This document discusses a workshop on the affordances of web 2.0 tools. It introduces blogging, Twitter, and virtual worlds like Second Life as three categories of tools to be explored. For each tool, the document provides examples and discusses concepts like synchronous vs asynchronous communication, hierarchical vs non-hierarchical structures, and senses of presence and identity. Participants are instructed to try out different activities using the tools and collaboration applications like Google Docs. The goal is to help attendees evaluate new tools and decide what affordances they provide.
Libraries have been places of discovery and learning for a long time, but they are now taking it a step further, thanks to the makerspace movement, by providing an initial spark for ideas that may grow into an intellectual flame down the road. A makerspace is a collaborative learning environment where people of all ages and with common interests (e.g., science, technology, engineering, arts, and math — STEAM) can meet, socialize and/or collaborate while sharing innovative ideas and learning new skills. People can now visit their local library makerspace and gain hands-on experiences with emerging technologies that they probably do not have access to otherwise. Lifelong learning is a vital component for the continued success of libraries and makerspaces are just another aspect helping to make all this happen. In this webinar,
+ Learn how to create a library makerspace on little to no budget.
+ Discover the process/resources used to maintain an engaging makerspace that will thrive for many years.
+ Understand wholeheartedly that the library makerspace is a perfect place to share emerging technologies with patrons, so that they can become well-informed citizens and responsible users of technology.
+ Gain an appreciation as to what other libraries are doing in this new exciting space.
+ Acquire numerous programming ideas to help foster creativity and learning.
+ Survey the emerging technology landscape for new learning prospects to include in your makerspace.
+ Create a growing “Rolodex” of opportunities for partnerships to help boost your makerspace outreach.
Libraries have been places of discovery and learning for a long time, but they are now taking it a step further, thanks to the makerspace movement, by providing an initial spark for ideas that may grow into an intellectual flame down the road. A makerspace is a collaborative learning environment where people of all ages and with common interests (e.g., science, technology, engineering, arts, and math — STEAM) can meet, socialize and/or collaborate while sharing innovative ideas and learning new skills. People can now visit their local library makerspace and gain hands-on experiences with emerging technologies that they probably do not have access to otherwise. Lifelong learning is a vital component for the continued success of libraries and makerspaces are just another aspect helping to make all this happen. In this webinar,
+ Learn how to create a library makerspace on little to no budget.
+ Discover the process/resources used to maintain an engaging makerspace that will thrive for many years.
+ Understand wholeheartedly that the library makerspace is a perfect place to share emerging technologies with patrons, so that they can become well-informed citizens and responsible users of technology.
+ Gain an appreciation as to what other libraries are doing in this new exciting space.
+ Acquire numerous programming ideas to help foster creativity and learning.
+ Survey the emerging technology landscape for new learning prospects to include in your makerspace.
+ Create a growing “Rolodex” of opportunities for partnerships to help boost your makerspace outreach.
This slideshow was created for the Vineyard Leadership Team meeting on 05.05.08. The night's main topic was "The State of the Vineyard," with data taken from a recent all-church survey.
This presentation provides a definition for software affordances and introduces affordances that can prove useful in modules for Visual Arts education.
Study: The Future of VR, AR and Self-Driving CarsLinkedIn
We asked LinkedIn members worldwide about their levels of interest in the latest wave of technology: whether they’re using wearables, and whether they intend to buy self-driving cars and VR headsets as they become available. We asked them too about their attitudes to technology and to the growing role of Artificial Intelligence (AI) in the devices that they use. The answers were fascinating – and in many cases, surprising.
This SlideShare explores the full results of this study, including detailed market-by-market breakdowns of intention levels for each technology – and how attitudes change with age, location and seniority level. If you’re marketing a tech brand – or planning to use VR and wearables to reach a professional audience – then these are insights you won’t want to miss.
Unveiling the web, making the implicit explicit.Ian Mulvany
This talk was given on the 9th of August 2010 at the American Phytopathological Society's annual conference in Charolette North Carolina.
I talk about how the commodotisation of emerging tools on the web, such as the semantic web and scalable architectures, may have an effect on the communication and practice of science.
Part 2 in our series of Research in Second Life workshops presents examples from education and scientific research in a virtual world. CTU doctoral class projects and Ramapo\'s Suffern Middle School class activities are also highlighted. The research links are included from current and past research presentations.
This is a presentation for Global Learning and Cross Cultural Communication and International Education Research (GLACCIER), 14th Nov, 2011, Melbourne, Australia
A Virtual Environment for Designing User Interface Prototypes with Accessibil...Cynthia Calongne
Students and the instructor discuss the use of Second Life for prototyping and evaluating user interfaces in a CS 820 Usability and Interaction doctoral class.
The projects featured accessibility projects, including a news stand for low vision users, a refrigerator for users in wheelchairs and an electronic voting machine. The students designed low fidelity prototypes, then conducted usability tests with subjects from class and from other schools.
Presented at the CCSC Rocky Mountain Regional Conference 2008, October 17, 2008. Authors: Cynthia Calongne, Dawn Frankovich, Steven Endorf and Johnny Sandaire. See http://ctusoftware.blogspot.com for additional information.
At PloneConf 2019 in Ferrara I had a feeling of realization, That I had a misconception of the current state of Plone and development. In talks at the conference I also have seen that others have the same problem, as we speak of very different things.
The overall question that raised is “What is Plone for you?” and what is the future of Plone.
For me Plone is a vision, to empower users. Volto caries this vision. Therefore I can only recommend to endorse Volto as the future of Plone.
This slideshow was created for the Vineyard Leadership Team meeting on 05.05.08. The night's main topic was "The State of the Vineyard," with data taken from a recent all-church survey.
This presentation provides a definition for software affordances and introduces affordances that can prove useful in modules for Visual Arts education.
Study: The Future of VR, AR and Self-Driving CarsLinkedIn
We asked LinkedIn members worldwide about their levels of interest in the latest wave of technology: whether they’re using wearables, and whether they intend to buy self-driving cars and VR headsets as they become available. We asked them too about their attitudes to technology and to the growing role of Artificial Intelligence (AI) in the devices that they use. The answers were fascinating – and in many cases, surprising.
This SlideShare explores the full results of this study, including detailed market-by-market breakdowns of intention levels for each technology – and how attitudes change with age, location and seniority level. If you’re marketing a tech brand – or planning to use VR and wearables to reach a professional audience – then these are insights you won’t want to miss.
Unveiling the web, making the implicit explicit.Ian Mulvany
This talk was given on the 9th of August 2010 at the American Phytopathological Society's annual conference in Charolette North Carolina.
I talk about how the commodotisation of emerging tools on the web, such as the semantic web and scalable architectures, may have an effect on the communication and practice of science.
Part 2 in our series of Research in Second Life workshops presents examples from education and scientific research in a virtual world. CTU doctoral class projects and Ramapo\'s Suffern Middle School class activities are also highlighted. The research links are included from current and past research presentations.
This is a presentation for Global Learning and Cross Cultural Communication and International Education Research (GLACCIER), 14th Nov, 2011, Melbourne, Australia
A Virtual Environment for Designing User Interface Prototypes with Accessibil...Cynthia Calongne
Students and the instructor discuss the use of Second Life for prototyping and evaluating user interfaces in a CS 820 Usability and Interaction doctoral class.
The projects featured accessibility projects, including a news stand for low vision users, a refrigerator for users in wheelchairs and an electronic voting machine. The students designed low fidelity prototypes, then conducted usability tests with subjects from class and from other schools.
Presented at the CCSC Rocky Mountain Regional Conference 2008, October 17, 2008. Authors: Cynthia Calongne, Dawn Frankovich, Steven Endorf and Johnny Sandaire. See http://ctusoftware.blogspot.com for additional information.
At PloneConf 2019 in Ferrara I had a feeling of realization, That I had a misconception of the current state of Plone and development. In talks at the conference I also have seen that others have the same problem, as we speak of very different things.
The overall question that raised is “What is Plone for you?” and what is the future of Plone.
For me Plone is a vision, to empower users. Volto caries this vision. Therefore I can only recommend to endorse Volto as the future of Plone.
GameTech presentation for March 9-11, 2009 in Orlando, Florida. Includes new content and information on the role of identity and presence as well as examples of game and roleplay simulations.
This was my presentation during Future Learning Meetup in Warsaw. It covers emerging technologies like VR/AR/MR, AI, Data Analytics, BlockChain and their current and potential use in education. Many great examples and inspirations.
I've added slides with comments to make it understandable for people not attending the meeting.
Presentation from 'Future Technology' strand at the CDE’s Research and Innovation in Distance Education and eLearning conference, held at Senate House London on 1 November 2013. Conducted by Dr Clare Sansom (Birkbeck College, University of London).
Welcome to TechSoup New Member Orientation and Q&A (May 2024).pdfTechSoup
In this webinar you will learn how your organization can access TechSoup's wide variety of product discount and donation programs. From hardware to software, we'll give you a tour of the tools available to help your nonprofit with productivity, collaboration, financial management, donor tracking, security, and more.
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.
The Art Pastor's Guide to Sabbath | Steve ThomasonSteve Thomason
What is the purpose of the Sabbath Law in the Torah. It is interesting to compare how the context of the law shifts from Exodus to Deuteronomy. Who gets to rest, and why?
2024.06.01 Introducing a competency framework for languag learning materials ...Sandy Millin
http://sandymillin.wordpress.com/iateflwebinar2024
Published classroom materials form the basis of syllabuses, drive teacher professional development, and have a potentially huge influence on learners, teachers and education systems. All teachers also create their own materials, whether a few sentences on a blackboard, a highly-structured fully-realised online course, or anything in between. Despite this, the knowledge and skills needed to create effective language learning materials are rarely part of teacher training, and are mostly learnt by trial and error.
Knowledge and skills frameworks, generally called competency frameworks, for ELT teachers, trainers and managers have existed for a few years now. However, until I created one for my MA dissertation, there wasn’t one drawing together what we need to know and do to be able to effectively produce language learning materials.
This webinar will introduce you to my framework, highlighting the key competencies I identified from my research. It will also show how anybody involved in language teaching (any language, not just English!), teacher training, managing schools or developing language learning materials can benefit from using the framework.
Operation “Blue Star” is the only event in the history of Independent India where the state went into war with its own people. Even after about 40 years it is not clear if it was culmination of states anger over people of the region, a political game of power or start of dictatorial chapter in the democratic setup.
The people of Punjab felt alienated from main stream due to denial of their just demands during a long democratic struggle since independence. As it happen all over the word, it led to militant struggle with great loss of lives of military, police and civilian personnel. Killing of Indira Gandhi and massacre of innocent Sikhs in Delhi and other India cities was also associated with this movement.
We all have good and bad thoughts from time to time and situation to situation. We are bombarded daily with spiraling thoughts(both negative and positive) creating all-consuming feel , making us difficult to manage with associated suffering. Good thoughts are like our Mob Signal (Positive thought) amidst noise(negative thought) in the atmosphere. Negative thoughts like noise outweigh positive thoughts. These thoughts often create unwanted confusion, trouble, stress and frustration in our mind as well as chaos in our physical world. Negative thoughts are also known as “distorted thinking”.
Palestine last event orientationfvgnh .pptxRaedMohamed3
An EFL lesson about the current events in Palestine. It is intended to be for intermediate students who wish to increase their listening skills through a short lesson in power point.
How to Make a Field invisible in Odoo 17Celine George
It is possible to hide or invisible some fields in odoo. Commonly using “invisible” attribute in the field definition to invisible the fields. This slide will show how to make a field invisible in odoo 17.
The French Revolution, which began in 1789, was a period of radical social and political upheaval in France. It marked the decline of absolute monarchies, the rise of secular and democratic republics, and the eventual rise of Napoleon Bonaparte. This revolutionary period is crucial in understanding the transition from feudalism to modernity in Europe.
For more information, visit-www.vavaclasses.com
5. UoP
...its a workshop folks!
Talking to you Talking with you..
Doing things..
Play...!
6. UoP
web2.0?
More user generated material...
Less of a power relationship?
More scope for student student interaction...
A learning community?
Text+ interaction...
More social?
7. UoP
affordances?
An affordance is a quality of an object, or an
environment, that allows an individual to
perform an action. The term is used in a variety
of fields: perceptual psychology, cognitive
psychology, environmental psychology,
industrial design, human–computer interaction
(HCI), interaction design and artificial
intelligence.
8. UoP
Experience does help you decide what the
affordances of tools are
Tools life is short (and getting shorter), so you
need to be able evaluate new tools you are
exposed to
9. UoP
Questions for you
Who has a blog (or more than one)?
Who uses twitter? (and how?)
Who has a laptop with them?
Who has another data device with them?
Who has an active Internet account here?
10. UoP
Some useful concepts?
Synchronous v Asynchronous
Hierarchical v nonHierarchical
(powerpoint from a pulpit!)
Sense of Presence (and how?)
Sense of identity? (and who?)
Classroom, simulation, 'social' or game?
Technical complexity v 'Easy'
Distance v Face to Face v (mixed)
11. UoP
3 categories of tools...
Blogging
Paper based exercise, do not expect to sit in your
seats!
Twittering
Paper based too...
Virtual Worlds
Yep, its into the hall folks with your laptop and my usb
stick
Collaboration tools
13. UoP
Blogging v Twittering
Flickr: a photo 'blog'?
Comments and tagging
http://www.flickr.com/photos/joncrel/971989675/
http://www.flickr.com/photos/joncrel/972845824/
http://www.flickr.com/photos/joncrel/974602627/
14. UoP
Virtual Worlds
Second Life
Works without being installed on most Oss
http://www.flickr.com/photos/joncrel/2085944619
More robust than a VLE??!
Requires ports to be opened in the institution
firewall
Chat/VOIP/Collaboration/Simulation/using other
netizens/sex, violence and gambling
15. UoP
How to run SL
Stick the USB stick in
Open it and run the batch file
Login using the avatar name we provide
Search the map for UoP, and teleport to our
island...
Now do activity 2!
18. UoP
Collaboration tools
Google Docs/ word/ spreadsheet/ presentations/
forms (survey tools)
Try them out...
(other non Google equivalents)
Slideshare
Survey Monkey