The document provides guidelines for using iPads with early learners. It recommends keeping apps interactive and developmentally appropriate. Some interactive app examples are Sago Mini Soundbox, iPhoto, and Puppet Pals HD. The document also suggests promoting digital literacy by using the built-in camera and FaceTime. Accessories like cases, headphones, and styli are discussed to enhance the iPad experience for young learners.
Enable effective use of devices in the early years- junior school.Sarah Whiting
This document discusses using devices like iPads in early years and junior school classrooms. It emphasizes the importance of selecting apps that support learning and planning experiences around their use. The document provides examples of free and paid apps in categories like creative, skill and drill, augmented reality, storytelling, photography and recording. It suggests systems for managing device use, like sign-up sheets and expectations. Teachers are challenged to create learning experiences combining explored apps or reflect on using Book Creator. Contact details are provided for further information.
This document discusses global digital storytelling projects for students and provides resources for teaching students how to create digital stories. It encourages using digital storytelling as a way for students to share their voice and culture. It provides tips for brainstorming story elements, storyboarding, developing characters, and recommended digital tools and apps for creating and sharing stories. Assessment rubrics and opportunities for students to share stories globally are also mentioned.
The document discusses effective ways for young children to use technology in early childhood education classrooms. It recommends that children be given opportunities to explore with digital tools like microscopes, tell stories in pictures and words using tools like painting apps, and share and document their learning using digital cameras. These technologies can help children learn in hands-on ways.
My books- Learning to Go https://gumroad.com/l/learn2go & The 30 Goals Challenge for Teachers http://amazon.com/The-Goals-Challenge-Teachers-Transform/dp/0415735343
Resources at http://ShellyTerrell.com/STEAM
This document lists three apps - Educreations, Nearpod, and Lino - that can be loaded on an iPad while waiting. It then provides an overview of an iPad training session, including introducing the presenter, polling attendees, demonstrating tips and apps for using iPads in the classroom, and discussing accessories.
This document provides suggestions for using the Vine app to support teaching and student work. Some key ideas include having students create 6-second video clips on various topics to share what they learn or teach, using hashtags to collect related work, and making animated gifs from Vine videos to share on blogs. Guidelines are provided around setting up class Vine accounts, including student work while protecting privacy, and ideas for different types of short videos students could create like reflections, definitions, PSAs, or field trip observations.
1) The document provides ideas for effective technology integration in education, including making learning mobile, encouraging collaborative problem solving and group work, facilitating virtual learning opportunities, and creating digital friendly materials.
2) It emphasizes using technology to empower student creativity, productivity, and learning through means like mobile learning, social media sharing, video production, concept mapping, digital storytelling, and more.
3) The overall message is that educational technology allows students and teachers to realize their full potential by making learning match modern lifestyles and giving opportunities to learn in new and engaging ways.
A survey was conducted of 22 respondents on their use of ICT resources. The key findings were:
- Laptops were used twice a week or more by over 80% of respondents. iPads were used once a week or more by over 90% of respondents.
- Acti-Xpressions were rarely used, with over 60% of respondents never using them.
- Whiteboards were used at least once a week by over 75% of respondents during independent learning.
- Respondents requested more iPads, laptops, cameras and software/training to help with teaching and learning. The majority also felt they needed more training on specific software like Acti-Xpressions.
This document discusses a teacher-led iPad professional learning community (PLC) that involved 14 teachers and 3 administrators. The goal was for teachers to learn from each other about effective iPad integration strategies for the classroom. Teachers shared their favorite apps, recommendations, lessons learned, and success stories from using iPads. They collaborated online and met face-to-face to encourage each other and discuss driving questions about unlocking possibilities with the iPad to enhance student learning.
This session will share ideas and tools for using technology effectively with young learners under 8 years old. It will discuss selecting appropriate technological resources, managing both children and tools, and strategies for making technology-enhanced learning fun. A variety of online resources and tools will be presented that can be used to create engaging projects, enable collaboration, and develop students' skills without having technology be the main focus. Teachers are encouraged to provide structure, clear expectations, and support for students when using technology.
This document provides ideas and suggestions for implementing bring your own device (BYOD) programs in schools to support mobile learning. It discusses choosing appropriate devices for different learning activities, creating digital content like posters and stories, and using apps and tools like Edmodo, Evernote, and Google Drive to organize and share content. The document emphasizes that technology should accelerate and enhance pedagogy, and empower creativity, collaboration, and real-world connections for students. Recommendations are given to address concerns about internet safety and bandwidth when using personal devices at school.
The document discusses the potential benefits of using e-book readers like iPads in classrooms. It argues that e-books could replace traditional textbooks by providing all reading materials in a single, updatable device. This would save students from carrying heavy backpacks and save schools storage costs for outdated books. However, start-up costs would be high and technical support would be required. The document concludes by suggesting that embracing new technologies is important to engage today's "digital native" students, despite challenges, and includes a link to a video discussing the use of iPads in schools.
The document discusses introducing iPads into an educational curriculum. It notes challenges around defining what the iPad is and how to integrate it. It describes a thoughtful integration process including faculty and student testing. It shifts the focus to what the iPad can do and letting faculty figure out uses. It provides examples of iPad uses in different classes and tips for selecting apps and encouraging creativity.
Recommendations to students & parents staff versiontimcarrell
The document provides recommendations and guidelines for student computer use at school and at home:
- Computers should be used in common areas, not bedrooms, and stopped at least an hour before bed. Multi-tasking is discouraged.
- Parents should monitor student accounts on social media and be able to access passwords. All social media posts should be appropriate.
- Teachers should use separate, professional social media accounts and not connect with students on personal accounts.
- Students should use Firefox for school and Chrome separately for personal use to avoid account confusion.
My books- Learning to Go https://gumroad.com/l/learn2go & The 30 Goals Challenge for Teachers http://amazon.com/The-Goals-Challenge-Teachers-Transform/dp/0415735343
Resources at http://shellyterrell.com/ventesoltech
My books- Hacking Digital Learning Strategies http://hackingdls.com & Learning to Go https://gum.co/learn2go
Resources at http://ShellyTerrell.com/Google.html
Revolutionizing Early Childhood Education with Digital Learning ExperiencesGayle Berthiaume
This document discusses revolutionizing early childhood education with digital learning experiences. It describes several apps that can be used with preschoolers like PhotoBooth, Camera, Pixabay, and Drawing Pad which allow children to take photos, be creative, and make books or projects. It also mentions apps like GarageBand, ChatterPix Kids, Puppet Pals HD, and Book Creator which focus on music, storytelling, and publishing. The document encourages reflection on considerations and planning for developmentally appropriate use of technology with young children.
Augmented Reality Early Learning Gail Lovely iste15Gail Lovely
This document discusses augmented reality tools for early learning. It provides information on augmented reality apps for coloring pages, flashcards, puzzles and books. Examples of physical augmented reality toys are also described, such as Lego Fusion, Ozobot and Beebot coding robots. The document encourages using augmented reality to make learning more interactive and hands-on for students.
Let Me Tell My Story: Story Creation Apps for Early LearnersGayle Berthiaume
1) The document discusses using story creation apps to promote expressive language development in early learners. It notes that storytelling helps children generate and dictate stories.
2) It considers developmentally appropriate interfaces and lists several apps that can be used to create stories, including Tell About This, ChatterPix Kids, Shadow Puppet Edu, GarageBand, and Puppet Pals HD.
3) The document provides guidance on the process of creating a digital story, including brainstorming ideas, deciding the audience and purpose, writing a script or storyboard, and sharing the final story. It recommends apps like Kidspiration and Book Creator to aid in this story creation process.
New Tech, Early Learning, and Storytelling Lovely and Armstrong panel iste 2016Gail Lovely
This document discusses using new technologies to enhance storytelling in early childhood education. It argues that tools like video, programming, and digital apps can help make learning tasks more engaging for young students by allowing them to create their own stories and express themselves. The document also outlines several apps and programs that teachers can use to support storytelling and media literacy skills while amplifying students' voices, audiences, and independence. It advocates exposing children to technologies in a progression from limited to enhanced audiences and control to build on their strengths and support weaknesses.
This document provides a list of apps for different purposes including sharing information, scanning QR codes, publishing, storage and sharing files, creating images and text, presentations, and more. It discusses how apps can be helpful for sharing information but also how it's easy to feel hopelessly addicted to apps. The document promotes Gail Lovely's email for more information on apps and getting help with app addiction.
Augmented Early Learning A New Reality Gail Lovely FETC 2015Gail Lovely
This document provides an overview of various augmented reality apps that can be used for early learning. It describes apps for coloring pages in 3D, using flashcards and puzzles with AR, interactive books, creating QR codes and augmented toys. Examples are given of apps like ColAR, Anatomy 4D and Lego Fusion that blend the physical and digital worlds. The document emphasizes that these tools can make learning more engaging and "real" for students.
OZeLive Conference Keynote by Gail Lovely 2014Gail Lovely
This document provides guidelines for selecting apps for young learners that are developmentally appropriate and promote learning. It recommends that apps be interactive, matched to a child's age and abilities. Exemplar apps discussed include Sago Mini Soundbox, Uncolor, Doodlecast and Book Creator. The document also stresses selecting apps that are fun, engage children, and promote digital literacy skills. Teacher blogs are shared as examples of successful iPad use in early education.
Every little hand, Preschool Literacies in 1:1 Learning Environments By Gail ...Gail Lovely
This document discusses the introduction of iPads into a preschool classroom at Maryetta School, which serves a high-poverty Native American community. There were initial fears about providing young children access to technology, but the iPads were integrated into learning activities. Teachers and students quickly learned to use apps for photography, reading, writing, and the Cherokee language. While technological challenges remained, both educators and children grew in their ability to leverage the iPads for learning. The iPads provided new ways for students to engage with books, letters, numbers, and each other.
UPDATED: A Book is a Book is a Book, Unless it is an eBookGail Lovely
This document discusses the history of books and how the concept of books has evolved over time. It mentions early books from the 1700s and mechanical books from the 1790s that concealed interactive elements. More recent developments discussed include coloring books from the 1830s used for art education, talking books from the 1930s, and modern app versions of children's books that incorporate interactivity, augmented reality, and other multimedia elements. The document advocates that the future of books will involve new hybrid formats that better integrate interactive features while still valuing books in their traditional paper form.
Top Ten Apps of the School Year - Elementary Edition by Gail Lovely - FETC 2015Gail Lovely
The document provides a summary of ten best apps for elementary students. It lists apps for taking photos, reading QR codes, creating art, doing research, blogging, taking notes, making shadow puppets, creating books, and explaining concepts. Criteria for the selected apps include being useful for more than one occasion, helping with skills not easily done, having an appropriate learning curve, enabling creation or curation, and not trapping work within the app or device.
Apps, Tablets and Young Learners - Gail Lovely NAEYC 2013Gail Lovely
This document provides guidelines for selecting tablet apps and integrating tablets into educational settings. It discusses choosing developmentally appropriate apps that match students' ages and skills. Apps should be interactive, engaging, and promote skills like digital literacy and creative expression. Educators are encouraged to consider how apps will be used, whether individually or in groups, and how student work can be stored and managed. Examples of effective classroom uses by teachers are also provided.
This document outlines activities for an online course exploring open educational practices and resources about Cape honey bees. It includes:
- Four research questions about educator and learner confidence using open educational practices and resources before and after a course.
- A definition of open educational practices as collaborative practices using open educational resources, technologies, and social networks for interaction and knowledge sharing.
- Five hands-on activities for students to learn about Cape honey bee anatomy, food sources, communication, environment, and strategies for population recovery.
- Instructions for using cloud spaces like Google Docs for group work and sharing resources.
- Opportunities for students to discuss the perspective of different stakeholders in using open resources and collaborative online
10 steps to a Successful iPad Implementation in SchoolsSam Gliksman
Sam Gliksman provides 10 steps for a successful iPad implementation in schools: 1) clarify educational objectives, 2) build a solid foundation like wireless infrastructure, 3) communicate the vision to parents and teachers, 4) develop management strategies for devices, apps, and content, 5) recognize issues with shared devices, 6) create simple workflows for content, 7) use apps as tools rather than solutions, 8) foster a culture of growth through ongoing training, 9) connect with others implementing iPads, and 10) expect the unexpected innovative uses of iPads in the classroom. The document outlines best practices and challenges based on Gliksman's expertise in iPad integration in K-12 education.
The document discusses using iPads in education to improve student engagement, learning, and achievement. It proposes exploring how iPads can fulfill six primary functions in education: as content portals, research portals, productivity portals, creative portals, social media portals, and gaming portals. Teachers will explore educational apps, become experts in one app, and teach others. The goal is to spark new questions and connect teachers to the iPad learning community.
This document summarizes Dr. Kevin Burden's presentation on designing meaningful pedagogies for mobile learning. The presentation discusses how mobile devices can engage students but issues arise when novelty wears off. It questions what pedagogies work well with mobile devices, why this is important but not sufficient, and how to design more effective learning episodes. The document outlines frameworks for mobile learning pedagogy including collaboration, data sharing, conversation, authenticity, contextualization, personalization, agency, and customization. It also discusses design-based research approaches to iteratively testing and refining mobile learning solutions in practice.
Apps in the Classroom provides an overview of how iPad apps can expand learning both inside and outside the classroom. It discusses how tens of thousands of education apps cover a wide range of subjects from math to science to foreign languages. When selecting apps, teachers should consider the app's engagement level, developmental appropriateness, instructional design, motivation, and accessibility. The document provides examples of featured apps and questions to ask to evaluate apps in these key areas to integrate effective apps into classroom lessons.
The document discusses how creative technologies can be used to improve English education. It suggests that blogging, scrapbooking, and podcasting can help students improve their writing and literacy skills while engaging their interest. These technologies allow students to demonstrate their knowledge and strengths in new ways while developing important research and presentation skills. By incorporating these creative tools, teachers can make English learning more appealing and relevant to students.
The document discusses using iPads in the classroom and provides tips and strategies for integrating them into lessons. It recommends several education apps, including Whiteboard Free for collaborative work, Super Why to teach letters and sounds, and Skype to allow students to communicate like walkie-talkies around the school. The document emphasizes using iPads to enhance student engagement, promote visual and social learning, and foster differentiated instruction through interactive activities.
From Digital Literacy to Digital FluencyDavid Cain
This document discusses the changing nature of literacy and learning in a digital world. It notes that students are now active participants online and get their news from social media rather than traditional outlets. Educators are encouraged to view their role as preparing students for a globally connected world where they can ethically interpret information and communicate ideas digitally. The document suggests moving from a focus on digital literacy alone to the more encompassing concept of digital fluency.
The document provides summaries of 10 popular educational apps for kids: Khan Academy Kids, Kodable, TED, BrainPOP Jr., Duolingo, Kahoot, DragonBox, Apple Books, ClassTag, and Starfall. Each summary highlights key features of the app such as how it provides feedback to students, encourages skills like coding and critical thinking, aligns with educational standards, and protects student privacy and data.
Version 4 Published 12th Oct 2013:
Disruptive Padagogy unpacks the concepts, strategies and tactics of the Technology Enhanced Learning Mode called the "Padagogy Wheel". The wheel started it's life in Jul 2012 as a info-graphic on a slide to show 61 iPad Apps and how they might be categorised according to the Cognitive Domain Categories of the Bloom's Taxonomy Wheel. It has developed into so much more. The Padagogy Wheel Learning Model gathers together Graduate Attributes, Motivation, Blooms Taxonomy, iPad Apps and finally SAMR into one model, to help teachers design more engaging learning. Blog entries supporting this presentation can be found at http://tinyurl.com/padwheelstory To date (Oct 2013) the poster of the Padagogy Wheel has been downloaded 45,000 times. The Disruptive Padagogy Presentation was developed in June 2013 to respond to requests for me to explain more about it at conferences
Version History:
V1 July 2013: Mostly just the history of development of the model up to the current version 3.0
V2 Aug 2013: Improvements to explanations of concepts visually.
V3 Sep 2013 Added Slides #11-12 These are a summary of questions or "ah Ahas" behind the thinking of the model to help people quickly understand the objectives and features of the model
V4 Oct 2013 Added Slides #32-33 Suggested approach to including students in the process of defining an excellent graduate and committing to a learning contract to improve engagement and outcomes
For a list of the links to online resources mentioned in the presentation please visit http://tinyurl.com/allanspresentations
Online resources, educational sites and portalstcc_joemarie
Digital storytelling is a process of telling a story using digital means. It is an easy way to integrate technology into the classroom across subjects. The document provides examples of websites and apps that can be used for digital storytelling, including Tellagami for creating animated videos, VoiceThread for multimedia presentations and discussions, and Comic Creator for creating comic strips. It also shares guidance on how to use VoiceThread for different educational purposes. The source website provides resources for educational tools, apps, and technology integration for teachers. It emphasizes having an open mindset to learn about tools and adapt to changes as technologies evolve over time.
- Apps have potential as a learning tool if they are designed with solid educational structures and maintain children's interest. Studies show interactive apps help children retain information better than passive media.
- The key advantages of apps are that learning can occur anywhere and children have control over the interactive experience. However, too much app use could displace other beneficial activities like physical play and social interaction.
- For apps to effectively supplement learning, they should be used in moderation and reinforce skills taught in school while teaching new transferable skills. Parents should consider an app's educational claims and engage with children during use.
The document discusses the potential benefits of a 1:1 iPad pilot program in schools. It provides examples of studies that found iPads can increase student achievement, engagement, and independence. The document argues that iPads create a flexible learning environment and can help students like Noah Rahman, who has cerebral palsy, develop important skills. Overall, the document advocates for iPads by highlighting ways they may positively impact student learning.
The document discusses the appropriate use of technology with young children. It provides tips for early childhood teachers on integrating technology into daily learning activities while applying developmentally appropriate practices. The document also discusses potential benefits and risks of screen time and mobile devices for young children and emphasizes the importance of monitoring use and engaging in technology together.
This document discusses using technology to enhance early learning for children under 8 years old. It provides management strategies and recommendations for selecting educational websites, applications, and tools that make technology-integrated learning fun and doable for young students. Specific online resources are shared for creating, collaborating, and project-based learning. The document also offers tools and rubrics to help teachers manage technology use and provide structured expectations for students.
David Burns gave a presentation on using social media to extend the reach of English language programs. He discussed 20 different social media platforms that can be used for education, including Facebook, Twitter, YouTube, blogs and Google tools. He explained how each one can be utilized for teacher professional development, student projects and collaboration. Burns emphasized that teachers should make responsible choices regarding social media use and consider privacy issues in their local context.
The document discusses different versions of education, with Version 1.0 focusing on rote memorization and Version 4.0 focusing on innovation. It proposes implementing Version 4.0, or innovation education, which involves problem-solving, research, and developing new products and services. This version would divide school time between developing skills and applying them to innovation projects. It highlights benefits like increased productivity and economic growth. The concept was developed in the U.S. and implemented in China to leapfrog their education system towards Version 4.0 practices.
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.
This document discusses the use of iPads and technology in education at Arbutus Global Middle School. It advocates that iPads can enable immediate and creative learning, personalized education, and choice. The school plans a gradual implementation of iPads for teachers and students, starting with 10 iPad Airs and professional development for teachers. Several apps are highlighted as useful for showing student understanding, like Popplet, Educreations, and Book Creator. The document encourages exploring how apps can support learning outcomes and essential questions. Overall, it frames iPads as tools to foster creativity, innovation, and student-centered learning.
Similar to 7 BIG Ideas for Powerful Tech Use with LITTLE Learners by Gail Lovely hmh (20)
Gail Lovely proposes that the number of app choices provided to learners should be limited based on their age. For young learners ages 3-4, only 1-3 app options focusing on skills like fine motor practice, adding words or images, and accessing online materials should be provided. For ages 5-6, slightly more options including art creation apps may be appropriate, but choices should still be limited to a small number of focused, specific apps. The key idea is that less choices can allow learners to be more focused and successful.
Gail Lovely FETC 2017 Not Your Mothers FlashcardsGail Lovely
1) Technologies like robots, coding, augmented and virtual reality can support literacy development in children in many ways such as increasing motivation, providing variety, allowing choice, and supporting developing skills.
2) Examples of technologies discussed include Bee-Bots, Code & Go mice, Cubetto, Root, virtual reality headsets, OSMO, Explore.org, and reading apps.
3) The presenter emphasizes that technology should not replace traditional books, but can be used as tools to enhance stories, experiences, and develop real vocabulary in context.
Playing with Robots and Realities Gail Lovely 2016Gail Lovely
The document discusses emerging technologies for learning including robots, virtual realities, and augmented realities. Small programmable robots allow children to develop problem solving and coding skills. Virtual realities like Google Cardboard are being used for immersive educational field trips. Augmented reality apps overlay virtual elements on the real world, such as anatomy models or circuit simulations. Videos demonstrate examples like interactive animal holograms, virtual tours of space, and using green screens to insert students into book readings. The document promotes these tools as engaging ways to enhance learning for today's students.
Everyone has a Story to Write (grades 2-12) Gail LovelyGail Lovely
This document provides an overview of digital tools that can be used to inspire, plan, write, and share stories. It discusses image, video, and writing platforms that engage students in the writing process. The document emphasizes using technology to motivate students to write more while choosing tools that fit their needs. It concludes that the creativity comes from students, not the tools, and encourages using a variety of platforms to widely share student work.
This document provides an overview of augmented reality tools and applications for early learning. It describes several 2D and 3D coloring apps that make images come to life through AR. Examples of printed flashcards, books, and puzzles that integrate AR animations when viewed through apps or cameras are provided. The document also discusses using green screens, QR codes, and AR platforms like Aurasma to create augmented content and materials for students. Contact information is given for the author, Gail Lovely, and her book on augmented early learning.
The One Device Primary Classroom by Gail LovelyGail Lovely
The document discusses strategies for using a single shared device in a primary classroom. It recommends considering the device's size and where it will be located in the room. Tasks should have clear goals and time limits, and encourage student collaboration. The document provides examples of apps that can support shared devices for activities like journaling, games, creating books and timers. Setting clear expectations and goals, strategic partnering, and ensuring students can rely on each other are keys to successful shared device use.
Gail Lovely ASTE 2014 Better Than CrayonsGail Lovely
This document provides guidelines for selecting developmentally appropriate apps for tablets to use with young children. It discusses criteria like matching the app to the child's age and skills, ensuring the interface is simple, and checking that the content supports learning. Interactive apps that encourage creativity, exploration and turn-taking are recommended over ones where children are just passive consumers. The document also includes a list of specific apps that meet the suggested guidelines.
The Selection of Apps for Young Learners - Considerations, Criteria, and Exem...Gail Lovely
This document provides guidelines for selecting apps for young learners using tablets. It recommends choosing apps that are interactive, developmentally appropriate for the child's age, and promote skills like digital literacy. Specific apps are highlighted as examples, such as Sago Mini Soundbox for early learning music and Letterschool to help with writing. Factors to consider include whether the app is for individual or group use, and what content children can create and save with the app. Teacher blogs are also shared as examples of successfully using iPads in the classroom.
Using Developmentally Appropriate Practice to Select Apps by Gail LovelyGail Lovely
The document discusses guidelines for selecting developmentally appropriate apps for early learners. It recommends choosing interactive apps that match the child's age and abilities. Apps should have interfaces that are simple for young children to navigate independently. The content of the apps should also be appropriate for the age and engage the child's interest while promoting skills like digital literacy. Considerations for individual or group use, file management, and optional accessories are discussed to enhance the tablet experience for young learners.
Selecting Apps for Developmentally Appropriate Use in Early LearningGail Lovely
PowerPoint slides by Gail Lovely for a webinar on 10/16/2013. Focus is on selecting apps for very young learners with a critical eye for Developmentally Appropriate use.
How to Show Sample Data in Tree and Kanban View in Odoo 17Celine George
In Odoo 17, sample data serves as a valuable resource for users seeking to familiarize themselves with the functionalities and capabilities of the software prior to integrating their own information. In this slide we are going to discuss about how to show sample data to a tree view and a kanban view.
Satta Matka Dpboss Kalyan Matka Results Kalyan ChartMohit Tripathi
SATTA MATKA DPBOSS KALYAN MATKA RESULTS KALYAN CHART KALYAN MATKA MATKA RESULT KALYAN MATKA TIPS SATTA MATKA MATKA COM MATKA PANA JODI TODAY BATTA SATKA MATKA PATTI JODI NUMBER MATKA RESULTS MATKA CHART MATKA JODI SATTA COM INDIA SATTA MATKA MATKA TIPS MATKA WAPKA ALL MATKA RESULT LIVE ONLINE MATKA RESULT KALYAN MATKA RESULT DPBOSS MATKA 143 MAIN MATKA KALYAN MATKA RESULTS KALYAN CHART
Kalyan Matka Kalyan Result Satta Matka Result Satta Matka Kalyan Satta Matka Kalyan Open Today Satta Matka Kalyan
Kalyan today kalyan trick kalyan trick today kalyan chart kalyan today free game kalyan today fix jodi kalyan today matka kalyan today open Kalyan jodi kalyan jodi trick today kalyan jodi trick kalyan jodi ajj ka.
Front Desk Management in the Odoo 17 ERPCeline George
Front desk officers are responsible for taking care of guests and customers. Their work mainly involves interacting with customers and business partners, either in person or through phone calls.
AI Risk Management: ISO/IEC 42001, the EU AI Act, and ISO/IEC 23894PECB
As artificial intelligence continues to evolve, understanding the complexities and regulations regarding AI risk management is more crucial than ever.
Amongst others, the webinar covers:
• ISO/IEC 42001 standard, which provides guidelines for establishing, implementing, maintaining, and continually improving AI management systems within organizations
• insights into the European Union's landmark legislative proposal aimed at regulating AI
• framework and methodologies prescribed by ISO/IEC 23894 for identifying, assessing, and mitigating risks associated with AI systems
Presenters:
Miriama Podskubova - Attorney at Law
Miriama is a seasoned lawyer with over a decade of experience. She specializes in commercial law, focusing on transactions, venture capital investments, IT, digital law, and cybersecurity, areas she was drawn to through her legal practice. Alongside preparing contract and project documentation, she ensures the correct interpretation and application of European legal regulations in these fields. Beyond client projects, she frequently speaks at conferences on cybersecurity, online privacy protection, and the increasingly pertinent topic of AI regulation. As a registered advocate of Slovak bar, certified data privacy professional in the European Union (CIPP/e) and a member of the international association ELA, she helps both tech-focused startups and entrepreneurs, as well as international chains, to properly set up their business operations.
Callum Wright - Founder and Lead Consultant Founder and Lead Consultant
Callum Wright is a seasoned cybersecurity, privacy and AI governance expert. With over a decade of experience, he has dedicated his career to protecting digital assets, ensuring data privacy, and establishing ethical AI governance frameworks. His diverse background includes significant roles in security architecture, AI governance, risk consulting, and privacy management across various industries, 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: June 26, 2024
Tags: ISO/IEC 42001, Artificial Intelligence, EU AI Act, ISO/IEC 23894
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The Value of Time ~ A Story to Ponder On (Eng. & Chi.).pptxOH TEIK BIN
A PowerPoint presentation on the importance of time management based on a meaningful story to ponder on. The texts are in English and Chinese.
For the Video (texts in English and Chinese) with audio narration and explanation in English, please check out the Link:
https://www.youtube.com/watch?v=lUtjLnxEBKo
Still I Rise by Maya Angelou
-Table of Contents
● Questions to be Addressed
● Introduction
● About the Author
● Analysis
● Key Literary Devices Used in the Poem
1. Simile
2. Metaphor
3. Repetition
4. Rhetorical Question
5. Structure and Form
6. Imagery
7. Symbolism
● Conclusion
● References
-Questions to be Addressed
1. How does the meaning of the poem evolve as we progress through each stanza?
2. How do similes and metaphors enhance the imagery in "Still I Rise"?
3. What effect does the repetition of certain phrases have on the overall tone of the poem?
4. How does Maya Angelou use symbolism to convey her message of resilience and empowerment?
Views in Odoo - Advanced Views - Pivot View in Odoo 17Celine George
In Odoo, the pivot view is a graphical representation of data that allows users to analyze and summarize large datasets quickly. It's a powerful tool for generating insights from your business data.
The pivot view in Odoo is a valuable tool for analyzing and summarizing large datasets, helping you gain insights into your business operations.
Understanding and Interpreting Teachers’ TPACK for Teaching Multimodalities i...Neny Isharyanti
Presented as a plenary session in iTELL 2024 in Salatiga on 4 July 2024.
The plenary focuses on understanding and intepreting relevant TPACK competence for teachers to be adept in teaching multimodality in the digital age. It juxtaposes the results of research on multimodality with its contextual implementation in the teaching of English subject in the Indonesian Emancipated Curriculum.
No, it's not a robot: prompt writing for investigative journalismPaul Bradshaw
How to use generative AI tools like ChatGPT and Gemini to generate story ideas for investigations, identify potential sources, and help with coding and writing.
A talk from the Centre for Investigative Journalism Summer School, July 2024
Delegation Inheritance in Odoo 17 and Its Use CasesCeline George
There are 3 types of inheritance in odoo Classical, Extension, and Delegation. Delegation inheritance is used to sink other models to our custom model. And there is no change in the views. This slide will discuss delegation inheritance and its use cases in odoo 17.
Beyond the Advance Presentation for By the Book 9John Rodzvilla
In June 2020, L.L. McKinney, a Black author of young adult novels, began the #publishingpaidme hashtag to create a discussion on how the publishing industry treats Black authors: “what they’re paid. What the marketing is. How the books are treated. How one Black book not reaching its parameters casts a shadow on all Black books and all Black authors, and that’s not the same for our white counterparts.” (Grady 2020) McKinney’s call resulted in an online discussion across 65,000 tweets between authors of all races and the creation of a Google spreadsheet that collected information on over 2,000 titles.
While the conversation was originally meant to discuss the ethical value of book publishing, it became an economic assessment by authors of how publishers treated authors of color and women authors without a full analysis of the data collected. This paper would present the data collected from relevant tweets and the Google database to show not only the range of advances among participating authors split out by their race, gender, sexual orientation and the genre of their work, but also the publishers’ treatment of their titles in terms of deal announcements and pre-pub attention in industry publications. The paper is based on a multi-year project of cleaning and evaluating the collected data to assess what it reveals about the habits and strategies of American publishers in acquiring and promoting titles from a diverse group of authors across the literary, non-fiction, children’s, mystery, romance, and SFF genres.
7 BIG Ideas for Powerful Tech Use with LITTLE Learners by Gail Lovely hmh
1. 7 BIG Ideas For
Powerful Tech
Use With
LITTLE
Learners
GAIL LOVELY
GLOVELY@LEADERED.COM
Sponsored by
2. Why is using tech with little learners important, or is it?
Why does it
matter?
3. Does it teach or reinforce things we
value?
Communication
Creativity
Collaboration
Problem Solving
Literacy
Numeracy
CAN it teach or reinforce things we
value?
4. Their Future or Our Past?
James Lovell
Apollo 13 astronaut
By NASA - http://www.apolloarchive.com/apollo_gallery.html, Public Domain,
https://commons.wikimedia.org/w/index.php?curid=27742500
17. Creators not Consumers
Use tech for more than just consuming
information
Trust them to engage creatively &
deeply with tools
Allow student to drive the creation
process
Encourage learners to choose the
tools
22. Screentime
American Academy of Pediatricians
“The ways we interact with screens today
are so varied that it doesn’t make sense
anymore to start a stopwatch and say, ‘At
this point, you’re done.’”
http://pediatrics.aappublications.org/content/early/2016/10/19/peds.2016-2592
23. Screentime
American Academy of Pediatricians
For children 2 to 5 years of age, limit screen use to 1 hour per day of high-
quality programming, co-view with children, help children understand what they
are seeing, and help them apply what they learn to the world around them.
No use within 1 hour of bedtime.
Help children to have other ways to self-calm.
Have screen-free meals, play and family time.
http://pediatrics.aappublications.org/content/early/2016/10/19/peds.2016-2592
24. US Dept. of Education
Office of Ed Tech
4 Principles…
including:
Co-play
Learning tool
Active use
Access for all
http://tech.ed.gov/earlylearning/principles/
33. Now a new app for collage-making…
The Very Hungry Caterpillar – Creative Play by StoryToys
34. QR Codes are a BIG Tool…
Getting children to sites or resources quickly.
35. Book Creator (by Red Jumper $4.99)
This is BY FAR the best app we have…
36. The magic is in the child, not the tech
Gail Lovely
”.“
Gail Lovely
glovely@leadered.com
Thanks to HMH for
sponsoring me here.
Editor's Notes
At home, students might be in the habit of using tech for more passive screen time but at school, we can help them see and learn how tech can be used for creation, collaboration, and critical thinking.
When students engage in creating projects and products together, for example, creating an animated story with an app like Toontatsic, they build connections and relationships with one another - strengthen class community … shared ownership.
Once we model for students ways to use tech to create and expose them to open-ended, interactive tools, they will engage deeply with them in ways we might not have expected or imagined. Let them explore and discover and create! They’re makers, inventors, and designers.
If we step back and allow students to drive the creation process, they will have a deeper ownership of their learning and the work they create and lead us/the class down new roads of inquiry.
Example: PreK students worked together to create a book showing where they would take their friends in Ethiopia if they came to visit.
Important to think critically and intentionally about how and *why* you’re integrating tech in class
Note on the video on the right it sounds chaotic, but the children are focused on hearing the story and looking for the alternative ending…
These slides show a little more indepth an example of the ipads within a literacy lesson.