This slideshow was created for use in a visual literacy library lesson that supports 6th grade world history curriculum by expanding on the unit The Stone Age and Early Cultures. Additional text was included on each side to represent both what I said as the instructor during this lesson, and some of the student responses. The images included in the presentation are used either under CC License or are screen captures of author work that serves as an educational example to students. Feel free to reuse any part of this presentation, or even the whole thing,--as long as you share alike!
Valentines Ideas - Valentine’s Back to BackKen Sapp
Use this fun drawing game to remind youth that God showed us true love but we have turned our back on God and thus our understanding and standards for true love have degraded.
Valentines Ideas - Valentine’s Back to BackKen Sapp
Use this fun drawing game to remind youth that God showed us true love but we have turned our back on God and thus our understanding and standards for true love have degraded.
The Art of Story Telling using Social MediaSimplify360
Story telling is the fundamental aspect of social media. How you do it depends on you and your business goals. The presentation looks into the aspect of story telling using various media and platforms.
How well can you draw the Halloween Jack-o-Lantern? Here is a great youth game idea for the Halloween season. You can use it to bring a fresh spiritual meaning to the holiday and allow your youth to apply it to seeking God’s plan and direction for their lives. You could even relate it to a talk about not conforming to the patterns of the world. Be creative and have a great week! And for those completely adverse to anything associated with Halloween, see the alternative variation under the “preparation” section.
How well can you draw the Halloween Jack-o-Lantern? Here is a great youth game idea for the Halloween season. You can use it to bring a fresh spiritual meaning to the holiday and allow your youth to apply it to seeking God’s plan and direction for their lives. You could even relate it to a talk about not conforming to the patterns of the world. Be creative and have a great week! And for those completely adverse to anything associated with Halloween, see the alternative variation under the “preparation” section.
Youth Icebreakers - Valentine’s Back to BackKen Sapp
Use this fun drawing game to remind youth that God showed us true love but we have turned our back on God and thus our understanding and standards for true love have degraded.
Banned Books Week: AASL Standards and SignsKate Gukeisen
This PowerPoint packet contains signs that we used to demonstrate the American Association of School Librarians' Standards for the 21st Century Learner that are supported by our students' engagement with books that contain challenging and controversial material. Feel free to use, share, and build on any of the ideas you find here.
Internet Filtering, Intellectual Freedom, & Your School LibrarianKate Gukeisen
Created for MSLIS "Information Technologies in Educational Organizations," this slide show explores the importance of school librarians to creating effective policies and learning opportunities for all students in online, participatory environments.
This presentation was prepared for a high school Parent Teacher Organization to inform parents of the social media apps and sites local teens are using in spring 2014. The presentation includes an overview of particular apps and sites, as well as their terms of service and appropriateness for teen users. Parents are also given tips about helping teens develop a good digital footprint and referred to resources that will help them make social media decisions for their own teens.
Kids as Creators Middle School Learning Program for the Public LibraryKate Gukeisen
The Kids as Creators Workshop Series is a learning activity series focused on the 21st Century learning skills of critical thinking and creativity and is composed of six two-hour workshops for middle school children. The workshops will
be presented in three themed sets—Comic Creators, Game Creators, and Duct Tape Creators. The project is designed to address the need, identified through direct communication with Carthage area parents and teachers, for “beyond-book” learning programs for middle school children in the public library. The guiding goal of this workshop series is to provide middle school children with a structured, informally presented, learning environment in which to practice critical thinking and creativity skills. The program will enable participants to gain confidence in their research
abilities, be better prepared for junior high and high school, and improve their academic performance. The program will also attract a wider audience from this age group to the Carthage Free Library, and result in raising awareness of the resources available through the library for use in pursuing personal goals as well as academic.
Information Literacy: an international conceptSheila Webber
This was presented at he conference, **L'education à la culture informationnelle** [Education for/in information culture], held in l’Université Charles de Gaulle Lille3, Lille, France, on 17 October 2008. In this presentation I firstly provided evidence for the development of information in key areas that can be seen as evidence for an emerging subject area or disciopline. I secondly highlighted some activities or resources in the areas of: health, business, citizenship and education. Finally, I identified some issues for debate.
Challenges in Defining, Designing, and Measuring “Digital Literacy” Developm...Rebecca Reynolds
This presentation discusses scholarly definitions for the research construct “digital literacy,” identifies limitations in conceptualizations to-date, fand presents a proposed framework of Six Contemporary Learning Abilities (or 6-CLAs: Create, Manage, Publish, Socialize, Research, Surf). This explicated framework offers a more structured definition based on student-centered social constructivist learning theory. The article then presents an empirical investigation of digital literacy development, drawing on the framework, and its proposed approach for operationalizing technology activities (whether as research constructs or instructional activities). The empirical analysis is situated in the context of an innovative educational program implementation of game design based learning for middle and high school students offered in a U.S. state, in the 2011/2012 school year. The study explores how student engagement in activities representing the 6-CLA dimensions factor, inter-correlate, change from pre- to post-program, and bring about student transfer of that engagement, from school to home environments. Findings reveal that the dimensions proposed hang together well, students change in their engagement as a result of the intervention across multiple dimensions in both school and home contexts, and at-school engagement in the dimensions contributes to at-home engagement in them (in various ways as reported). The study offers support for the proposed framework, provides some evidence of digital divide effects for the intervention, presents questions for further inquiry, and offers a conceptual and research design stake in the ground for other researchers interested in the digital literacy construct.
The Art of Story Telling using Social MediaSimplify360
Story telling is the fundamental aspect of social media. How you do it depends on you and your business goals. The presentation looks into the aspect of story telling using various media and platforms.
How well can you draw the Halloween Jack-o-Lantern? Here is a great youth game idea for the Halloween season. You can use it to bring a fresh spiritual meaning to the holiday and allow your youth to apply it to seeking God’s plan and direction for their lives. You could even relate it to a talk about not conforming to the patterns of the world. Be creative and have a great week! And for those completely adverse to anything associated with Halloween, see the alternative variation under the “preparation” section.
How well can you draw the Halloween Jack-o-Lantern? Here is a great youth game idea for the Halloween season. You can use it to bring a fresh spiritual meaning to the holiday and allow your youth to apply it to seeking God’s plan and direction for their lives. You could even relate it to a talk about not conforming to the patterns of the world. Be creative and have a great week! And for those completely adverse to anything associated with Halloween, see the alternative variation under the “preparation” section.
Youth Icebreakers - Valentine’s Back to BackKen Sapp
Use this fun drawing game to remind youth that God showed us true love but we have turned our back on God and thus our understanding and standards for true love have degraded.
Banned Books Week: AASL Standards and SignsKate Gukeisen
This PowerPoint packet contains signs that we used to demonstrate the American Association of School Librarians' Standards for the 21st Century Learner that are supported by our students' engagement with books that contain challenging and controversial material. Feel free to use, share, and build on any of the ideas you find here.
Internet Filtering, Intellectual Freedom, & Your School LibrarianKate Gukeisen
Created for MSLIS "Information Technologies in Educational Organizations," this slide show explores the importance of school librarians to creating effective policies and learning opportunities for all students in online, participatory environments.
This presentation was prepared for a high school Parent Teacher Organization to inform parents of the social media apps and sites local teens are using in spring 2014. The presentation includes an overview of particular apps and sites, as well as their terms of service and appropriateness for teen users. Parents are also given tips about helping teens develop a good digital footprint and referred to resources that will help them make social media decisions for their own teens.
Kids as Creators Middle School Learning Program for the Public LibraryKate Gukeisen
The Kids as Creators Workshop Series is a learning activity series focused on the 21st Century learning skills of critical thinking and creativity and is composed of six two-hour workshops for middle school children. The workshops will
be presented in three themed sets—Comic Creators, Game Creators, and Duct Tape Creators. The project is designed to address the need, identified through direct communication with Carthage area parents and teachers, for “beyond-book” learning programs for middle school children in the public library. The guiding goal of this workshop series is to provide middle school children with a structured, informally presented, learning environment in which to practice critical thinking and creativity skills. The program will enable participants to gain confidence in their research
abilities, be better prepared for junior high and high school, and improve their academic performance. The program will also attract a wider audience from this age group to the Carthage Free Library, and result in raising awareness of the resources available through the library for use in pursuing personal goals as well as academic.
Information Literacy: an international conceptSheila Webber
This was presented at he conference, **L'education à la culture informationnelle** [Education for/in information culture], held in l’Université Charles de Gaulle Lille3, Lille, France, on 17 October 2008. In this presentation I firstly provided evidence for the development of information in key areas that can be seen as evidence for an emerging subject area or disciopline. I secondly highlighted some activities or resources in the areas of: health, business, citizenship and education. Finally, I identified some issues for debate.
Challenges in Defining, Designing, and Measuring “Digital Literacy” Developm...Rebecca Reynolds
This presentation discusses scholarly definitions for the research construct “digital literacy,” identifies limitations in conceptualizations to-date, fand presents a proposed framework of Six Contemporary Learning Abilities (or 6-CLAs: Create, Manage, Publish, Socialize, Research, Surf). This explicated framework offers a more structured definition based on student-centered social constructivist learning theory. The article then presents an empirical investigation of digital literacy development, drawing on the framework, and its proposed approach for operationalizing technology activities (whether as research constructs or instructional activities). The empirical analysis is situated in the context of an innovative educational program implementation of game design based learning for middle and high school students offered in a U.S. state, in the 2011/2012 school year. The study explores how student engagement in activities representing the 6-CLA dimensions factor, inter-correlate, change from pre- to post-program, and bring about student transfer of that engagement, from school to home environments. Findings reveal that the dimensions proposed hang together well, students change in their engagement as a result of the intervention across multiple dimensions in both school and home contexts, and at-school engagement in the dimensions contributes to at-home engagement in them (in various ways as reported). The study offers support for the proposed framework, provides some evidence of digital divide effects for the intervention, presents questions for further inquiry, and offers a conceptual and research design stake in the ground for other researchers interested in the digital literacy construct.
This is a slightly-edited version of an online presentation prepared for a class on Motivating 21st Century Learning, in which I give a basic overview of what Problem-based Learning is, and how it can be used--particularly in a library classroom environment.
A workshop hosted by the South African Journal of Science aimed at postgraduate students and early career researchers with little or no experience in writing and publishing journal articles.
Exploiting Artificial Intelligence for Empowering Researchers and Faculty, In...Dr. Vinod Kumar Kanvaria
Exploiting Artificial Intelligence for Empowering Researchers and Faculty,
International FDP on Fundamentals of Research in Social Sciences
at Integral University, Lucknow, 06.06.2024
By Dr. Vinod Kumar Kanvaria
Acetabularia Information For Class 9 .docxvaibhavrinwa19
Acetabularia acetabulum is a single-celled green alga that in its vegetative state is morphologically differentiated into a basal rhizoid and an axially elongated stalk, which bears whorls of branching hairs. The single diploid nucleus resides in the rhizoid.
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.
Normal Labour/ Stages of Labour/ Mechanism of LabourWasim Ak
Normal labor is also termed spontaneous labor, defined as the natural physiological process through which the fetus, placenta, and membranes are expelled from the uterus through the birth canal at term (37 to 42 weeks
A review of the growth of the Israel Genealogy Research Association Database Collection for the last 12 months. Our collection is now passed the 3 million mark and still growing. See which archives have contributed the most. See the different types of records we have, and which years have had records added. You can also see what we have for the future.
Thesis Statement for students diagnonsed withADHD.ppt
Visual Literacy: Modern Day Cave Painting
1. Communicating Through Pictures
Hello.
My name is Mrs. Gukeisen—you
can call me Mrs. G.
I came to do a project with you
today that you will create based on
the storyboards you have already
done showing the six greatest
achievements of early humans.
The people you’ve been studying
about did not have a written
language. They had to
communicate through other means.
If they wanted to record something
for history, they had to use pictures
to convey their message.
Do you think this is an authentic
cave panting?
Nope!
2. You are going to use an
online drawing tool today to
make a Modern Day Cave
Painting that expresses what
you’ve been learning in this
class.
I suspect yours will be more
impressive than mine!
Before we get to work, let’s
quickly look at some
pictures and how they send
us messages, so you can
consider what to include in
your own visual message.
3. Communicating Through Pictures
Do you think we still use pictures to communicate? We absolutely do!
Does anyone know who this is? That’s right, the Little Ceasars guy…”pizza pizza!”
What message is this picture sending? That eating pizza is good/to buy pizza/to eat pizza
Is this picture trying to persuade you to do something? Buy and eat pizza!
How does this picture want you to feel about buying pizza? Great/Happy/Satisfied/Relaxed/…
4. What message is this picture sending?
What message do you think this picture could be sending?
There are no right or wrong answers to these, so please just share one thing you are thinking about the
message this picture is sending, and whether it is trying to persuade you to do something or to feel a certain way.
5. Is this message trying to persuade me
to do or think something?
What do you think this picture is attempting to persuade you to do?
Drink milk?
Laugh over spilt milk?
6. Does this message
convey a certain emotion?
How do you think the creator of this picture wants you to feel?
What if he had put a picture of a boy playing in the water instead of pulling a boat? Would it change how you feel?
OR
What is one thing you would change about this picture so that it conveyed a different emotion?
7. Does this message
convey a certain emotion?
What emotion do you think the person who shared this picture is trying to convey?
8. What do
you think
now?
How is this
message
trying to
make me
feel?
Does seeing the rest of the picture and the caption change your idea about what emotional message the picture is sending?
9. What message will you convey today?
Think about the message you are going to send to day when we make our Modern Day Cave Painting.
Will you focus on meaning, persuading or feelings? All three?
10. What is early man’s
most important achievement?
• Stone age tools
• Hunter-gatherer societies
• Human migration
• Adapting to new environments
• Development of farming
• Farming changes societies
Think about which of these storyboard pictures you created that you think represents early man’s most important achievement.
11. How will you convey your message?
• Be Creative
• Use Color
• Consider the questions:
– What message am I trying to send?
– What am I trying to persuade people to believe?
– What do I want people to feel when they see my
message?
14. Draw a line,
Fill an area with color,
Capture a color,
Move your drawing,
Erase your drawing.
Pure color or blended?
Thick or thin?
Straight or squiggley?
Hello.My name is Mrs. Gukeisen—you can call me Mrs. G.I came to do a project with you today that you will create based on the storyboards you have already done showing the six greatest achievements of early humans.The people you’ve been studying about did not have a written language. They had to communicate through other means. If they wanted to record something for history, they had to use pictures to convey their message. Do you think this is an authentic cave panting?Nope!
You are going to use an online drawing tool today to make a Modern Day Cave Painting that expresses what you’ve been learning in this class. I suspect yours will be more impressive than mine! Before we get to work, let’s quickly look at some pictures and how they send us messages, so you can consider what to include in your own visual message.
Do you think we still use pictures to communicate?We absolutely do!Does anyone know who this is?That’s right, the Little Ceasars guy…”pizza pizza!”What message is this picture sending? That eating pizza is good/to buy pizza/to eat pizzaIs this picture trying to persuade you to do something? Buy and eat pizza!How does this picture want you to feel about buying pizza? Great/Happy/Satisfied/Relaxed/…What about other pictures we see?
What message do you think this picture could be sending?There are no right or wrong answers to these, so please just share one thing you are thinking about the message this picture is sending, and whether it is trying to persuade you to do something or to feel a certain way.
What do you think this picture is attempting to persuade you to do?Drink milk?Laugh over spilt milk?
How do you think the creator of this picture wants you to feel?What if he had put a picture of a boy playing in the water instead of puling a boat? Would it change how you feel?ORWhat is one thing you would change about this picture so that it conveyed a different emotion?
What emotion do you think the person who shared this picture is trying to convey?
Does seeing the rest of the picture and the caption change your idea about what emotional message the picture is sending?
Think about the message you are going to send to day when we make our Modern Day Cave Painting.Will you focus on meaning, persuading or feelings? All three?
Think about which of these storyboard pictures you created that you think represents early man’s most important achievement.