and preparing teachers by planning ahead and equipping them to teach with technology effectively.
Top 10 Apps for Learning and Teaching: Group 4ccauthon
The document summarizes 10 popular apps for teaching and learning. It provides the name of each app and a brief rationale for its selection focusing on benefits like improved communication, engagement, assessment, and collaboration. Key apps include Google Classroom for organization, Socrative and Kahoot! for interactive lessons, Plickers and Nearpod for assessments without devices, and Brainpop, Seesaw and Read Theory for content and student portfolios. Overall, the apps aim to enhance learning, participation, and feedback in fun, engaging ways.
The document discusses 10 popular apps for teaching and learning. It provides a brief rationale for each app, highlighting their key benefits. Google Classroom improves communication and organization while allowing learning beyond the classroom. Socrative and Kahoot! make learning engaging through games and immediate feedback. TeacherKit, Seesaw, and Nearpod help with organization and allowing students to demonstrate learning. Plickers, BrainPop, Read Theory, and Class Dojo support specific functions like behavior tracking, reading comprehension, and communication with parents.
This document discusses methods for using iPads to increase student reading comprehension. It notes that reading comprehension has many factors, including decoding, fluency, and critical thinking. Embracing technology can make learning more engaging for students. The document recommends selecting reading comprehension apps that are grade-level appropriate, aligned to standards, and developmentally suitable. It provides an example of an app that allows students to create book trailers to reflect their understanding of stories. The conclusion is that educators should embrace technological changes to create hands-on, engaging activities that serve student learning needs.
Presentation shared by author at the 2016 EDEN Annual Conference "Re-Imagining Learning Environments" held on 14-17 June 2016, in Budapest, Hungary.
Find out more on #eden16 here: http://www.eden-online.org/2016_budapest/
Presentation shared by author at the 2016 EDEN Annual Conference "Re-Imagining Learning Environments" held on 14-17 June 2016, in Budapest, Hungary.
Find out more on #eden16 here: http://www.eden-online.org/2016_budapest/
Presentation shared by author at the 2016 EDEN Annual Conference "Re-Imagining Learning Environments" held on 14-17 June 2016, in Budapest, Hungary.
Find out more on #eden16 here: http://www.eden-online.org/2016_budapest/
Presentation shared by author at the 2016 EDEN Annual Conference "Re-Imagining Learning Environments" held on 14-17 June 2016, in Budapest, Hungary.
Find out more on #eden16 here: http://www.eden-online.org/2016_budapest/
Presentation shared by author at the 9th EDEN Research Workshop "Forging new pathways of research and innovation in open and distance learning: Reaching from the roots" held on 4-6 October 2016, in Oldenburg, Germany.
Find out more on #EDENRW9 here: http://www.eden-online.org/2016_oldenburg/
Presentation shared by authors at the 9th EDEN Research Workshop "Forging new pathways of research and innovation in open and distance learning: Reaching from the roots" held on 4-6 October 2016, in Oldenburg, Germany.
Find out more on #EDENRW9 here: http://www.eden-online.org/2016_oldenburg/
Presentation shared by author at the 9th EDEN Research Workshop "Forging new pathways of research and innovation in open and distance learning: Reaching from the roots" held on 4-6 October 2016, in Oldenburg, Germany.
Find out more on #EDENRW9 here: http://www.eden-online.org/2016_oldenburg/
Presentation shared by author at the 9th EDEN Research Workshop "Forging new pathways of research and innovation in open and distance learning: Reaching from the roots" held on 4-6 October 2016, in Oldenburg, Germany.
Find out more on #EDENRW9 here: http://www.eden-online.org/2016_oldenburg/
Presentation shared by author at the 9th EDEN Research Workshop "Forging new pathways of research and innovation in open and distance learning: Reaching from the roots" held on 4-6 October 2016, in Oldenburg, Germany.
Find out more on #EDENRW9 here: http://www.eden-online.org/2016_oldenburg/
Presentation shared by author at the 9th EDEN Research Workshop "Forging new pathways of research and innovation in open and distance learning: Reaching from the roots" held on 4-6 October 2016, in Oldenburg, Germany.
Find out more on #EDENRW9 here: http://www.eden-online.org/2016_oldenburg/
Presentation shared by author at the 2016 EDEN Annual Conference "Re-Imagining Learning Environments" held on 14-17 June 2016, in Budapest, Hungary.
Find out more on #eden16 here: http://www.eden-online.org/2016_budapest/
Presentation shared by author at the 2016 EDEN Annual Conference "Re-Imagining Learning Environments" held on 14-17 June 2016, in Budapest, Hungary.
Find out more on #eden16 here: http://www.eden-online.org/2016_budapest/
Presentation shared by author at the 2016 EDEN Annual Conference "Re-Imagining Learning Environments" held on 14-17 June 2016, in Budapest, Hungary.
Find out more on #eden16 here: http://www.eden-online.org/2016_budapest/
An introduction to EDEN - The European Distance and E-Learning Network exists to share knowledge and improve understanding amongst professionals in distance and e-learning and to promote policy and practice across the whole of Europe and beyond.
Xavier Prats- Monne is Director-General for Education and Culture of the European Commission. See his presentation at the #EDEN15 Annual Conference here. His talk is captured on video and will be published on EDEN's Youtube channel soon. Read about EDEN: http://www.eden-online.org
This document discusses MOOCs and their potential impact on higher education. It begins by defining MOOCs as massive open online courses with large enrollments that provide course materials for free. While MOOCs have generated hype around disrupting traditional universities, the document notes they are on the Gartner Hype Cycle and it remains unclear what long term impact they will have. The rest of the document outlines TU Delft's experience with MOOCs, online education programs, and how they are exploring blended models to make the best use of open, online and campus-based education.
1) New approaches to learning focus on dealing with change, uncertainty, and learning from a variety of sources rather than just teachers. This involves lifelong learning through formal and informal means.
2) Effective teaching requires collaboration, networking within and outside of schools, and continuous learning through daily practice. Teachers must become "learning professionals."
3) Open practices that facilitate networked learning involve creating open networks of practice to collaboratively address real educational problems through open innovation. This helps transform organizational culture and leadership to better support informal learning networks.
Martin Weller is Professor of Educational Technology at The Open University, UK. His keynote at the #EDEN2015 Annual Conference is captured on video and will be published on on EDEN's Youtube channel. Read about EDEN: http://www.eden-online.org
Alan Tait is the Director of International Development and Teacher Education at The Open University in United Kingdom. See his presentation at the #EDEN2015 Annual Conference here. His talk is captured on video and will be published on the EDEN Youtube channel.
Read about EDEN: http://www.eden-online.org
Audrey Watters is a Journalist specializing in Education Technology News and Analysis in the USA. See her slides for her presentation at the #EDEN15 Annual Conference in Barcelona here. Audrey also posted her comments to the presentation here: Learning Networks, Not Teaching Machines http://ow.ly/OakF0 Her talk is captured on video and will be published on the EDEN Youtube channel soon. Read about EDEN: http://www.eden-online.org
This document discusses the use of immersive technologies like virtual reality, 360 cameras, and telerobotics to enhance experiential learning opportunities. It provides an overview of these technologies and how they allow students to experience environments beyond physical classrooms. Examples are given of how VR footage of preschool and theater classrooms could be used by teachers to encourage deep engagement and assess student learning and environments. The document concludes by discussing areas for further research, like assessing the effectiveness of VR as a teaching tool and collaborating to share immersive resources across institutions.
Mobile immersive learning uses powerful tablet devices to provide immersive learning experiences that were previously only available on desktop systems. This allows rich learning environments to be put literally into the hands of learners. Some key benefits include improving understanding through learning by doing in context, enhancing retention through visual and audio cues, and reducing costs by replacing travel with virtual experiences. Effective design of mobile immersive learning focuses on short, self-contained sessions with simple navigation and a strong narrative to maintain engagement despite distractions.
Presentation shared by author at the 2016 EDEN Annual Conference "Re-Imagining Learning Environments" held on 14-17 June 2016, in Budapest, Hungary.
Find out more on #eden16 here: http://www.eden-online.org/2016_budapest/
Presentation shared by author at the 2016 EDEN Annual Conference "Re-Imagining Learning Environments" held on 14-17 June 2016, in Budapest, Hungary.
Find out more on #eden16 here: http://www.eden-online.org/2016_budapest/
Presentation shared by author at the 2016 EDEN Annual Conference "Re-Imagining Learning Environments" held on 14-17 June 2016, in Budapest, Hungary.
Find out more on #eden16 here: http://www.eden-online.org/2016_budapest/
Presentation shared by author at the 2016 EDEN Annual Conference "Re-Imagining Learning Environments" held on 14-17 June 2016, in Budapest, Hungary.
Find out more on #eden16 here: http://www.eden-online.org/2016_budapest/
Presentation shared by author at the 9th EDEN Research Workshop "Forging new pathways of research and innovation in open and distance learning: Reaching from the roots" held on 4-6 October 2016, in Oldenburg, Germany.
Find out more on #EDENRW9 here: http://www.eden-online.org/2016_oldenburg/
Presentation shared by authors at the 9th EDEN Research Workshop "Forging new pathways of research and innovation in open and distance learning: Reaching from the roots" held on 4-6 October 2016, in Oldenburg, Germany.
Find out more on #EDENRW9 here: http://www.eden-online.org/2016_oldenburg/
Presentation shared by author at the 9th EDEN Research Workshop "Forging new pathways of research and innovation in open and distance learning: Reaching from the roots" held on 4-6 October 2016, in Oldenburg, Germany.
Find out more on #EDENRW9 here: http://www.eden-online.org/2016_oldenburg/
Presentation shared by author at the 9th EDEN Research Workshop "Forging new pathways of research and innovation in open and distance learning: Reaching from the roots" held on 4-6 October 2016, in Oldenburg, Germany.
Find out more on #EDENRW9 here: http://www.eden-online.org/2016_oldenburg/
Presentation shared by author at the 9th EDEN Research Workshop "Forging new pathways of research and innovation in open and distance learning: Reaching from the roots" held on 4-6 October 2016, in Oldenburg, Germany.
Find out more on #EDENRW9 here: http://www.eden-online.org/2016_oldenburg/
Presentation shared by author at the 9th EDEN Research Workshop "Forging new pathways of research and innovation in open and distance learning: Reaching from the roots" held on 4-6 October 2016, in Oldenburg, Germany.
Find out more on #EDENRW9 here: http://www.eden-online.org/2016_oldenburg/
Presentation shared by author at the 2016 EDEN Annual Conference "Re-Imagining Learning Environments" held on 14-17 June 2016, in Budapest, Hungary.
Find out more on #eden16 here: http://www.eden-online.org/2016_budapest/
Presentation shared by author at the 2016 EDEN Annual Conference "Re-Imagining Learning Environments" held on 14-17 June 2016, in Budapest, Hungary.
Find out more on #eden16 here: http://www.eden-online.org/2016_budapest/
Presentation shared by author at the 2016 EDEN Annual Conference "Re-Imagining Learning Environments" held on 14-17 June 2016, in Budapest, Hungary.
Find out more on #eden16 here: http://www.eden-online.org/2016_budapest/
An introduction to EDEN - The European Distance and E-Learning Network exists to share knowledge and improve understanding amongst professionals in distance and e-learning and to promote policy and practice across the whole of Europe and beyond.
Xavier Prats- Monne is Director-General for Education and Culture of the European Commission. See his presentation at the #EDEN15 Annual Conference here. His talk is captured on video and will be published on EDEN's Youtube channel soon. Read about EDEN: http://www.eden-online.org
This document discusses MOOCs and their potential impact on higher education. It begins by defining MOOCs as massive open online courses with large enrollments that provide course materials for free. While MOOCs have generated hype around disrupting traditional universities, the document notes they are on the Gartner Hype Cycle and it remains unclear what long term impact they will have. The rest of the document outlines TU Delft's experience with MOOCs, online education programs, and how they are exploring blended models to make the best use of open, online and campus-based education.
1) New approaches to learning focus on dealing with change, uncertainty, and learning from a variety of sources rather than just teachers. This involves lifelong learning through formal and informal means.
2) Effective teaching requires collaboration, networking within and outside of schools, and continuous learning through daily practice. Teachers must become "learning professionals."
3) Open practices that facilitate networked learning involve creating open networks of practice to collaboratively address real educational problems through open innovation. This helps transform organizational culture and leadership to better support informal learning networks.
Martin Weller is Professor of Educational Technology at The Open University, UK. His keynote at the #EDEN2015 Annual Conference is captured on video and will be published on on EDEN's Youtube channel. Read about EDEN: http://www.eden-online.org
Alan Tait is the Director of International Development and Teacher Education at The Open University in United Kingdom. See his presentation at the #EDEN2015 Annual Conference here. His talk is captured on video and will be published on the EDEN Youtube channel.
Read about EDEN: http://www.eden-online.org
Audrey Watters is a Journalist specializing in Education Technology News and Analysis in the USA. See her slides for her presentation at the #EDEN15 Annual Conference in Barcelona here. Audrey also posted her comments to the presentation here: Learning Networks, Not Teaching Machines http://ow.ly/OakF0 Her talk is captured on video and will be published on the EDEN Youtube channel soon. Read about EDEN: http://www.eden-online.org
This document discusses the use of immersive technologies like virtual reality, 360 cameras, and telerobotics to enhance experiential learning opportunities. It provides an overview of these technologies and how they allow students to experience environments beyond physical classrooms. Examples are given of how VR footage of preschool and theater classrooms could be used by teachers to encourage deep engagement and assess student learning and environments. The document concludes by discussing areas for further research, like assessing the effectiveness of VR as a teaching tool and collaborating to share immersive resources across institutions.
Mobile immersive learning uses powerful tablet devices to provide immersive learning experiences that were previously only available on desktop systems. This allows rich learning environments to be put literally into the hands of learners. Some key benefits include improving understanding through learning by doing in context, enhancing retention through visual and audio cues, and reducing costs by replacing travel with virtual experiences. Effective design of mobile immersive learning focuses on short, self-contained sessions with simple navigation and a strong narrative to maintain engagement despite distractions.
This is a presentation version of our recent white paper on Mobile Immersive Learning - looking at how iPad and Android now offer us the ability to deliver single and multi-user immersive learning projects literally into the hands of the user.
The document discusses active learning and provides examples of tools that can be used to facilitate active learning. It defines active learning as an approach where students take an active role in building their own understanding rather than passively receiving information from a lecturer. Some active learning tools mentioned include Big Blue Button for online collaboration, simulations to emulate real-life scenarios, and clickers/response systems for real-time feedback in lectures. Wikis, role playing, and virtual labs are also cited as ways to encourage active participation over passive listening.
Digital leadership focuses on developing 21st century skills like creativity, collaboration, and problem-solving through technology integration. Teacher and student surveys found that Google Classroom, Edmodo, and QR codes were popular tools to engage students. Transitioning to 1:1 devices requires shifting perceptions, supporting teachers, and using technology for interactive learning both in and out of class. Blended learning combins digital tools, BYOD, and interactive lessons to prepare students. True digital leadership requires developing a collaborative culture where all stakeholders contribute to transformation.
The future of education will incorporate new technologies like augmented reality, online learning, and adaptive learning systems. Students will be able to learn both inside and outside the classroom through interactive simulations and personalized learning experiences. Classrooms will become more immersive learning environments where students can use augmented reality on their devices to interact with virtual elements and gain a deeper understanding of concepts. Teachers will have new tools to bring lessons to life and actively involve students in their education.
NUITEQ Snowflake is educational software that brings interactivity to the classroom and boosts engagement. It allows students to split screens to watch videos while answering questions, create their own activities to share digitally, and organize content in mind maps. Students can present work to the class and brainstorm online or on their smartphones. Snowflake provides interactive stories aligned to curriculum, online collaboration, and simultaneous personalized instruction through different Zones.
Technological devices have become part of the everyday classroom. The teacher is able to use technology to help with interactive lessons as well as having access to online resources.
Learning team technology and the teacherNicole Simone
The classroom integration of technological devices continues. There are many devices that can be used to help a classroom be more interactive between teacher and student. There are five technological devices that can be helpful in a classroom.
Classroom for the next generation should no longer be a location (or) the room that students would dread to walk into (or) Yearn to walk out of It should be an experience that is rich and interactive and most importantly fun that students would love to be part of,
Typical classroom which creates an environment that is not natural to digital Natives, an environment that limits that the natural behavior
The Social Learning Network Presentation at TechStartupJobs Fair London 2014TechMeetups
The Social Learning Network is the first truly social learning platform to help students engage in learning.TSLN is hiring for ‘UX/UI designer’ and ‘PHP Web Developer with experience of web apps’ at TechStartupJobs Fair London 2014.
This document discusses how virtual labs provide hands-on learning experiences through simulations and interactive computer models that allow students to manipulate virtual environments. It notes they can enhance learning by reaching a variety of ability levels and promoting problem solving skills. The document also describes how virtual labs offer students opportunities to gain critical thinking skills through individual or collaborative work, and can be used to supplement or replace traditional labs by providing 3D computer-based experiments and immediate feedback.
This document discusses and summarizes the features of several educational apps, including Quizlet for creating digital flashcards, Symbaloo for bookmarking educational websites, Class Dojo for communication between teachers/students/parents, eBooks apps for accessing digital books, PowToon for creating animated videos, online stopwatches for timers, math battle games apps, and diagnostic testing apps.
Bringing Learning to Life through Immersive ExperiencesCognizant
With its ability to help learners absorb and retain material in a whole new way, immersive learning can boost learning engagement and retention across industries and applications.
Augmented reality in education _Trupti Gawdetrupts123
Augmented reality is exactly what the name implies an augmented version of reality mixing the technology with the knowing world. It might be distorted, or augmented version of real world but in its basic form of augmented reality is a way of placing digital contents into the real context.
Education Tools is an educational portal offering digital resources to enhance teaching and learning. The site promotes inclusive teaching, providing educational resources and ideas for educators.
This document provides a summary of several mobile learning apps for grades 6-12, including Flipgrid for video discussions, Seesaw for student portfolios, Kahoot! for live quizzes, Quizlet for flashcards, Epic! for digital books, Classtree for parental notifications, Remind for reminders, Google Classroom as an extension of the classroom, Class Dojo for classroom management, and Google Hangouts for video calls. The apps support functions like discussions, assignments, flashcards, books, notifications, and management to enhance teaching and learning.
This document discusses various teaching methods and techniques that can be used in the classroom beyond traditional lecturing. It defines teaching methods as general principles and strategies for classroom instruction that depend on factors like educational philosophy and subject area. Teaching techniques are specific steps or procedures used to accomplish learning tasks. Some other methods described include interactive learning through guided group activities, simulations and mock teaching using role-playing, using games to make learning entertaining while developing skills, workshops and seminars where students take responsibility for their own learning, multimedia instruction using words and pictures, problem-solving using the scientific method, and film showing to bring realism into the classroom.
Presentation of Igor Balaban, for EDEN's Open Education Week on 'Digital experiences in technical higher education' - Wednesday, 9 March 2022, 13:00-14:00
More info:
https://eden-europe.eu/eden_conference/digital-experiences-in-technical-higher-education/
Presentation of Gustavo Alves, for EDEN's Open Education Week on 'Digital experiences in technical higher education' - Wednesday, 9 March 2022, 13:00-14:00
More info:
https://eden-europe.eu/eden_conference/digital-experiences-in-technical-higher-education/
Presentation of Daina Gudoniene, for EDEN's Open Education Week on 'Digital experiences in technical higher education' - Wednesday, 9 March 2022, 13:00-14:00
More info:
https://eden-europe.eu/eden_conference/digital-experiences-in-technical-higher-education/
This document summarizes Politehnica University Timisoara's efforts towards digital transformation since 2015. It discusses building competencies for digital education among academic and non-academic staff as well as students through training, support, mentoring and involvement of external stakeholders. It also describes the university's virtual campus, microcredentials program, participation in European projects like MODE-IT and ACADIGIA to develop online training and mentorship programs, and adoption of blended learning approaches. The goal is to develop life-long learning skills for students in the 21st century through open online resources and credentials.
Presentation of Sandra Lovrenčić, for EDEN's European Online and Distance Learning Week on 'Student Voice on the Opportunities and Benefits of Online and Distance Education during the Pandemic' - Thursday, November 4, 2021, 13:00-14:00
More info:
https://www.eden-online.org/eden_conference/student-voice-on-the-opportunities-and-benefits-of-online-and-distance-education-during-the-pandemic/
Presentation of Edmundo Tovar, for EDEN's European Online and Distance Learning Week on 'Practices in Digital Education for Universities' - Wednesday, November 3, 2021, 14:00-15:30
More info:
http://www.eden-online.org/eden_conference/practices-in-digital-education-for-universities/
Presentation of Jacques Dang, for EDEN's European Online and Distance Learning Week on 'Multisectoral collaboration for OER: adaptation and development to ensure quality Open, Flexible and Distance Learning' - Tuesday, November 9, 2021, 13:00-14:30
More info:
http://www.eden-online.org/eden_conference/multisectoral-collaboration-for-oer-adaptation-and-development-to-ensure-quality-open-flexible-and-distance-learning/
Presentation of Anaïs Røed Malbrand, for EDEN's European Online and Distance Learning Week on 'Multisectoral collaboration for OER: adaptation and development to ensure quality Open, Flexible and Distance Learning' - Tuesday, November 9, 2021, 13:00-14:30
More info:
http://www.eden-online.org/eden_conference/multisectoral-collaboration-for-oer-adaptation-and-development-to-ensure-quality-open-flexible-and-distance-learning/
Creating environments for learner-centered learning: Paving the way for hyflex
The document discusses creating learner-centered environments and paving the way for hyflex learning models. It summarizes Learnlife's values of prioritizing learner well-being and maintaining relationships during the pandemic. The goal of hyflex is to allow learners to seamlessly shift between in-person and online learning. Key ingredients for hyflex success include learner-centered environments based on empathy, trust and respect. Learnlife is well-positioned for hyflex due to its learner-centered approach and flexible technology choices based on pedagogical needs. The pathway ahead involves further developing hyflex models and scenarios.
Presentation of Kathrin Marie Otrel-Cass for EDEN's Time for Action in Shaping HE 4.0 webinar series on 'Learning Design in the Eye of the Storm #onlinetogether' - July 5, 2021, 17:00 CEST
More info:
http://www.eden-online.org/eden_conference/no-5-embracing-new-pedagogies-for-new-times-the-rainbow-after-the-storm/
Hybrid education has the potential to be more inclusive if developed well. It requires considering diverse student needs, backgrounds, and ensuring all students feel safe and have equal access to learn. However, increased use of online and hybrid approaches may exacerbate teacher workload without support. Assessing student learning and providing practical training also present challenges in online and hybrid environments. Moving forward, it is important to focus on privacy, ethics, and addressing biases when using learning analytics tools to understand student learning.
The document discusses barriers to transformation in higher education and proposes ways to challenge those barriers. The five main barriers are: viewing education as the role of specialists; a lack of demand crisis; technology being adopted to suit universities; high barriers to new competitors; and systemic inertia resisting change. The document suggests taking a learner-centered perspective, competing with existing approaches, and enabling changes within quality and funding systems to drive transformation through digital distance education.
The document discusses the evolution of education from distance/online learning through the pandemic. It covers many topics including how education is evolving with technology, the different generations, and practical competencies like laboratories. It also discusses standards for remote laboratories and how technology enhanced learning can contribute to open education and a smarter world. The main conclusion is that education is moving towards more adapted blended learning models.
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
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,
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5- الملزمة تشرح نفسها ب نفسها بس تكلك تعال اقراني
6- تحتوي الملزمة في اول سلايد على خارطة تتضمن جميع تفرُعات معلومات الجهاز الهيكلي المذكورة في هذهِ الملزمة
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Allows instructor to
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measure effective learning
Designed in a way that
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process
Accommodates for:
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Age
Ability
Learning
style/preference
Lifestyle
Available equipment
Provides
instruction that is:
Interdisciplinary
Applicable
Both knowledge-
based and
problem-based
5. VIRTUAL REALITY
Makes it possible for students to
Safely apply and
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Work individually
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Well-designed virtual reality learning environments
Incorporate immediate feedback or reward systems
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Support a variety of educational games and simulations in just about any discipline
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11. AURASMA
A free digital tool that works on mobile devices,
such as tablets and smartphones
Allows teachers to select anything in the
environment and turn it into a “trigger”
This can then be overlaid with additional 3D content
12. HOLOGRAPHY
A hologram is a three-dimensional, free-standing
image, created with photographic projection and
viewed through special devices.
13.
14. HOLOGRAMS FOR GAMING
Holograms can take game-based learning tools like Minecraft
to a new heights by combining virtual with augmented reality.