The 2021 Edition marks the 9th year of research and development with this instructional technology. YsUp Education was founded by Najee Jeremiah in 2012 after participating in a Life Coaching Program. He applied principles he learned from Life Coaching and applied it to a setting in a classroom.
YsUp Game Manual 2020 Edition | The Original Classroom GameNajee Jeremiah
This game was designed by Najee Jeremiah to increase engagement and collaborative learning in the classroom. Designed for the following subjects: Humanities, Science, English and Math. For more information please contact Najee Jeremiah at (917) 723-9364 or by email ceo@ysup.co
¥$Up is a pedagogical game for young minds to challenge their teachers in a sort of academic sport for points based on who can assist their fellow classmate in a creative method.
Presentation given to Year 7 Parents on 3rd September at Countesthorpe Leysland Community College with useful tips and advice on how best to support your child.
YsUp Game Manual 2020 Edition | The Original Classroom GameNajee Jeremiah
This game was designed by Najee Jeremiah to increase engagement and collaborative learning in the classroom. Designed for the following subjects: Humanities, Science, English and Math. For more information please contact Najee Jeremiah at (917) 723-9364 or by email ceo@ysup.co
¥$Up is a pedagogical game for young minds to challenge their teachers in a sort of academic sport for points based on who can assist their fellow classmate in a creative method.
Presentation given to Year 7 Parents on 3rd September at Countesthorpe Leysland Community College with useful tips and advice on how best to support your child.
Since 1994, the annual Australian Rural Education Awards (AREA) has recognised people, institutions, organisations and industries demonstrating excellence and innovation in rural education in Australia. Awarded at its annual national conference, AREA is an initiative of the Society for the Provision of Education in Rural Australia (SPERA). SPERA is dedicated to connecting people and organisations with an interest in education and training to advance the development of rural Australia.
The 2012 AREA winner was Kingston Primary School in Western Australia.
Mr. Pai Class - Gamification in education - Manu Melwin Joymanumelwin
Sometimes the best gamification examples are those that combine a multitude of fun technologies and solutions. Third grade teacher Ananth Pai at the Parkview/Centerpoint Elementary School in White Bear Lake, MN believes in the promise of games within education.
Connect with Maths~ Maths Leadership Series-session 2-the right pedagogyRenee Hoareau
Connect with Maths ~ Maths Leadership Series
Session 2 - The right pedagogies
Presented by Rob Proffitt-White
Implementing curriculum intent requires a repertoire of pedagogies
Effective teaching of mathematics and numeracy capabilities require a range of pedagogical practices . This workshop is for teachers and school leaders who want to look at the processes involved in creating a common language around effective delivery of all mathematical proficiencies. It will focus heavily around
• Valuing teacher voice and building supportive and trusting culture for all
• Enacting the growth mindset in all classrooms
• Designing protocols and routines to support coaching/mentoring and reflecting.
Connect with Maths ~ supporting the teaching of Maths ONLINE
Connect with Maths Engaging All Students community ~ join at http://connectwith.engaging.aamt.edu.au
Gamification Techniques to Engage StudentsD2L Barry
Gamification in D2L, Leslie Van Wolvelear, Oakton Community College
Presentation given on Dec 13, 2019 at DePaul University for the D2L Connection: Chicago Edition.
Since 1994, the annual Australian Rural Education Awards (AREA) has recognised people, institutions, organisations and industries demonstrating excellence and innovation in rural education in Australia. Awarded at its annual national conference, AREA is an initiative of the Society for the Provision of Education in Rural Australia (SPERA). SPERA is dedicated to connecting people and organisations with an interest in education and training to advance the development of rural Australia.
The 2012 AREA winner was Kingston Primary School in Western Australia.
Mr. Pai Class - Gamification in education - Manu Melwin Joymanumelwin
Sometimes the best gamification examples are those that combine a multitude of fun technologies and solutions. Third grade teacher Ananth Pai at the Parkview/Centerpoint Elementary School in White Bear Lake, MN believes in the promise of games within education.
Connect with Maths~ Maths Leadership Series-session 2-the right pedagogyRenee Hoareau
Connect with Maths ~ Maths Leadership Series
Session 2 - The right pedagogies
Presented by Rob Proffitt-White
Implementing curriculum intent requires a repertoire of pedagogies
Effective teaching of mathematics and numeracy capabilities require a range of pedagogical practices . This workshop is for teachers and school leaders who want to look at the processes involved in creating a common language around effective delivery of all mathematical proficiencies. It will focus heavily around
• Valuing teacher voice and building supportive and trusting culture for all
• Enacting the growth mindset in all classrooms
• Designing protocols and routines to support coaching/mentoring and reflecting.
Connect with Maths ~ supporting the teaching of Maths ONLINE
Connect with Maths Engaging All Students community ~ join at http://connectwith.engaging.aamt.edu.au
Gamification Techniques to Engage StudentsD2L Barry
Gamification in D2L, Leslie Van Wolvelear, Oakton Community College
Presentation given on Dec 13, 2019 at DePaul University for the D2L Connection: Chicago Edition.
This slide deck will walk you through several things to consider as you explore gamification in the classroom. I hope that you also generate some really great ideas as well. Email me and lets chat!
Koobits Challenge - Online Singapore Maths Competition now in the PhilippinesKooBits_Philippines
Koobits Challenge, Singapore's most popular online maths competition is now in the Philippines. Registered students compete online through daily challenges earning p
Coaching has become lucrative business in our country.
Helps to identify their strengths and weaknesses and also in making and following an organized study pattern.
Positive reinforcement is a powerful and effective psychological concept rooted in behavioral psychology, designed to encourage and enhance desired behaviors. It operates on the principle that when a desired behavior is followed by a positive or rewarding stimulus, the likelihood of that behavior occurring again in the future increases.
In this framework, positive refers to the addition or presentation of a favorable stimulus, rather than its conventional emotional connotation. When applied correctly, positive reinforcement serves as a motivational tool that fosters learning, development, and the establishment of constructive habits.
The process involves identifying a target behavior that one wishes to encourage. Once identified, positive reinforcement involves immediately following the occurrence of that behavior with a reward or pleasurable stimulus.
Scooter Tutor is a tutoring Service based in Brisbane and have been expanding its business to Sydney, Melbourne and Gold Coast. This ppt is a recomendation to scooter Tutors on creating their Brand equity
A Strategic Approach: GenAI in EducationPeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
Francesca Gottschalk - How can education support child empowerment.pptxEduSkills OECD
Francesca Gottschalk from the OECD’s Centre for Educational Research and Innovation presents at the Ask an Expert Webinar: How can education support child empowerment?
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.
Macroeconomics- Movie Location
This will be used as part of your Personal Professional Portfolio once graded.
Objective:
Prepare a presentation or a paper using research, basic comparative analysis, data organization and application of economic information. You will make an informed assessment of an economic climate outside of the United States to accomplish an entertainment industry objective.
June 3, 2024 Anti-Semitism Letter Sent to MIT President Kornbluth and MIT Cor...Levi Shapiro
Letter from the Congress of the United States regarding Anti-Semitism sent June 3rd to MIT President Sally Kornbluth, MIT Corp Chair, Mark Gorenberg
Dear Dr. Kornbluth and Mr. Gorenberg,
The US House of Representatives is deeply concerned by ongoing and pervasive acts of antisemitic
harassment and intimidation at the Massachusetts Institute of Technology (MIT). Failing to act decisively to ensure a safe learning environment for all students would be a grave dereliction of your responsibilities as President of MIT and Chair of the MIT Corporation.
This Congress will not stand idly by and allow an environment hostile to Jewish students to persist. The House believes that your institution is in violation of Title VI of the Civil Rights Act, and the inability or
unwillingness to rectify this violation through action requires accountability.
Postsecondary education is a unique opportunity for students to learn and have their ideas and beliefs challenged. However, universities receiving hundreds of millions of federal funds annually have denied
students that opportunity and have been hijacked to become venues for the promotion of terrorism, antisemitic harassment and intimidation, unlawful encampments, and in some cases, assaults and riots.
The House of Representatives will not countenance the use of federal funds to indoctrinate students into hateful, antisemitic, anti-American supporters of terrorism. Investigations into campus antisemitism by the Committee on Education and the Workforce and the Committee on Ways and Means have been expanded into a Congress-wide probe across all relevant jurisdictions to address this national crisis. The undersigned Committees will conduct oversight into the use of federal funds at MIT and its learning environment under authorities granted to each Committee.
• The Committee on Education and the Workforce has been investigating your institution since December 7, 2023. The Committee has broad jurisdiction over postsecondary education, including its compliance with Title VI of the Civil Rights Act, campus safety concerns over disruptions to the learning environment, and the awarding of federal student aid under the Higher Education Act.
• The Committee on Oversight and Accountability is investigating the sources of funding and other support flowing to groups espousing pro-Hamas propaganda and engaged in antisemitic harassment and intimidation of students. The Committee on Oversight and Accountability is the principal oversight committee of the US House of Representatives and has broad authority to investigate “any matter” at “any time” under House Rule X.
• The Committee on Ways and Means has been investigating several universities since November 15, 2023, when the Committee held a hearing entitled From Ivory Towers to Dark Corners: Investigating the Nexus Between Antisemitism, Tax-Exempt Universities, and Terror Financing. The Committee followed the hearing with letters to those institutions on January 10, 202
Model Attribute Check Company Auto PropertyCeline George
In Odoo, the multi-company feature allows you to manage multiple companies within a single Odoo database instance. Each company can have its own configurations while still sharing common resources such as products, customers, and suppliers.
Read| The latest issue of The Challenger is here! We are thrilled to announce that our school paper has qualified for the NATIONAL SCHOOLS PRESS CONFERENCE (NSPC) 2024. Thank you for your unwavering support and trust. Dive into the stories that made us stand out!
Biological screening of herbal drugs: Introduction and Need for
Phyto-Pharmacological Screening, New Strategies for evaluating
Natural Products, In vitro evaluation techniques for Antioxidants, Antimicrobial and Anticancer drugs. In vivo evaluation techniques
for Anti-inflammatory, Antiulcer, Anticancer, Wound healing, Antidiabetic, Hepatoprotective, Cardio protective, Diuretics and
Antifertility, Toxicity studies as per OECD guidelines
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
4. Purpose
• Increase collaborative learning during the
class period
• Give the opportunity for students to teach
their peers
• Make learning and teaching more fun for
the teacher and student
• Give teachers a behavioral management
system that motivates students to be
cooperative.
5. Background
• Built on the Four Pillars of Success:
Integrity, Relationships, Existence and
Enrollment
• Integrity in your will to be successful
• Relationships that can help you reach
your goal
• Existence that reaching your goals is like
a game
• Enrollment of others into playing the
game with you
6. Goals
• Increase classroom participation
• Increase state assessment grades
• Increase overall quarterly student
grades
• Removing schools from the state failing
list
7. Objective
• Work as a team of students to score
more points than your teacher before
the bell rings.
• Win rewards and avoid all risks that
come when your teacher gains too
many points.
8. 1. How to Play: Ask
• There are three main rules to playing
YsUp: Ask, Assist and No Cheating
• Ask ~ Students are encouraged to ask
questions. Teacher must have 5-10
designated YsUp Questions to ask their
students. Students can ask an unlimited
number of questions.
9. 2. How to Play: Assist
• Assist ~ As soon as any question is asked
that student asking the question must
choose a classmate to help them with
their question.
• If two students can't assist a student to
arrive to the answer the teacher has a
chance to assist for points.
10. 3. How to Play: No Cheating
• No Cheating ~ When students assist
their classmates they must not give
away any answers or else they lose
points. They must help their classmates
arrive to their own answers or figure out
how to complete their own work using
peer guidance.
• Students can use guided questioning,
similes, give examples or use any other
creative method.
11. 4. How to Play: When to Raise Hands
• When the Teacher asks a question only
the students that don’t know the answer
raise their hands.
• The students that don’t know the
answer must be assisted by the other
students.
• If no one raises their hand when a
question is asked the teacher wins 250
¥ Bucks.
12. How to Play: Other Rules
5. YsUp must be applied as an extension of the classroom. And
questions must be prepared by the teacher and students.
6. Score should be kept everyday and the scores from the
previous day should be added to the current day scores
7. Students as a team must be well behaved to gain points or
the whole class will lose points for bad behavior.
8. Students as a team and Teachers must be on time for class
or points will be deducted from their daily score.
13. Scoring: Assisting &
Answering Questions
• One Assist equals 100 ¥ Bucks. If a student gives away the
answer the class loses 100 ¥ Bucks
• Students also gain 100 ¥ Bucks for giving definitions when
they can't give examples, similar words or other creative
methods while assisting students
• Students that arrive to their answer from an assist will gain
50 ¥ Bucks to the class score.
• Students can earn 250 ¥ Bucks if a student asks a teacher a
question that they do not know and the student knows the
correct answer
14. Scoring: Misc. Participation
Teacher can award students based on
participation like for asking a students
opinion on the readings, etc. Teachers
can award up to 50 points per student
for a grand total of 500 points per class
session.
15. Scoring: Behavior
• If a student or teacher breaks any of the
rules they lose 100 ¥ Bucks
• If a student misbehaves like cursing or
leaves their seat the teacher can deduct
is 50 ¥ Bucks per infraction. They may
also reward the class up to 250 ¥ bucks
for good behavior.
16. Scoring: Homework
• 10 ¥ Bucks awarded to the class per
completed homework assignment per
student
• 10 ¥ Bucks awarded to the teacher per
uncompleted homework assignment
per student
18. Scoring: Tests &
Quizzes
• For every quiz or test that earns 65 to
100+ the class will earn 65 to 100+ ¥
Bucks
• For every failing quiz or test that earns
65 or less the teacher losses 65 or less ¥
Bucks per student.
19. Scoring: Levels
• For every 1,000 ¥ Bucks students will grow to Lv.
1 and beyond
• Every level a class grows the more difficult the
teachers questions will become. The higher in
academic rigor the students reach the better they
will perform on state assessments.
• A progress bar must be drawn on the board along
with the amount of ¥ Bucks the class and teacher
has earned with a percentage of how many ¥
Bucks earned from reaching the next level
20. Scoring: Class Leaderboard
• Students will be able to see how many
total ¥Bucks they have earned in
competition to other classes per month.
21. Rewards & Risks
• For reaching new levels and attaining
vast amounts of ¥ Bucks students
should be rewarded.
• Rewards can be a pizza party, a movie
day, a field trip, etc.
• A risk would be getting a pop quiz if the
teacher gains a certain amount of ¥
Bucks
22. Try using this
question every time
you try teaching
something new.
We have found
students are more
likely to ask a
question by opening
inquiry.
Does that
make sense?
A simple phrase goes a long
way….
23. Gamification
• Gamifying a classroom means
implementing game components by
simply trading out the typical parlance
of pedagogy for that of gaming culture.
24. Gamification: Jargon
• Accomplishing Game Stages - Taking Tests
• Gaining Experience Points - Receiving
Number Grades on Tests/Quizzes.
• Checkpoints - Class lessons
• Boss Battles - State
Assessments/Midterms/Finals
• Training stages - Homework
• Team Quests - Group work / Projects / Group
Quizzes
25. "Gamification can help enrich
educational experiences in a way
that students will recognize and
respond to" -Elizabeth Lawley
26. However, [Lawley] warns that reducing
the complexity of well designed games to
their surface elements (i.e. badges and
experience points) falls short of engaging
students
27. Gamification
Certain underlying dynamics and
concepts are shown to be more
consistently successful than others
when applied to learning environments
these are: Freedom to Fail, Rapid
Feedback, Progression and
Storytelling
28. Gamification: Freedom
to Fail
All Tests and Quizzes should will
allow unlimited attempts with most
questions.
True or False or similar questions will
only receive one attempt.
Highly recommend administering
tests online.
31. Gamification:
Storytelling
For example a teacher may reach a new
checkpoint (lesson) on the Pythagorean
Theorem, the teacher can tell a story
about its inventor Pythagoras.
Adding a flair of entertainment with
storytelling will help engage students.