A computational thinking framework in the Australian Curriculum's Digital Technology to teach K-12 children how to code, use critical thinking and problem solving skills. This presentation was delivered at Computer Science for High School 2015 (CS4HS 2015) sponsored by Google at the University of Western Australia (UWA) on 26th November 2015.
Digital Technology - Where is the learning?
Keynote presentation at the SCSSA Conference" Information and Communications Technology in the Classroom: Making a Difference to Pupil Learning Thursday 13 November 2014
The John McIntyre Conference Centre, Edinburgh
This document summarizes a presentation on developing a framework to enable tourists' pursuit of meaningful experiences through an eTourism platform. It discusses key concepts like eudaimonic pursuit and the dimensions of meaningful experiences, and uses the example of two nature lovers, Jules and Jim, to illustrate how tourists can progress from pleasure-seeking experiences to more meaningful experiences involving personal growth. The presentation proposes a two-stage research approach to first understand the qualities of meaningful tourist experiences and then conceptualize an eTourism platform to support the development of such experiences.
Augmented Reality in Education: Present Accomplishments, Future VisionsJulie Evans
The document discusses augmented reality in education through case studies and future visions. It summarizes three case studies: EcoMobile, which uses augmented reality to enhance learning about ecosystems; School in the Park, where students use augmented reality to learn at cultural institutions; and STEAMing Ahead with Mobile Learning, a project using augmented reality to teach STEAM concepts in a library dome. It envisions immersive learning through virtual reality, mixed reality, and evolving interfaces to sense contextual information. The presentation aims to spark discussion on augmented reality applications and deeper learning strategies in education.
La tecnología educativa ha experimentado una rápida evolución, desde la introducción del correo postal que estimuló la educación a distancia, hasta la radio, televisión y más recientemente las computadoras e Internet. Diversas tecnologías como la televisión por cable, video interactivo, enseñanza por teléfono y aprendizaje por computadora surgieron en los años 80. Ahora, las distinciones entre medios y tecnologías se desdibujan a medida que se integran en máquinas y sistemas de transmisión, permitiendo la comunicación
Digital Technology - Where is the learning?
Keynote presentation at the SCSSA Conference" Information and Communications Technology in the Classroom: Making a Difference to Pupil Learning Thursday 13 November 2014
The John McIntyre Conference Centre, Edinburgh
This document summarizes a presentation on developing a framework to enable tourists' pursuit of meaningful experiences through an eTourism platform. It discusses key concepts like eudaimonic pursuit and the dimensions of meaningful experiences, and uses the example of two nature lovers, Jules and Jim, to illustrate how tourists can progress from pleasure-seeking experiences to more meaningful experiences involving personal growth. The presentation proposes a two-stage research approach to first understand the qualities of meaningful tourist experiences and then conceptualize an eTourism platform to support the development of such experiences.
Augmented Reality in Education: Present Accomplishments, Future VisionsJulie Evans
The document discusses augmented reality in education through case studies and future visions. It summarizes three case studies: EcoMobile, which uses augmented reality to enhance learning about ecosystems; School in the Park, where students use augmented reality to learn at cultural institutions; and STEAMing Ahead with Mobile Learning, a project using augmented reality to teach STEAM concepts in a library dome. It envisions immersive learning through virtual reality, mixed reality, and evolving interfaces to sense contextual information. The presentation aims to spark discussion on augmented reality applications and deeper learning strategies in education.
La tecnología educativa ha experimentado una rápida evolución, desde la introducción del correo postal que estimuló la educación a distancia, hasta la radio, televisión y más recientemente las computadoras e Internet. Diversas tecnologías como la televisión por cable, video interactivo, enseñanza por teléfono y aprendizaje por computadora surgieron en los años 80. Ahora, las distinciones entre medios y tecnologías se desdibujan a medida que se integran en máquinas y sistemas de transmisión, permitiendo la comunicación
The document discusses the ISTE standards for technology integration in education. It outlines the standards for students, educators, administrators, computer science educators, and coaches. The standards define the digital skills needed for students to thrive in today's society and for educators to effectively teach with technology. It also discusses best practices for using technology in the classroom, including ensuring accessibility, using it to promote higher-order thinking, and focusing on digital citizenship.
This document summarizes an information session about the Developer Student Club (DSC) at UIET KUK university. It introduces the DSC lead and explains that the DSC provides opportunities for students to learn new technologies, make projects, participate in contests, find others interested in the same topics, and receive guidance on opportunities. It then lists domains supported by the DSC like Android development, cloud computing, cyber security, data science, machine learning, and web development. Finally, it provides contact information for technical leads in different domains and explains expectations and guidelines for participating in the DSC.
Westminster education forum isc digital crowd sourcing developing digital oct...InspirEdu
This document discusses developing digital strategies in schools. It introduces Ian Phillips who chairs the Independent Schools Council (ISC) Digital Strategy Group. The document outlines challenges schools face in using EdTech to improve education and attract international students. It discusses developing "digital intelligence" and collaborations on data privacy, analytics, and developing a "Schools' Guide" to digital strategies. The guide aims to help schools inspire innovation, improve teacher workload, encourage collaboration, ensure infrastructure supports learning, and integrate safeguarding. It provides examples of gathering best practices from other schools to share.
Presentation to staff interested in promoting digital inclusion for older people.
Given by Get Digital programme delivery team in a number of locations in England during February March 2011.
Assistive Technology: Advocating Present and FutureClairvoy
This document discusses advocating for assistive technology both presently and in the future. It begins with an introduction that outlines a survey of current assistive technologies, emerging trends, and advocating for and with assistive technology. It then discusses various types of assistive technologies including low-tech and high-tech options. It emphasizes the importance of considering assistive technology in the IEP process to ensure students can receive their education in the least restrictive environment. It also notes that schools are responsible for providing any assistive technologies identified in a student's IEP at no cost to parents.
How to build a #FutureSchool: The key to Digital Transformation in SchoolsMark S. Steed
This presentation outlines why schools should undertake digital transformation and how to do it,
The presentation was given at the ISC Digital Strategy Conference at Radley College Oxon UK on Thursday 29th November.
This training developed for The Literacy Cooperative of Greater Cleveland. It will:
Whet your appetite for using technology and media in your literacy program.
Ask you to select at least one awesome tech learning object.
Provide time and a template to create a integration plan to use your chosen tech learning object right away.
The document provides an overview of a Digital Technologies unit that allows students to recognize how digital technologies are used in everyday life and to create digital stories using block-based programming. Key skills assessed include creating a digital story, composing flow charts, practicing safe online behaviors, and demonstrating computational thinking using algorithms. The unit covers identifying different digital technologies, understanding algorithms through everyday routines, creating secure passwords, and exploring social and ethical issues related to digital solutions. Sample lessons described include defining digital technologies, identifying the purpose of common devices, discussing cloud storage, and representing sequences of steps through flowcharts.
Presentation discusses the challenges and opportunities that organisations are facing in moving to the next generation of eLearning. We discuss Social Learning & DIY in Part II.
The agenda covers an overview from Phil, a presentation on the ISK tech vision and plan from Kathleen, support for teachers from Keir, and closing remarks from Rob. The presentation discusses key ICT standards around creating and innovating with technology, investigating and solving problems, communicating and collaborating, applying design thinking and computational thinking, following ethical and cultural protocols, and managing technology systems. It outlines the capabilities students should demonstrate in these areas by the end of grades 2, 5, 8, and 12.
Sankey, M. 2023. Creating a new culture around authenticity and generative AI. Research Bazaar Northern Territory. Charles Darwin University. Darwin. 25-26 October.
This document provides guidelines for K-12 educators on best practices for implementing educational games and simulations in the classroom. It is intended for teachers, administrators, policymakers, and educational game developers. The guidelines are divided into three phases: 1) Selling the idea to key stakeholders like teachers, administrators, IT staff, students, and parents, 2) Preparation through installation, professional development, and lesson planning, and 3) Implementation with teaching strategies, scheduling, classroom management, and assessment. The goal is to support the successful integration of games into classroom practice based on lessons learned from schools that have pioneered their use.
The document discusses the benefits and potential of information and communication technology (ICT) in education. It outlines how ICT can enhance teaching and learning by motivating and engaging students, offering personalized learning approaches, and enabling new forms of collaboration. The document also discusses challenges of integrating ICT and proposes strategies like teacher professional development to help more teachers adopt ICT in the classroom.
Practical User Research: A Crash Coursematthewjdoty
The document provides an overview of practical user research. It introduces the speaker, Matthew Doty, and his company Evantage Consulting. The workshop aims to demonstrate how quality user insights can be achieved on modest budgets and timelines, and to equip attendees with basic research skills. Participants will learn about different research techniques and conduct a study to surface a real insight for their project or problem.
Keynote WA Primary School Network 3-6 2014: Learning in a Digital Worldcimetta.louise
This document discusses how digital technologies and learning are changing education. It emphasizes that schools need to significantly increase their effective use of technologies over the next decade to help students develop important digital skills. The document outlines how integrating technology can help create personalized learning experiences for students through investigating, creating, communicating, managing and applying social/ethical practices with information and communication technologies. It stresses that digital learning requires not just tools and skills, but also a growth mindset to allow students to demonstrate their learning through non-linear projects using different media.
Executive Directors Chat- Artificial Intelligence - The Good, the Bad, and th...TechSoup
In this webinar, nonprofit Executive Directors how to harness the power of AI while remaining responsible stewards of the invaluable data entrusted to us as nonprofit leaders. Led by Deb Stuligross, a seasoned technology professional with extensive experience working alongside nonprofit organizations.
Keynote AI assessment tools: online exams and tools.pptxInge de Waard
This keynote gives an overview of why and how AI tools for assessment purposes can be used. One part of the presentation covers AI-based Proctoring Systems, another part moves closer into AI tools for assessments, and a last part looks at university guidelines, ethical considerations, some pedagogical options to embed AI tools for students while they work on projects, and some AI tool resources.
This document discusses using technology to create professional learning opportunities. It introduces BLEND, an approach to bring learning environments into new directions by capitalizing on technologies to allow professionals to communicate, collaborate, and reflect. The agenda covers standards and frameworks for technology skills, and examines how tools like wikis, virtual worlds and video conferencing can support blended learning models that integrate synchronous, asynchronous and immersive learning opportunities. Challenges in preparing students for the future and developing digital media literacy are also addressed.
The document discusses the ISTE standards for technology integration in education. It outlines the standards for students, educators, administrators, computer science educators, and coaches. The standards define the digital skills needed for students to thrive in today's society and for educators to effectively teach with technology. It also discusses best practices for using technology in the classroom, including ensuring accessibility, using it to promote higher-order thinking, and focusing on digital citizenship.
This document summarizes an information session about the Developer Student Club (DSC) at UIET KUK university. It introduces the DSC lead and explains that the DSC provides opportunities for students to learn new technologies, make projects, participate in contests, find others interested in the same topics, and receive guidance on opportunities. It then lists domains supported by the DSC like Android development, cloud computing, cyber security, data science, machine learning, and web development. Finally, it provides contact information for technical leads in different domains and explains expectations and guidelines for participating in the DSC.
Westminster education forum isc digital crowd sourcing developing digital oct...InspirEdu
This document discusses developing digital strategies in schools. It introduces Ian Phillips who chairs the Independent Schools Council (ISC) Digital Strategy Group. The document outlines challenges schools face in using EdTech to improve education and attract international students. It discusses developing "digital intelligence" and collaborations on data privacy, analytics, and developing a "Schools' Guide" to digital strategies. The guide aims to help schools inspire innovation, improve teacher workload, encourage collaboration, ensure infrastructure supports learning, and integrate safeguarding. It provides examples of gathering best practices from other schools to share.
Presentation to staff interested in promoting digital inclusion for older people.
Given by Get Digital programme delivery team in a number of locations in England during February March 2011.
Assistive Technology: Advocating Present and FutureClairvoy
This document discusses advocating for assistive technology both presently and in the future. It begins with an introduction that outlines a survey of current assistive technologies, emerging trends, and advocating for and with assistive technology. It then discusses various types of assistive technologies including low-tech and high-tech options. It emphasizes the importance of considering assistive technology in the IEP process to ensure students can receive their education in the least restrictive environment. It also notes that schools are responsible for providing any assistive technologies identified in a student's IEP at no cost to parents.
How to build a #FutureSchool: The key to Digital Transformation in SchoolsMark S. Steed
This presentation outlines why schools should undertake digital transformation and how to do it,
The presentation was given at the ISC Digital Strategy Conference at Radley College Oxon UK on Thursday 29th November.
This training developed for The Literacy Cooperative of Greater Cleveland. It will:
Whet your appetite for using technology and media in your literacy program.
Ask you to select at least one awesome tech learning object.
Provide time and a template to create a integration plan to use your chosen tech learning object right away.
The document provides an overview of a Digital Technologies unit that allows students to recognize how digital technologies are used in everyday life and to create digital stories using block-based programming. Key skills assessed include creating a digital story, composing flow charts, practicing safe online behaviors, and demonstrating computational thinking using algorithms. The unit covers identifying different digital technologies, understanding algorithms through everyday routines, creating secure passwords, and exploring social and ethical issues related to digital solutions. Sample lessons described include defining digital technologies, identifying the purpose of common devices, discussing cloud storage, and representing sequences of steps through flowcharts.
Presentation discusses the challenges and opportunities that organisations are facing in moving to the next generation of eLearning. We discuss Social Learning & DIY in Part II.
The agenda covers an overview from Phil, a presentation on the ISK tech vision and plan from Kathleen, support for teachers from Keir, and closing remarks from Rob. The presentation discusses key ICT standards around creating and innovating with technology, investigating and solving problems, communicating and collaborating, applying design thinking and computational thinking, following ethical and cultural protocols, and managing technology systems. It outlines the capabilities students should demonstrate in these areas by the end of grades 2, 5, 8, and 12.
Sankey, M. 2023. Creating a new culture around authenticity and generative AI. Research Bazaar Northern Territory. Charles Darwin University. Darwin. 25-26 October.
This document provides guidelines for K-12 educators on best practices for implementing educational games and simulations in the classroom. It is intended for teachers, administrators, policymakers, and educational game developers. The guidelines are divided into three phases: 1) Selling the idea to key stakeholders like teachers, administrators, IT staff, students, and parents, 2) Preparation through installation, professional development, and lesson planning, and 3) Implementation with teaching strategies, scheduling, classroom management, and assessment. The goal is to support the successful integration of games into classroom practice based on lessons learned from schools that have pioneered their use.
The document discusses the benefits and potential of information and communication technology (ICT) in education. It outlines how ICT can enhance teaching and learning by motivating and engaging students, offering personalized learning approaches, and enabling new forms of collaboration. The document also discusses challenges of integrating ICT and proposes strategies like teacher professional development to help more teachers adopt ICT in the classroom.
Practical User Research: A Crash Coursematthewjdoty
The document provides an overview of practical user research. It introduces the speaker, Matthew Doty, and his company Evantage Consulting. The workshop aims to demonstrate how quality user insights can be achieved on modest budgets and timelines, and to equip attendees with basic research skills. Participants will learn about different research techniques and conduct a study to surface a real insight for their project or problem.
Keynote WA Primary School Network 3-6 2014: Learning in a Digital Worldcimetta.louise
This document discusses how digital technologies and learning are changing education. It emphasizes that schools need to significantly increase their effective use of technologies over the next decade to help students develop important digital skills. The document outlines how integrating technology can help create personalized learning experiences for students through investigating, creating, communicating, managing and applying social/ethical practices with information and communication technologies. It stresses that digital learning requires not just tools and skills, but also a growth mindset to allow students to demonstrate their learning through non-linear projects using different media.
Executive Directors Chat- Artificial Intelligence - The Good, the Bad, and th...TechSoup
In this webinar, nonprofit Executive Directors how to harness the power of AI while remaining responsible stewards of the invaluable data entrusted to us as nonprofit leaders. Led by Deb Stuligross, a seasoned technology professional with extensive experience working alongside nonprofit organizations.
Keynote AI assessment tools: online exams and tools.pptxInge de Waard
This keynote gives an overview of why and how AI tools for assessment purposes can be used. One part of the presentation covers AI-based Proctoring Systems, another part moves closer into AI tools for assessments, and a last part looks at university guidelines, ethical considerations, some pedagogical options to embed AI tools for students while they work on projects, and some AI tool resources.
This document discusses using technology to create professional learning opportunities. It introduces BLEND, an approach to bring learning environments into new directions by capitalizing on technologies to allow professionals to communicate, collaborate, and reflect. The agenda covers standards and frameworks for technology skills, and examines how tools like wikis, virtual worlds and video conferencing can support blended learning models that integrate synchronous, asynchronous and immersive learning opportunities. Challenges in preparing students for the future and developing digital media literacy are also addressed.
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).
Main Java[All of the Base Concepts}.docxadhitya5119
This is part 1 of my Java Learning Journey. This Contains Custom methods, classes, constructors, packages, multithreading , try- catch block, finally block and more.
বাংলাদেশের অর্থনৈতিক সমীক্ষা ২০২৪ [Bangladesh Economic Review 2024 Bangla.pdf] কম্পিউটার , ট্যাব ও স্মার্ট ফোন ভার্সন সহ সম্পূর্ণ বাংলা ই-বুক বা pdf বই " সুচিপত্র ...বুকমার্ক মেনু 🔖 ও হাইপার লিংক মেনু 📝👆 যুক্ত ..
আমাদের সবার জন্য খুব খুব গুরুত্বপূর্ণ একটি বই ..বিসিএস, ব্যাংক, ইউনিভার্সিটি ভর্তি ও যে কোন প্রতিযোগিতা মূলক পরীক্ষার জন্য এর খুব ইম্পরট্যান্ট একটি বিষয় ...তাছাড়া বাংলাদেশের সাম্প্রতিক যে কোন ডাটা বা তথ্য এই বইতে পাবেন ...
তাই একজন নাগরিক হিসাবে এই তথ্য গুলো আপনার জানা প্রয়োজন ...।
বিসিএস ও ব্যাংক এর লিখিত পরীক্ষা ...+এছাড়া মাধ্যমিক ও উচ্চমাধ্যমিকের স্টুডেন্টদের জন্য অনেক কাজে আসবে ...
Beyond Degrees - Empowering the Workforce in the Context of Skills-First.pptxEduSkills OECD
Iván Bornacelly, Policy Analyst at the OECD Centre for Skills, OECD, presents at the webinar 'Tackling job market gaps with a skills-first approach' on 12 June 2024
Gender and Mental Health - Counselling and Family Therapy Applications and In...PsychoTech Services
A proprietary approach developed by bringing together the best of learning theories from Psychology, design principles from the world of visualization, and pedagogical methods from over a decade of training experience, that enables you to: Learn better, faster!
ISO/IEC 27001, ISO/IEC 42001, and GDPR: Best Practices for Implementation and...PECB
Denis is a dynamic and results-driven Chief Information Officer (CIO) with a distinguished career spanning information systems analysis and technical project management. With a proven track record of spearheading the design and delivery of cutting-edge Information Management solutions, he has consistently elevated business operations, streamlined reporting functions, and maximized process efficiency.
Certified as an ISO/IEC 27001: Information Security Management Systems (ISMS) Lead Implementer, Data Protection Officer, and Cyber Risks Analyst, Denis brings a heightened focus on data security, privacy, and cyber resilience to every endeavor.
His expertise extends across a diverse spectrum of reporting, database, and web development applications, underpinned by an exceptional grasp of data storage and virtualization technologies. His proficiency in application testing, database administration, and data cleansing ensures seamless execution of complex projects.
What sets Denis apart is his comprehensive understanding of Business and Systems Analysis technologies, honed through involvement in all phases of the Software Development Lifecycle (SDLC). From meticulous requirements gathering to precise analysis, innovative design, rigorous development, thorough testing, and successful implementation, he has consistently delivered exceptional results.
Throughout his career, he has taken on multifaceted roles, from leading technical project management teams to owning solutions that drive operational excellence. His conscientious and proactive approach is unwavering, whether he is working independently or collaboratively within a team. His ability to connect with colleagues on a personal level underscores his commitment to fostering a harmonious and productive workplace environment.
Date: May 29, 2024
Tags: Information Security, ISO/IEC 27001, ISO/IEC 42001, Artificial Intelligence, GDPR
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it describes the bony anatomy including the femoral head , acetabulum, labrum . also discusses the capsule , ligaments . muscle that act on the hip joint and the range of motion are outlined. factors affecting hip joint stability and weight transmission through the joint are summarized.
How to Setup Warehouse & Location in Odoo 17 InventoryCeline George
In this slide, we'll explore how to set up warehouses and locations in Odoo 17 Inventory. This will help us manage our stock effectively, track inventory levels, and streamline warehouse operations.