This document discusses elements of larp design. It explores what larp designers design for, including what players want from larps and the roles, interactions, and affordances that must be designed. It also examines different techniques larp designers can use to manipulate players into improvising experiences, such as using instructions, themes, mechanics, hierarchies of power between characters, and fictional values. Examples of designed larps like Mellan Himmel och Hav, Kybergenesis, and Kapo are also mentioned. The document advocates for a compound and holistic approach to larp design.
This document provides information about the Pokémon franchise including starters, Pokédex, and Pokéballs. It discusses that the franchise began in 1995 as video games where humans catch creatures called Pokémon to battle. It outlines the starter Pokémon available in different regions. It explains that a Pokédex provides information about Pokémon species and acts as a portable reference tool and form of identification for trainers. It also briefly mentions that Pokéballs are used to catch Pokémon and can hold up to six in storage for battles.
The document outlines an agenda for a digital storytelling workshop that will teach participants about digital storytelling and have them create their own short digital stories. The workshop will include an introduction to digital storytelling, a sample walkthrough, time for participants to create stories using tools of their choice, and a final sharing of a compilation video of all the stories created. Participants will be split into groups and each individual will film a 10-second clip conveying their thoughts about education using only 3 words. The document also provides examples of different types of digital stories and lists tools that can be used for digital storytelling creation.
Peter Parker is a photographer and scientist who also fights crime as Spiderman. He has the superpowers of being able to climb walls and shoot webs from his wrists to help him fight bad guys and save the city. Spiderman uses his abilities and skills to help others while also balancing a normal life.
The document summarizes a student project to modify an educational toy into an educational game called "The Quest For The Golden Bone" using Director and Flash. The toy is bone-shaped and has colored buttons that light up when hit. The game involves a character named Captain Rex completing 4 levels to find the Golden Bone before the villain Captain Whiskers. Levels include a drinking game, dodging pirate ships, searching an island for treasure while dodging cats, and unlocking a lock box within time limits.
Enquiry based, experiential, situated learning George Roberts
This document provides an overview of a workshop on enquiry-based, experiential, and situated learning. The workshop aims to support a university curriculum module by focusing on situated teaching practices and skills. It will complement other workshops and support learning outcomes related to identifying practices of enquiry-based learning and relating them to pedagogical and other concepts. The workshop schedule includes presentations, discussions, and hands-on activities to help participants experience enquiry-based techniques that could be incorporated into their own teaching practices.
Los marcadores moleculares ISSR se utilizan para analizar la diversidad genética y estructura poblacional. Estos marcadores detectan polimorfismos en las secuencias repetidas del genoma sin necesidad de conocer las secuencias diana. Los ISSR producen un alto número de bandas polimórficas de forma rápida, económica y reproducible, lo que los hace útiles para aplicaciones como la identificación de individuos, variedades y el mapeo genético.
This document discusses elements of larp design. It explores what larp designers design for, including what players want from larps and the roles, interactions, and affordances that must be designed. It also examines different techniques larp designers can use to manipulate players into improvising experiences, such as using instructions, themes, mechanics, hierarchies of power between characters, and fictional values. Examples of designed larps like Mellan Himmel och Hav, Kybergenesis, and Kapo are also mentioned. The document advocates for a compound and holistic approach to larp design.
This document provides information about the Pokémon franchise including starters, Pokédex, and Pokéballs. It discusses that the franchise began in 1995 as video games where humans catch creatures called Pokémon to battle. It outlines the starter Pokémon available in different regions. It explains that a Pokédex provides information about Pokémon species and acts as a portable reference tool and form of identification for trainers. It also briefly mentions that Pokéballs are used to catch Pokémon and can hold up to six in storage for battles.
The document outlines an agenda for a digital storytelling workshop that will teach participants about digital storytelling and have them create their own short digital stories. The workshop will include an introduction to digital storytelling, a sample walkthrough, time for participants to create stories using tools of their choice, and a final sharing of a compilation video of all the stories created. Participants will be split into groups and each individual will film a 10-second clip conveying their thoughts about education using only 3 words. The document also provides examples of different types of digital stories and lists tools that can be used for digital storytelling creation.
Peter Parker is a photographer and scientist who also fights crime as Spiderman. He has the superpowers of being able to climb walls and shoot webs from his wrists to help him fight bad guys and save the city. Spiderman uses his abilities and skills to help others while also balancing a normal life.
The document summarizes a student project to modify an educational toy into an educational game called "The Quest For The Golden Bone" using Director and Flash. The toy is bone-shaped and has colored buttons that light up when hit. The game involves a character named Captain Rex completing 4 levels to find the Golden Bone before the villain Captain Whiskers. Levels include a drinking game, dodging pirate ships, searching an island for treasure while dodging cats, and unlocking a lock box within time limits.
Enquiry based, experiential, situated learning George Roberts
This document provides an overview of a workshop on enquiry-based, experiential, and situated learning. The workshop aims to support a university curriculum module by focusing on situated teaching practices and skills. It will complement other workshops and support learning outcomes related to identifying practices of enquiry-based learning and relating them to pedagogical and other concepts. The workshop schedule includes presentations, discussions, and hands-on activities to help participants experience enquiry-based techniques that could be incorporated into their own teaching practices.
Los marcadores moleculares ISSR se utilizan para analizar la diversidad genética y estructura poblacional. Estos marcadores detectan polimorfismos en las secuencias repetidas del genoma sin necesidad de conocer las secuencias diana. Los ISSR producen un alto número de bandas polimórficas de forma rápida, económica y reproducible, lo que los hace útiles para aplicaciones como la identificación de individuos, variedades y el mapeo genético.
This document discusses the challenges of developing taxonomies and classifications, including dividing users by a common language, understanding different semantic perspectives, and brokering consensus between groups. It provides tips for taxonomy work such as testing classifications with various user groups, considering both top-down and bottom-up approaches, and continually checking definitions and making iterative improvements.
Field Day is a new lab at the Wisconsin Institute for Discovery, University of Wisconsin - Madison that is producing and researching Games, Simulations, Field Research and Learning through Design Activities with k-20 students.
Let Nature Feed Your Senses: A Teachers’ Guide To Using Audio Stories From Fa...KlausGroenholm
The document is a teacher's guide providing activities to accompany 20 audio stories about farming and nature. The stories were created by interviewing farmers and naturalists about plants, animals, farming tools, and what they are passionate about. The guide explains that the 1-7 minute audio clips can be used to introduce or reinforce topics in lessons and engage students' senses. Suggested activities link the stories to subjects like science, geography, art and design.
The poem "To His Coy Mistress" by Andrew Marvell uses logical reasoning and classical allusions to argue that his mistress should engage in sexual relations with him. The speaker constructs a three-part argument, first acknowledging their inability to be together for long due to the passage of time, then noting how their lives will end and be forgotten, and finally resolving that they should embrace the present moment together rather than waiting for a future that will not come. Through its structure, imagery, and manipulation of reason, the poem makes a subtle case for physical intimacy between the speaker and his addressee.
Growing Mother Tree Seedlings - Teacher Handbook for School www.scribd.com/doc/239851313 - tessafrica.net, For more information, Please see Organic Edible Schoolyards & Gardening with Children www.scribd.com/doc/239851214 - Double Food Production from your School Garden with Organic Tech www.scribd.com/doc/239851079 - Free School Gardening Art Posters www.scribd.com/doc/239851159 - Increase Food Production with Companion Planting in your School Garden www.scribd.com/doc/239851159 - Healthy Foods Dramatically Improves Student Academic Success www.scribd.com/doc/239851348 - City Chickens for your Organic School Garden www.scribd.com/doc/239850440 - Huerto Ecológico, Tecnologías Sostenibles, Agricultura Organica www.scribd.com/doc/239850233 - Simple Square Foot Gardening for Schools, Teacher Guide www.scribd.com/doc/23985111 ~
Stuart russell and peter norvig artificial intelligence - a modern approach...Lê Anh Đạt
This document provides publishing information for the book "Artificial Intelligence: A Modern Approach". It lists the editorial staff and production team, including the Vice President and Editorial Director, Editor-in-Chief, Executive Editor, and others. It also provides copyright information, acknowledging that the content is protected and requires permission for reproduction. Finally, it is dedicated to the authors' families and includes a preface giving an overview of the book.
This document provides an overview of a workshop on strengthening science communication skills at the National University of Mongolia. The workshop aims to help scientists better communicate their research to colleagues, the public, and potential funders. It will provide tools and strategies for creating professional communication materials like CVs, abstracts, and research talks. The workshop encourages clear communication in science by having participants practice "elevator talks" about their research and receive feedback. Effective science communication is important for advancing scientific understanding and contributing new knowledge.
This document provides an overview of a workshop on strengthening science communication skills at the National University of Mongolia. The workshop aims to help scientists better communicate their research to colleagues, the public, and potential funders. It will provide tools and strategies for creating professional communication materials like CVs, abstracts, and research talks. The workshop also discusses the importance of clear communication for advancing scientific understanding and contributing new research. Participants will practice "elevator talks" - brief explanations of their research area and goals. The document provides examples of effective elevator talks and encourages participants to develop and refine their own 30-45 second talk to describe their work to a non-scientist.
This lesson plan outlines a 6th grade life science class where students will evaluate scientific investigations and theories that have changed over time by participating in a scientist gallery tour, describing scientists responsible for changes, and explaining how these changes have impacted modern science. Key vocabulary and supplemental materials are provided, as well as preparation details, grouping options, and a detailed lesson sequence broken into 10 steps totaling 45-50 minutes.
Interdisciplinary approaches to knowledgeNigam Dave
- The document discusses interdisciplinary approaches to knowledge from a lecture given by Prof. Nigam Dave at PDPU.
- It highlights the benefits of breaking down walls between disciplines and having groups collaborate. Various challenges to interdisciplinary work are mentioned, such as differing terminologies and lack of infrastructure.
- The need for porous boundaries between disciplines and constant vigilance against "cubicalization" of knowledge is emphasized.
This document discusses self-organized learning environments and references various frameworks for understanding player motivations and learning journeys. It maps Bartle's player types to the Big 5 personality traits and Dorner's PSI theory of emotion. PSI theory models cognitive, motivational and emotional processes and their interactions. Specifically, it addresses the needs for affiliation, certainty and competence. The document also references Joseph Campbell's concept of the hero's journey and how play, games and drama can support transformation and learning. Overall, it synthesizes several models for understanding motivation, learning and progression in open-ended, self-organized environments.
The document outlines an assignment to observe and understand the context of a neighborhood bodega. It provides guidance on tools and methods for conducting interviews and observations, such as cultural probes, user diaries, emotional maps, and guerrilla ethnography. The goals are to develop empathy, understand customer needs, and learn stories from stakeholders in order to inform future design work. Students are asked to document their findings and tools in a 5 minute multimedia presentation and explanation of their methodology.
The document outlines an assignment to observe and understand the context of a neighborhood bodega. It provides guidance on tools and methods for conducting interviews and observations, such as cultural probes, user diaries, emotional maps, and guerrilla ethnography. The goals are to develop empathy, understand customer needs, and learn stories from stakeholders in order to inform future design work. Students are asked to document their findings and tools used in a 5 minute multimedia presentation and explanation of their methodology.
Researching people: using questionnaires and interviewsJenna Condie
Social research methods lecture for animation masters students @salforduni. Introducing the two dominant social research methods - questionnaires and interviews.
The document discusses level design for a single player mod aimed at conveying a sense of a larger world to players in Fallout 4. The mod involves traveling through an abandoned facility that was used for dark experiments on human subjects. Players will explore the ruins 200 years later and confront remnants of the Brotherhood of Steel attempting to restore the experiments. The goal is for both the physical space and narrative history to appear to extend beyond what players can interact with directly. It provides research on world building, environmental storytelling, and narrative construction to achieve this illusion of larger worlds.
The document discusses practice-based research, which aims to advance knowledge through both practice and theory. Practice-based research results in an artifact, like a game, that embodies knowledge which can only fully be understood by examining the artifact. The document then discusses various methodological approaches that can inform practice-based research, including Aristotelian concepts of episteme, techne, and phronesis. It also discusses interpretive inquiry, hermeneutics, and iterative design processes.
Open science and 21st century naturalist skillsjdanielian
This document outlines a curriculum for developing 21st century naturalist skills in students. The curriculum aims to awaken students' interest in the natural world by focusing on field work methodologies like observation, documentation, classification and inquiry-based problem solving of local natural issues. It provides guiding questions for student inquiries on topics like natural history, observations, species classification and connections in nature. It also outlines basic principles, general skills, methodological skills and habits of mind needed for naturalist work. Finally, it discusses using content standards and providing tools to support students' naturalist studies. The overall goal is to allow students to pursue interests in nature through hands-on field investigations.
The document discusses designing educational games. It suggests games can improve decision making, teach critical thinking, and allow learning through safe simulation. Examples given of educational games include LARPing used in Nordic countries and the concept of "flow" in gaming. Challenges of designing educational games include expenses, securing premises, and balancing gameplay. The document provides tips for developing game mechanics, characters, storylines, and ensuring diversity and inclusion. It stresses the importance of open standards and licensing to make games accessible.
Space & Narrative: Designing for Social SoftwareXianhang Zhang
This document discusses designing social software to support human narratives and social interaction. It begins with an introduction to the speaker and their background in social software design. It then discusses how software can be understood as either a tool or space, and how social software design must consider the relationship between design, behavior, and the narratives that can be supported. The document outlines several studies conducted on privacy controls and social dynamics. It concludes by discussing advancing the field of social interaction design through new methodologies and interface elements.
This document introduces a WebQuest activity where students take on the roles of either European explorers or First Nations people in early 1600s Canada. They will research aspects of the culture and lives of their group and those they encountered to compile a "letter home" sharing what they've learned about the other group and possibilities for the future. Resources on both cultures are provided for students to investigate food, housing, religion and other topics. Their work will be evaluated based on criteria like gathering relevant information and demonstrating understanding of cultural similarities and impacts of contact.
This document summarizes research on how learning occurs through designing mobile media games using the ARIS platform. It describes 4 university courses from 2013-2014 where students used ARIS to design mobile games. Data was collected from student surveys, observations, final ARIS projects and reports. Key findings included: students progressed through idea formation, vision scoping and goal achievement phases with transformation, understanding, disappointment and mistakes along the way; confidence in design skills improved slightly over iterations; and students felt they learned the most through the process despite difficulties. The document advocates for an iterative design process and providing a diversity of design tools to support learning.
The document describes a game called SISSYFIGHT 3000 that is meant to teach game design concepts. It outlines the setup of dividing players into colored groups, the goal of reducing other players' self-esteem points to zero to win, and how to take turns choosing secret actions and targets to reduce paperclip counts representing self-esteem. It then questions what makes something fun and a game, discussing psychology and the mechanics-dynamics-aesthetics framework to analyze the design of SISSYFIGHT 3000.
Contenu connexe
Similaire à 2015 Bay Area STEAM Colloquium - Stories from the Field
This document discusses the challenges of developing taxonomies and classifications, including dividing users by a common language, understanding different semantic perspectives, and brokering consensus between groups. It provides tips for taxonomy work such as testing classifications with various user groups, considering both top-down and bottom-up approaches, and continually checking definitions and making iterative improvements.
Field Day is a new lab at the Wisconsin Institute for Discovery, University of Wisconsin - Madison that is producing and researching Games, Simulations, Field Research and Learning through Design Activities with k-20 students.
Let Nature Feed Your Senses: A Teachers’ Guide To Using Audio Stories From Fa...KlausGroenholm
The document is a teacher's guide providing activities to accompany 20 audio stories about farming and nature. The stories were created by interviewing farmers and naturalists about plants, animals, farming tools, and what they are passionate about. The guide explains that the 1-7 minute audio clips can be used to introduce or reinforce topics in lessons and engage students' senses. Suggested activities link the stories to subjects like science, geography, art and design.
The poem "To His Coy Mistress" by Andrew Marvell uses logical reasoning and classical allusions to argue that his mistress should engage in sexual relations with him. The speaker constructs a three-part argument, first acknowledging their inability to be together for long due to the passage of time, then noting how their lives will end and be forgotten, and finally resolving that they should embrace the present moment together rather than waiting for a future that will not come. Through its structure, imagery, and manipulation of reason, the poem makes a subtle case for physical intimacy between the speaker and his addressee.
Growing Mother Tree Seedlings - Teacher Handbook for School www.scribd.com/doc/239851313 - tessafrica.net, For more information, Please see Organic Edible Schoolyards & Gardening with Children www.scribd.com/doc/239851214 - Double Food Production from your School Garden with Organic Tech www.scribd.com/doc/239851079 - Free School Gardening Art Posters www.scribd.com/doc/239851159 - Increase Food Production with Companion Planting in your School Garden www.scribd.com/doc/239851159 - Healthy Foods Dramatically Improves Student Academic Success www.scribd.com/doc/239851348 - City Chickens for your Organic School Garden www.scribd.com/doc/239850440 - Huerto Ecológico, Tecnologías Sostenibles, Agricultura Organica www.scribd.com/doc/239850233 - Simple Square Foot Gardening for Schools, Teacher Guide www.scribd.com/doc/23985111 ~
Stuart russell and peter norvig artificial intelligence - a modern approach...Lê Anh Đạt
This document provides publishing information for the book "Artificial Intelligence: A Modern Approach". It lists the editorial staff and production team, including the Vice President and Editorial Director, Editor-in-Chief, Executive Editor, and others. It also provides copyright information, acknowledging that the content is protected and requires permission for reproduction. Finally, it is dedicated to the authors' families and includes a preface giving an overview of the book.
This document provides an overview of a workshop on strengthening science communication skills at the National University of Mongolia. The workshop aims to help scientists better communicate their research to colleagues, the public, and potential funders. It will provide tools and strategies for creating professional communication materials like CVs, abstracts, and research talks. The workshop encourages clear communication in science by having participants practice "elevator talks" about their research and receive feedback. Effective science communication is important for advancing scientific understanding and contributing new knowledge.
This document provides an overview of a workshop on strengthening science communication skills at the National University of Mongolia. The workshop aims to help scientists better communicate their research to colleagues, the public, and potential funders. It will provide tools and strategies for creating professional communication materials like CVs, abstracts, and research talks. The workshop also discusses the importance of clear communication for advancing scientific understanding and contributing new research. Participants will practice "elevator talks" - brief explanations of their research area and goals. The document provides examples of effective elevator talks and encourages participants to develop and refine their own 30-45 second talk to describe their work to a non-scientist.
This lesson plan outlines a 6th grade life science class where students will evaluate scientific investigations and theories that have changed over time by participating in a scientist gallery tour, describing scientists responsible for changes, and explaining how these changes have impacted modern science. Key vocabulary and supplemental materials are provided, as well as preparation details, grouping options, and a detailed lesson sequence broken into 10 steps totaling 45-50 minutes.
Interdisciplinary approaches to knowledgeNigam Dave
- The document discusses interdisciplinary approaches to knowledge from a lecture given by Prof. Nigam Dave at PDPU.
- It highlights the benefits of breaking down walls between disciplines and having groups collaborate. Various challenges to interdisciplinary work are mentioned, such as differing terminologies and lack of infrastructure.
- The need for porous boundaries between disciplines and constant vigilance against "cubicalization" of knowledge is emphasized.
This document discusses self-organized learning environments and references various frameworks for understanding player motivations and learning journeys. It maps Bartle's player types to the Big 5 personality traits and Dorner's PSI theory of emotion. PSI theory models cognitive, motivational and emotional processes and their interactions. Specifically, it addresses the needs for affiliation, certainty and competence. The document also references Joseph Campbell's concept of the hero's journey and how play, games and drama can support transformation and learning. Overall, it synthesizes several models for understanding motivation, learning and progression in open-ended, self-organized environments.
The document outlines an assignment to observe and understand the context of a neighborhood bodega. It provides guidance on tools and methods for conducting interviews and observations, such as cultural probes, user diaries, emotional maps, and guerrilla ethnography. The goals are to develop empathy, understand customer needs, and learn stories from stakeholders in order to inform future design work. Students are asked to document their findings and tools in a 5 minute multimedia presentation and explanation of their methodology.
The document outlines an assignment to observe and understand the context of a neighborhood bodega. It provides guidance on tools and methods for conducting interviews and observations, such as cultural probes, user diaries, emotional maps, and guerrilla ethnography. The goals are to develop empathy, understand customer needs, and learn stories from stakeholders in order to inform future design work. Students are asked to document their findings and tools used in a 5 minute multimedia presentation and explanation of their methodology.
Researching people: using questionnaires and interviewsJenna Condie
Social research methods lecture for animation masters students @salforduni. Introducing the two dominant social research methods - questionnaires and interviews.
The document discusses level design for a single player mod aimed at conveying a sense of a larger world to players in Fallout 4. The mod involves traveling through an abandoned facility that was used for dark experiments on human subjects. Players will explore the ruins 200 years later and confront remnants of the Brotherhood of Steel attempting to restore the experiments. The goal is for both the physical space and narrative history to appear to extend beyond what players can interact with directly. It provides research on world building, environmental storytelling, and narrative construction to achieve this illusion of larger worlds.
The document discusses practice-based research, which aims to advance knowledge through both practice and theory. Practice-based research results in an artifact, like a game, that embodies knowledge which can only fully be understood by examining the artifact. The document then discusses various methodological approaches that can inform practice-based research, including Aristotelian concepts of episteme, techne, and phronesis. It also discusses interpretive inquiry, hermeneutics, and iterative design processes.
Open science and 21st century naturalist skillsjdanielian
This document outlines a curriculum for developing 21st century naturalist skills in students. The curriculum aims to awaken students' interest in the natural world by focusing on field work methodologies like observation, documentation, classification and inquiry-based problem solving of local natural issues. It provides guiding questions for student inquiries on topics like natural history, observations, species classification and connections in nature. It also outlines basic principles, general skills, methodological skills and habits of mind needed for naturalist work. Finally, it discusses using content standards and providing tools to support students' naturalist studies. The overall goal is to allow students to pursue interests in nature through hands-on field investigations.
The document discusses designing educational games. It suggests games can improve decision making, teach critical thinking, and allow learning through safe simulation. Examples given of educational games include LARPing used in Nordic countries and the concept of "flow" in gaming. Challenges of designing educational games include expenses, securing premises, and balancing gameplay. The document provides tips for developing game mechanics, characters, storylines, and ensuring diversity and inclusion. It stresses the importance of open standards and licensing to make games accessible.
Space & Narrative: Designing for Social SoftwareXianhang Zhang
This document discusses designing social software to support human narratives and social interaction. It begins with an introduction to the speaker and their background in social software design. It then discusses how software can be understood as either a tool or space, and how social software design must consider the relationship between design, behavior, and the narratives that can be supported. The document outlines several studies conducted on privacy controls and social dynamics. It concludes by discussing advancing the field of social interaction design through new methodologies and interface elements.
This document introduces a WebQuest activity where students take on the roles of either European explorers or First Nations people in early 1600s Canada. They will research aspects of the culture and lives of their group and those they encountered to compile a "letter home" sharing what they've learned about the other group and possibilities for the future. Resources on both cultures are provided for students to investigate food, housing, religion and other topics. Their work will be evaluated based on criteria like gathering relevant information and demonstrating understanding of cultural similarities and impacts of contact.
Similaire à 2015 Bay Area STEAM Colloquium - Stories from the Field (20)
This document summarizes research on how learning occurs through designing mobile media games using the ARIS platform. It describes 4 university courses from 2013-2014 where students used ARIS to design mobile games. Data was collected from student surveys, observations, final ARIS projects and reports. Key findings included: students progressed through idea formation, vision scoping and goal achievement phases with transformation, understanding, disappointment and mistakes along the way; confidence in design skills improved slightly over iterations; and students felt they learned the most through the process despite difficulties. The document advocates for an iterative design process and providing a diversity of design tools to support learning.
The document describes a game called SISSYFIGHT 3000 that is meant to teach game design concepts. It outlines the setup of dividing players into colored groups, the goal of reducing other players' self-esteem points to zero to win, and how to take turns choosing secret actions and targets to reduce paperclip counts representing self-esteem. It then questions what makes something fun and a game, discussing psychology and the mechanics-dynamics-aesthetics framework to analyze the design of SISSYFIGHT 3000.
This document provides an introduction to game design vocabulary. It defines what a game is, including elements of toys, simulations, puzzles and stories. It then outlines key game design concepts like symmetrical vs. asymmetric design, character attributes, challenge levels, feedback types, meaningful choices, community design and fidelity. The vocabulary is intended to help critique and analyze games.
This document discusses situated learning, which involves contextualized, problem-based scenarios set in authentic places. It emphasizes using cases, stories, and real-world settings to create genuine learning experiences. Situated learning aims to make learning mobile and augmented by placing it within actual contexts through documentary-style field research.
What Teachers Can Learn From Rock Band, Facebook and Angry BirdsDavid Gagnon
Teachers can learn several lessons from popular games, social media, and apps. Games like Rock Band and Angry Birds engage users through compelling gameplay, feedback systems, and opportunities for social interaction. Social networks like Facebook allow users to develop mediated identities and contribute to knowledge through participation. Emerging technologies also provide new ways for authentic learning through real-time data, augmented reality, place-based activities, and mobile access to contextual and personalized "just in time" information.
This document provides an overview of wound healing, its functions, stages, mechanisms, factors affecting it, and complications.
A wound is a break in the integrity of the skin or tissues, which may be associated with disruption of the structure and function.
Healing is the body’s response to injury in an attempt to restore normal structure and functions.
Healing can occur in two ways: Regeneration and Repair
There are 4 phases of wound healing: hemostasis, inflammation, proliferation, and remodeling. This document also describes the mechanism of wound healing. Factors that affect healing include infection, uncontrolled diabetes, poor nutrition, age, anemia, the presence of foreign bodies, etc.
Complications of wound healing like infection, hyperpigmentation of scar, contractures, and keloid formation.
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
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إضغ بين إيديكم من أقوى الملازم التي صممتها
ملزمة تشريح الجهاز الهيكلي (نظري 3)
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تتميز هذهِ الملزمة بعِدة مُميزات :
1- مُترجمة ترجمة تُناسب جميع المستويات
2- تحتوي على 78 رسم توضيحي لكل كلمة موجودة بالملزمة (لكل كلمة !!!!)
#فهم_ماكو_درخ
3- دقة الكتابة والصور عالية جداً جداً جداً
4- هُنالك بعض المعلومات تم توضيحها بشكل تفصيلي جداً (تُعتبر لدى الطالب أو الطالبة بإنها معلومات مُبهمة ومع ذلك تم توضيح هذهِ المعلومات المُبهمة بشكل تفصيلي جداً
5- الملزمة تشرح نفسها ب نفسها بس تكلك تعال اقراني
6- تحتوي الملزمة في اول سلايد على خارطة تتضمن جميع تفرُعات معلومات الجهاز الهيكلي المذكورة في هذهِ الملزمة
واخيراً هذهِ الملزمة حلالٌ عليكم وإتمنى منكم إن تدعولي بالخير والصحة والعافية فقط
كل التوفيق زملائي وزميلاتي ، زميلكم محمد الذهبي 💊💊
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Elevate Your Nonprofit's Online Presence_ A Guide to Effective SEO Strategies...TechSoup
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Chapter wise All Notes of First year Basic Civil Engineering.pptxDenish Jangid
Chapter wise All Notes of First year Basic Civil Engineering
Syllabus
Chapter-1
Introduction to objective, scope and outcome the subject
Chapter 2
Introduction: Scope and Specialization of Civil Engineering, Role of civil Engineer in Society, Impact of infrastructural development on economy of country.
Chapter 3
Surveying: Object Principles & Types of Surveying; Site Plans, Plans & Maps; Scales & Unit of different Measurements.
Linear Measurements: Instruments used. Linear Measurement by Tape, Ranging out Survey Lines and overcoming Obstructions; Measurements on sloping ground; Tape corrections, conventional symbols. Angular Measurements: Instruments used; Introduction to Compass Surveying, Bearings and Longitude & Latitude of a Line, Introduction to total station.
Levelling: Instrument used Object of levelling, Methods of levelling in brief, and Contour maps.
Chapter 4
Buildings: Selection of site for Buildings, Layout of Building Plan, Types of buildings, Plinth area, carpet area, floor space index, Introduction to building byelaws, concept of sun light & ventilation. Components of Buildings & their functions, Basic concept of R.C.C., Introduction to types of foundation
Chapter 5
Transportation: Introduction to Transportation Engineering; Traffic and Road Safety: Types and Characteristics of Various Modes of Transportation; Various Road Traffic Signs, Causes of Accidents and Road Safety Measures.
Chapter 6
Environmental Engineering: Environmental Pollution, Environmental Acts and Regulations, Functional Concepts of Ecology, Basics of Species, Biodiversity, Ecosystem, Hydrological Cycle; Chemical Cycles: Carbon, Nitrogen & Phosphorus; Energy Flow in Ecosystems.
Water Pollution: Water Quality standards, Introduction to Treatment & Disposal of Waste Water. Reuse and Saving of Water, Rain Water Harvesting. Solid Waste Management: Classification of Solid Waste, Collection, Transportation and Disposal of Solid. Recycling of Solid Waste: Energy Recovery, Sanitary Landfill, On-Site Sanitation. Air & Noise Pollution: Primary and Secondary air pollutants, Harmful effects of Air Pollution, Control of Air Pollution. . Noise Pollution Harmful Effects of noise pollution, control of noise pollution, Global warming & Climate Change, Ozone depletion, Greenhouse effect
Text Books:
1. Palancharmy, Basic Civil Engineering, McGraw Hill publishers.
2. Satheesh Gopi, Basic Civil Engineering, Pearson Publishers.
3. Ketki Rangwala Dalal, Essentials of Civil Engineering, Charotar Publishing House.
4. BCP, Surveying volume 1
Level 3 NCEA - NZ: A Nation In the Making 1872 - 1900 SML.pptHenry Hollis
The History of NZ 1870-1900.
Making of a Nation.
From the NZ Wars to Liberals,
Richard Seddon, George Grey,
Social Laboratory, New Zealand,
Confiscations, Kotahitanga, Kingitanga, Parliament, Suffrage, Repudiation, Economic Change, Agriculture, Gold Mining, Timber, Flax, Sheep, Dairying,
Andreas Schleicher presents PISA 2022 Volume III - Creative Thinking - 18 Jun...EduSkills OECD
Andreas Schleicher, Director of Education and Skills at the OECD presents at the launch of PISA 2022 Volume III - Creative Minds, Creative Schools on 18 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!
2015 Bay Area STEAM Colloquium - Stories from the Field
1. Stories from the Field
Designing mobile situated learning experiences
@fielddaylab @djgagnon
2. Learning is the product of
activity, context and concept
Brown, J. S., Collins, A., & Duguid, P.
(1989). Situated Cognition and the
Culture of Learning. Educational
Researcher, 18(1)
16. Silent Reflection
• Identify 1-2 topics or programs you would like to reflect on during the rest of
this workshop.
• What would they look like if they were taught in a more “situated” way. Think
activities and contexts.
44. Agents of the System Who are the actors in your
system?
Bacillus thuringiensis
When active, converts R-NH3 to
NH4/NH3
Decomposer
Pseudomonas putida
When active, converts R-NH3 to
NH4/NH3
Decomposer
Clostridium
thermocellum
When active, convert R-NH3 to
NH4/NH3
Decomposer
When active, converts NO3 to N2
Sulfolobus tokadaii
When active, converts NO3 to N2
When active, converts NH4/NH3
to NO3
Nitrosomonas europea
When active, converts NH4/NH3
to NO2
Rogue Agent
Takes on the characteristics of any
agent in play, including resource
cost, environment requirement,
and any special abilities or limita-
tions. This card can only be
discarded or left in play.
Other
Frankia sp.
When active, converts N2 to R-NH3
N-Fixer
Rhizobium
leguminosarum
When active, converts N2 to R-NH3
N-Fixer
When active, converts NH4/NH3
to NO3
Sulfolobus tokadaii
When active, converts NO3 to N2
Clostridium
thermocellum
When active, convert R-NH3 to
NH4/NH3
Decomposer
Bacillus thuringiensis
When active, converts R-NH3 to
NH4/NH3
Decomposer
Pseudomonas putida
When active, converts R-NH3 to
NH4/NH3
Decomposer
Clostridium
thermocellum
When active, convert R-NH3 to
NH4/NH3
Decomposer
45. Events and Resources What happens?
What is at stake?
Flood
Change the environment to
anaerobic.
Global
Glug, glug, glug...
Sudden Downpour
Choose any player or team.
That player or team moves 2 N (if
available) from the NO3 pool
to groundwater.
Directed
Didn’t see that one coming!
Nitrate Reduction
Choose any player or team.
That player or team moves 2 N (if
available) from the NO3 pool
back to the R-NH3 pool.
Directed Fixed Carbon (C-C)
48. Silent Reflection
• What identity could the learner inhabit?
• What actions could they take? What would they DO?
• What resources would they need to manage?
• What systems would they interact with?
• What forces would challenge them?
57. Silent Reflection
• Does one of your topics have “real life” examples that a learner could
document in their own neighborhood, family, back yard?
• What categories could you give them to “Perceptually Attune” their thinking?
• What could be done with the observations they make?
62. Silent Reflection
• How might one of your topics/programs be better learned by having to
represent it as a story or game system?
• What would the learners start with? Is there an existing game or story that
could give them a jumpstart?
• How might you partner with other teachers to design a collaborative project?