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clarence Mathers

How to Segment Your B2B Mailing Lists According to Buyer Personas - 0 views

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    Before the terms "targeted" and "content" became inseparable in B2B marketing speak, marketing databases like executive mailing lists were typically segmented according to crude criteria like demographics and company profile only. Today, these segmentation methods are no longer up to the task of facilitating laser-precise content mapping with email and other marketing activities.
Martin Burrett

i2Pinyin - Online Chinese Pinyin Input Method - 0 views

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    A useful online keyboard to input Chinese Pinyin, even when no other imput software. http://ictmagic.wikispaces.com/Mandarin+%26+Chinese+culture
emma jacob

Wall Street Stock Share: Forex Trading - Technical Analysis - 0 views

  • Use charts, this analysis clearly describes the traders with a speed increase, a trend is forming, when the price is falling, and other useful events, which can be developed. Technical indicators that enable operators to accurately identify and exploit opportunities that arise in the Forex market. The analysis, technical name is often perceived as too complex method of analysis. Technical analysis is not a difficult process. It requires, however, studying a series of charts on a regular basis, and the awareness and use of technical indicators. With the Internet, this process has also become much easier to facilitate access to information even minutes.
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    Trends can be deduced from these patterns, although there may be a different number of trend lines read. A trend line shows a basic pass currency pair (or trend), so up, down or sideways. Find a trend line is often the most useful reading to predict the future development of a currency pair.
Timeless Learntech

E Learning: Transitional Trend in Educational Pattern in India - 0 views

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    "Education is not preparation for life; education is life itself. Learning does not cease, its timeless and forever!" Traditional teaching has been part of formal education over years, where in students assemble together in classrooms and learn. With the advent of technology, the skills and methods of approach towards learning are changing.
Muveen Ahmed

E-Learning Has Made Learning Easy And Interactive - 0 views

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    Technology has overtaken everything in this world. Education has also developed too via the method of e-learning. The term e-learning means the usage of the electronic gadgets and technology and information. Through Formazione on-line one could learn and also can teach someone learning includes many things like multimedia learning, computer based learning and training etc.
Randy Rodgers

How a Radical New Teaching Method Could Unleash a Generation of Geniuses | Wired Busine... - 0 views

  • Decentralized systems have proven to be more productive and agile than rigid, top-down ones
  • And yet the dominant model of public education is still fundamentally rooted in the industrial revolution that spawned it, when workplaces valued punctuality, regularity, attention, and silence above all else.
  • We don’t openly profess those values nowadays, but our educational system—which routinely tests kids on their ability to recall information and demonstrate mastery of a narrow set of skills—doubles down on the view that students are material to be processed, programmed, and quality-tested. School administrators prepare curriculum standards and “pacing guides” that tell teachers what to teach each day. Legions of managers supervise everything that happens in the classroom; in 2010 only 50 percent of public school staff members in the US were teachers.
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  • In 1970 the top three skills required by the Fortune 500 were the three Rs: reading, writing, and arithmetic. In 1999 the top three skills in demand were teamwork, problem-solving, and interpersonal skills
  • Teachers provide prompts, not answers, and then they step aside
  • “schools in the cloud,”
  • There will be no teachers, curriculum, or separation into age groups—just six or so computers and a woman to look after the kids’ safety. His defining principle: “The children are completely in charge.”
  • as the kids blasted through the questions, they couldn’t help noticing that it felt easy, as if they were being asked to do something very basic.
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    Must. Read. Such a valuable lesson and another example of how we are doing it wrong.
Anne Cole

Movers and Packers Services in Dubai - 0 views

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    Our Movers and Packers Company will efficiently, safely, and economically carry all your moving burdens on our shoulders, from your original location to your new destination.
Taz Robert

Payday Installments Loans- Appropriate Finance To Fulfill Unanticipated Cash Worries - 0 views

If you are looking for suitable and affordable finance to deal with all unforeseen fiscal worries with easy refundable method then you can apply for payday installments loans. It is very helpful an...

short term installment loans installment loans short term cash loans payday loans installment short term loans payday loans

started by Taz Robert on 29 Sep 15 no follow-up yet
J Black

How to Use Twitter Without Twitter Owning You - 5 Tips - 0 views

  • . Do interact, but don’t try to respond to everyone. Don’t overuse Twitter out of a compulsion to please others.
  • For those who want to stronger methods for preventing time wastage, download Firefox and use LeechBlock
  • you can better prevent entering the hyperlink blackhole. I read friends’ updates after 5pm and use Ping.fm, which automatically shortens URLs,
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    5 useful tips to control Twitter use and time
Tero Toivanen

Google and Wikipedia make learning facts irrelevant to kids - Digital News - Brand Repu... - 0 views

  • Tapscott said: "Teachers are no longer the fountain of knowledge -- the internet is. Kids should learn about history but they don't need to know all the dates."It is enough that they know about the Battle of Hastings, without having to memorise that it was in 1066. They can look that up and position it in history with a click on Google. Memorising facts and figures is a waste of time."He dismissed the traditional method as "anti-learning" and argues that teaching kids to learn new things is more important than ever in the information age: "Children are going to have to reinvent their knowledge base multiple times. So for them memorising facts and figures is a waste of time."
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    Google and Wikipedia make learning facts irrelevant to kids
kathy dounelis

Highly recommend Diigo Educator Account - Classroom 2.0 - 1 views

  • I tried out Diigo educator and was REALLY impressed. This let me very quickly (and with no email addresses needed) set up accounts for 30 students. I then created a group for all 3 classes to use and added all the students to the group. In this case, since I only have one more day with the kids and am not sure if they'll be using Diigo after this, I just used the 30 accounts for multiple classes, but if this were for my actual students, I would have created an account for each student. Anyway, once all the students were added to the group, I just instructed them to make sure to share every bookmark for this project with the group. All of the students will then be able to view all of the bookmarks. Again, we couldn't install even the diigolet, but saving right from Diigo worked fine for our purposes. They used the same technique of tagging with last name, class hour, and other appropriate tags. I taught both of these methods in a 45 minute class period and the actual explanation of the bookmarking technique took only 7-10 min. of each class period. The kids (7th graders) picked up on it EXTREMELY fast.
  • for long term use and for individual projects I strongly recommend using Diigo educator, especially since I use Diigo so heavily in my personal and professional web research.
  • I highly recommend Diigo Educator to any teacher!
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  • then created a group for all 3 classes to use and added all the students to the group. In this case, since I only have
James OReilly

Versatile, Immersive, Creative and Dynamic Virtual 3-D Healthcare Learning Environments... - 0 views

shared by James OReilly on 13 Dec 08 - Cached
  • Virtual 3-D Healthcare Learning Environments
  • The author provides a critical overview of three-dimensional (3-D) virtual worlds and “serious gaming” that are currently being developed and used in healthcare professional education and medicine.
  • Roger’s Diffusion of Innovations Theory
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  • Siemens’ Connectivism Theory
  • accelerating momentum
  • there are some fundamental questions which remain unanswered.
  • it is beneficial to address while the race to adopt and implement highly engaging Web 3-D virtual worlds is watched in healthcare professional education
  • Therefore, Roger’s Diffusion of Innovations Theory [5] and Siemens’ Connectivism Theory [6] for today’s learners will serve as theoretical frameworks for this paper.
  • A 3-D virtual world, also known as a Massively Multiplayer Virtual World (MMVW), is an example of a Web 2.0/Web 3-D dynamic computer-based application.
  • applications that enable social publishing, such as blogs and wikis
  • the most popular virtual world used by the general public is Linden Lab’s Second Life (SL)
  • Who would imagine attending medical school in a virtual world?
  • US agencies, such as the Centers for Disease Control and the National Institutes of Health conduct meetings in SL to discuss the educational potential of SL
  • virtual medical universities exist all over the world
  • The term “avatar” is an old Sanskrit word portraying a deity which takes on a human shape
  • Trauma Center
  • Virtual worlds are currently being used as educational spaces [1] and continue to grow in popularity on campuses and businesses worldwide. Furthermore, access to versions of virtual worlds on the Web, such as “Croquet,” “Uni-Verse,” and “Multiverse” are predicted within two to three years to be mainstream in education
  • there are reported advantages to having students engage in these emerging technologies
  • By allowing students time to interact with other avatars (eg, patients, staff members, and other healthcare professionals) in a safe, simulated environment, a decrease in student anxiety, an increase in competency in learning a new skill, and encouragement to cooperate and collaborate, as well as resolve conflicts, is possible.
  • High quality 3-D entertainment that is freely accessible via Web browsing facilitates engagement opportunities with individuals or groups of people in an authentic manner that illustrates collective intelligence
  • Advanced Learning and Immersive Virtual Environment (ALIVE) at the University of Southern Queensland
  • health information island
  • Problem-based learning groups enrolled in a clinical management course at Coventry University meet in SL and are employed to build learning facilities for the next semester of SL students. This management course teaches students to manage healthcare facilities and is reported to be the first healthcare-related class to use SL as a learning environment.
  • Another example of a medical school using SL is St. George’s Medical School in London.
  • Stanford University medical school
  • Another virtual world project developed by staff at the Imperial College in London, in collaboration with the National Physical Lab in the United Kingdom, is the Second Health Project
  • Mesko [35] presents the top 10 virtual medical sites in SL.
  • The development and use of 3-D virtual worlds in nursing education is increasing.
  • Some educators may balk at adopting this technology because there is a learning curve associated with the use of 3-D virtual worlds.
  • Let’s have fun, explore these fascinating worlds and games, and network with others while respecting diverse ways of life-long learning and current researchers’ findings.
  • there is an underlying push in higher education to adopt these collaborative tools and shift the paradigm from a traditional Socratic method of education to one possessing a more active and interactive nature
  • One may view online virtual worlds and serious gaming as a threat to the adoption and purchase of high-fidelity computerized patient-simulation mannequins that are currently purchased for healthcare-profession training. For example, nurses may login into SL and learn Advanced Cardiac Life Support at their convenience, and it costs virtually nothing for the nurse and perhaps a nominal fee for the developer.
  • The educational opportunity in SL may not be a replacement for the doctor- or nurse-patient interaction or relationship, but SL may serve as an adjunct or pre- or post-learning tool.
  • one recalls when critics questioned the validity and reliability of the stethoscope invented by Laennec in 1816 and how today it is second nature to use this assessment tool.
  • 2006 health fair
william roper

How to Master General Chemistry in 24 Hours - 84 views

The Rapid Learning Series by Rapid Learning Center is a break-through learning system with scientific teaching method coupling with rich-media visualization and expert narration.In general chemistr...

rapidlearningcenter generalchemistry

started by william roper on 15 Dec 08 no follow-up yet
william roper

Education - 43 views

The Rapid Learning Series by Rapid Learning Center is a break-through learning system with scientific teaching method coupling with rich-media visualization and expert narration.In general chemistr...

Rapid Learning General Chemistry Organic

started by william roper on 15 Dec 08 no follow-up yet
Tero Toivanen

eLearn: Feature Article - 0 views

  • The goal of the Semantic Web is to provide the capacity for computers to understand Web content that exists on systems and servers across the Internet, ultimately adding value to the content and opening rich new data, information, and knowledge frontiers.
  • In essence, the Semantic Web is a collection of standards, data structures, and software that make the online experience more detailed, intelligent, and in some cases, more intense.
  • In addition to the standards that govern the data and its structure, semantic technologies seek to define the framework and method of communication between systems.
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  • This is a key component of the Semantic Web because IPAs will make the intelligent connections between content, mapping relationships, and alerting users and systems to content that previously would not have been identified, or if recognized, would have been discovered accidentally by searching or user recommendation. The Web will essentially be building correlations between defend types of learning interaction regardless of whether the user is online.
  • The potential of the Semantic Web could actually revolutionize the learning experience. Roger Schank, who helped found the Learning Center at Carnegie Mellon University, designed a new methodology that eliminates classes, tests, lectures, and even programs themselves.
  • Schank argues the most effective way to teach new skills is to put learners in the kinds of situations in which they need to use those skills, and to provide mentors who help learners as and when they need it. Effective learners come to understand when, why, and how they should use skills and knowledge. They receive key just-in-time lessons, in such a way that learners will most likely remember the information later when they need it. In a Semantic Web context, learning would be continuously invigorated with the obvious benefits being an increase in the quality of content and the sophistication of student interactions.
  • The prospect of applying semantic concepts to learning administration as well as direct pedagogy could offer benefits to the institution and the learner.
  • educational organizations should keep data secure while addressing issues around open access, though in principle the way would be clear to integrate systems across intranets and extranets.
  • Government agencies and lawmakers need to engender the broad necessity and the vision as well as provide adequate support and development mechanisms for those institutions and innovators wishing to further semantic applications within e-learning. Finally, and perhaps most importantly, the learners and tutors must embrace the new opportunities and pedagogical frontiers that a web of meaning could ultimately deliver.
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    The goal of the Semantic Web is to provide the capacity for computers to understand Web content that exists on systems and servers across the Internet, ultimately adding value to the content and opening rich new data, information, and knowledge frontiers.
Ruth Howard

GAME School Opens in New York:Quest to Learn | HASTAC - 0 views

  • In an atmosphere of academic excellence, Quest aims to foster the type of learning that is possible today—learning based on access to online resources and tools from around the globe, learning that supports customized content for every student on demand, learning that is game-like in its ability to inspire and motivate. “In an age when low-income urban kids continue to drop out of school at alarming rates, yet research is consistently showing the high levels of engagement youth are exhibiting in various media platforms, it is incumbent upon educators to take notice and indeed redirect teaching methods to meet the needs and interests of students,” says Schwartz.
  • a robust industry mentorship program allow students opportunities to learn alongside experts, s
  • critical pedagogic tool in secondary education.”
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  • 21st century learning materials and assessment
  • teacher training and digital arts
  • “learn by doing” through coursework focused on helping students make connections between ideas and skills in real world contexts. Enhanced literacy and math instruction occurs daily and all students have opportunities to gain expertise in reading, writing, and designing with digital media, including taking courses in computer programming, media arts, and game design. A fully integrated Wellness curriculum supports students in achieving healthy hearts, minds, and bodies.
  • based on research on how students today learn best
  • daily workshops in numeracy and literacy for struggling students,
  • cues from the media-rich learning kids are engaged in outside of school
  • expect a school that is all about beauty, science, thinking, learning, excitemen
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    A new New York school-curriculum by game designers fully integrating a new learning ecology.
Ruth Howard

Meta matters » New report on site blocking and Web 2.0 - 0 views

  • focusing on Web 2.0 and site blocking in schools, has just been released. The report looks at identifying and overcoming barriers associated with site blocking with regards to Web 2.0 services.
  • Key findings include: Web 2.0 provides rich opportunities for teaching and learning Site blocking is a necessary and key component of every school’s overall cyber-safety strategy Cyber-safety concerns head the list of barriers to the adoption of Web 2.0 in Schools Current Site blocking methods are blunt instruments when applied to Web 2.0 sites Unblocking Web 2.0 sites must be done within a clear policy framework Teachers need professional learning support in order to effectively use Web 2.0 in teaching and learning.
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    Dear admin New Australian Reports on Collaboration and Site blocking by schools make recommendations for enabling web 2.0 for learning...
Ruth Howard

Syllabus at IPT 692R: Introduction to Open Education - 0 views

  • Instructional design faculty are frequently criticized for delivering information about innovative new pedagogical methods to their students in the form of traditional lectures - for talking the talk but failing to walk the walk.
  • On the other hand, the course is a massively multiplayer role-playing game in which students select a character class, develop specialized expertise, complete a series of individual quests, join a Guild, and work with members of their Guild to accomplish quests requiring a greater breadth of skills than any one student can develop during the course.
  • Despite the impressive work of Constance, JSB, and others, to the best of my knowledge no one has ever designed and implemented a university course as a massively multiplayer role-playing game. In addition to helping students gain a working knowledge of the field of open education (i.e., knowledge they can actually put to work), this course is a design experiment exploring the effectiveness of running a university course as a massively multiplayer role-playing game.
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