Brian Housand, Ph.D.
brianhousand.com
@brianhousand
GAME ON! Integrating Games and Simulations in the Classroom
It is estimated that by the time that today’s youth enters adulthood that they will have played an average of 10,000 hours of video games. By playing games, research suggests that they have developed abilities related to creativity, collaboration, and critical thinking. Come explore the history of games and simulations in the classroom and investigate ways that current games and simulations in digital and non-digital formats can be meaningfully and purposefully integrated into your learning environment.
“Many people would be better off if they did less and reflected more.” — Manfred Kets de Vries, INSEAD Distinguished Professor of Leadership Development & Organisational Change
Despite making technological advances to speed up our work, we somehow find ourselves working more—not less. The busy lifestyle may deceptively make us feel productive and accomplished. But research has finally exposed the tolls of avoiding free time: depression, sleep deprivation, relationship breakdown and poor quality of work, to name a few. Doing nothing may sound like a waste of time, but it's one of the secrets to keeping your brain in top shape.
REFERENCES:
The Importance of Doing Nothing
Manfred Kets de Vries, INSEAD Distinguished Professor of Leadership Development & Organisational Change. (INSEAD Knowledge, 23 June 2014)
http://knowledge.insead.edu/talent-management/the-importance-of-doing-nothing-3422
Doing Nothing and Nothing to Do: The Hidden Value of Empty Time and Boredom
Manfred Kets de Vries. (INSEAD, 2014)
http://sites.insead.edu/facultyresearch/research/doc.cfm?did=54261
Reflection and “Doing Nothing” Are Critical For Productivity
Ray Williams. (Psychology Today, 15 August 2014)
https://www.psychologytoday.com/blog/wired-success/201408/reflection-and-doing-nothing-are-critical-productivity
Are We More Productive When We Have More Time Off?
Jack Zenger and Joseph Folkman. (Harvard Business Review, 17 June 2015)
https://hbr.org/2015/06/are-we-more-productive-when-we-have-more-time-off?
Relax! You’ll Be More Productive.
Tony Schwartz. (The New York Times, 9Feb 2013)
http://www.nytimes.com/2013/02/10/opinion/sunday/relax-youll-be-more-productive.html
Why is everyone so busy?
(The Economist, 20 December 2014)
http://www.economist.com/news/christmas-specials/21636612-time-poverty-problem-partly-perception-and-partly-distribution-why
The document discusses employer brand thinking from an agency perspective. It emphasizes that the labor market is highly competitive and HR communication must be a strategic partner, not just tactical. Employer brand thinking involves managing a total employer identity through consistent employer stories and an integrated employer marketing mix across internal and external channels. An employer brand is alive and must be constantly measured and steered to have lasting impact on both current and prospective employees. It requires organization-wide coordination to be effective.
10 Insightful Quotes On Designing A Better Customer ExperienceYuan Wang
In an ever-changing landscape of one digital disruption after another, companies and organisations are looking for new ways to understand their target markets and engage them better. Increasingly they invest in user experience (UX) and customer experience design (CX) capabilities by working with a specialist UX agency or developing their own UX lab. Some UX practitioners are touting leaner and faster ways of developing customer-centric products and services, via methodologies such as guerilla research, rapid prototyping and Agile UX. Others seek innovation and fulfilment by spending more time in research, being more inclusive, and designing for social goods.
Experience is more than just an interface. It is a relationship, as well as a series of touch points between your brand and your customer. Here are our top 10 highlights and takeaways from the recent UX Australia conference to help you transform your customer experience design.
For full article, continue reading at https://yump.com.au/10-ways-supercharge-customer-experience-design/
Each one of us is called to greatness. We can have a significant impact on the world around us—if we so choose.
This is a stylization of an article by Robin Sharma, "11 Reminders for Your Greatness in 2016". Do check his web site - www.robinsharma.com
This presentation is designed to stand alone, without having to be presented in person. Enjoy
In a time when consumers have been confined to their homes and social contact has been limited, influence has been pulling to the forefront of our increasingly virtual reality. But now that we are beginning the slow transition out of lockdown, how should brands be preparing to future-proof their influence for a post-COVID-19 world?
The Great State of Design with CSS Grid Layout and FriendsStacy Kvernmo
This document discusses the importance of doing work that you love and believe is great. It includes a quote from Steve Jobs about finding truly satisfying work by doing what you believe is great work and loving what you do. The rest of the document provides examples of challenges, questions, and discussions that commonly come up for designers in their work.
We held the largest ever Virtual SlideShare Summit a week back, if you missed it here's your chance to hear from the experts once more on some of the takeaways on presentation design and SlideShare Marketing
10x THINKING: innovation mindset from googleAnnova Studio
One of the key elements of Google's innovation strategy is a 10x thinking mindset. This presentation gives an overview of why Google founders think it's important and what is a perspective shift
How Slack, Kickstarter & Duolingo used Game Thinking to create a breakout hitAmy Jo Kim
This document discusses using game thinking principles to build customer engagement. It argues that traditional approaches like manipulation are no longer effective given customer choices. Instead, companies should focus on empowering customers by making their products more compelling and skill-building over time. The key principles discussed are identifying high-need superfans, creating a compelling mastery path for customers to improve skills, and developing a pleasurable learning loop that provides feedback and rewards progress. Examples are given of how companies like Slack and Kickstarter applied these principles to achieve success.
The document discusses gamification, which is using game design techniques and mechanics to enhance non-game contexts. It provides examples of how businesses can use gamification by incorporating game elements like points, leaderboards, and rewards to stimulate customer engagement and make boring moments more fun. The key principles of gamification discussed are making the experience attractive, surprising users on their journey, avoiding being obvious, and bringing emotion.
Great content is rooted in your audience's natural language, delivering a great content experience, search discoverability, and engaging storytelling. Quality, informative content that educates, persuades, entertains, or converts content consumers is the way forward for content creators hoping to engage with their audience.
L.E.S.S. Stands for:
Language
Experience
Search &
Storytelling
How do the people you admire the most choose to communicate? Words are powerful. Learn how to use them wisely with our latest SlideShare.
www.getsmarter.co.za
Fight for Yourself: How to Sell Your Ideas and Crush PresentationsDigital Surgeons
Don't let your blood, sweat, and pixels be overlooked, great creative doesn't sell itself.
Every presentation is a story, an opportunity to sell not just your work, but what people actually buy — YOU.
This presentation will walk viewers through three core aspects of winning at any presentation, Confidence, Comprehension, and Conviction.
These concepts, central to your work as a creative professional, are backed by science and bolstered by thoughts from some of the world’s leading creative professionals.
Yuga Labs, the company that created the wildly popular Bored Ape Yacht Club NFT collection, is hoping to make hundreds of millions of dollars by selling off virtual plots of land. According to a leaked pitch deck obtained by The Block, the company also plans to launch a sweeping new metaverse initiative, as well as its own token.
Yuga's revenue last year reached a whopping $127 million, a figure it anticipates will reach $455 million by 2022 — largely from the sale of virtual land.
This leak comes after a flurry of activity in the blue-chip corner of the NFT sector: most notably, Yuga Labs announced the acquisition of the CryptoPunks and Meebits NFT projects’ intellectual property from Larva Labs just days prior. As of today, Yuga Labs owns two of the most valuable NFT projects on the market: BAYC and CryptoPunks projects have a combined trading volume of more than US$3 billion.
Read more: vip.graphics/yuga-labs-pitch-deck/
See the deck: bestpitchdeck.com/yuga-labs
Here are a few tips on selling from David Ogilvy and other experts. Can you sell?
Enter the Search for the World's Greatest Salesperson. Deadline May 16, 2010 at youtube.com/ogilvy
3 Storytelling Tips - From Acclaimed Writer Burt HelmEthos3
Visit the Ethos3 blog (http://buff.ly/1B8ehRa) to get the full scoop on these tips. By reading the Ethos3 blog post, you will learn how to tell stories that will captivate even the most challenging audiences.
If you need help creating professional presentations, email us at: info@ethos3.com
Ethos3 is a presentation design agency with premier PowerPoint and presentation designers. We can create the perfect presentation for you: www.ethos3.com
Go Viral on the Social Web: The Definitive How-To guide!XPLAIN
Creating a Viral Content success story has no recipe. It has a lot of variables, not all of which can be controlled by a Brand. However, this deck offers you the ideal How-To approach in creating tasteful, inspired Content that will help your message stand out from the information noise on Social Web and make people eager to share it around.
This document discusses using games and simulations in the classroom. It provides objectives and theories around game-based learning, including allowing students freedom to experiment and fail safely. Research is presented showing games can increase creativity, problem-solving, and other skills. Effective elements of gamification like points, badges and leaderboards are explained. The document encourages defining learning objectives and deploying appropriate tools while keeping activities fun. It promotes designing different types of activities and finding collaborators.
This document outlines a presentation about integrating games and simulations in the classroom. The presentation discusses defining learning objectives and target behaviors, describing players, devising activity cycles, and deploying appropriate tools. It emphasizes that games are voluntary, offer choices that have consequences, and provide feedback. The goal is to help educators examine how to use games to create a safe space for students to experiment, learn from failure, and take risks without the fear of doing something wrong.
Games can be effective learning tools when designed well. They engage students through immersive experiences, interactions, and challenges. Well-crafted educational games develop skills through scaffolded practice and feedback within meaningful contexts. However, many classroom games focus narrowly on drill and practice. True games foster exploration, collaboration, and higher-order thinking aligned with curriculum standards. Educators should consider how games can tap into students' natural abilities and motivate deeper learning.
Games can be effective learning tools when designed well. They engage students through immersive experiences, interaction, and competition/collaboration according to brain research. Educational games exist across subjects like math, language arts, science and economics. Challenges include aligning games to standards and transferring skills from games to classrooms. Virtual worlds also offer engaging educational experiences through exploration, interaction and simulations.
The document discusses the use of games in education. It notes that digital games tap into how the brain is wired to learn through problem-solving, emotion, collaboration and feedback. Games provide structured learning, emotional engagement and encourage collaboration. Research shows games can teach concepts through active learning, frequent feedback and opportunities for exploration and experimentation. However, games also have limitations like lack of alignment with standards and inaccurate content. The document provides examples of educational games and discusses challenges and strategies for using games in the classroom.
The document discusses how gaming can be used to enhance learning in schools. It notes that students willingly spend many hours playing challenging games, demonstrating persistence and a capacity for self-directed learning. This challenges traditional views of learning and assessment. The document argues gaming can deliver frequent, short-term feedback similar to effective learning techniques. It suggests librarians and teachers should explore partnerships and ways to channel students' gaming skills and motivations into educational contexts through techniques like quest-based learning and gaming environments.
1. The document discusses the differences between digital immigrants, who are teachers that grew up without digital technologies, and digital natives, who are students that have grown up with digital technologies.
2. It argues that teachers cannot provide students with 21st century skills because most teachers are digital immigrants who do not fully understand or use new technologies.
3. The document proposes empowering students by giving them tools like cell phones and game-based learning programs to help them develop 21st century skills and stay engaged in learning.
Games in Education provides an overview of how games can be used for educational purposes. It discusses how games tap into how the brain naturally learns through patterns, emotion, and collaboration. Games keep students engaged through activity, feedback, and problem solving. They also allow students to explore concepts through simulations. While early educational games focused on drill and practice, modern games incorporate student-centered learning and scaffolding. However, challenges remain in aligning games with standards and assessing learning. Overall, the document argues that games can effectively teach students if designed according to educational theories of learning.
Education Gamification by RUNSTEM co-founder Andrei LoginovskiyAndrei Loginovski
Trends in education technology, future of education and problems the current systems has. How RUNSTEM teaches kids STEM? Why do we use game design, coding games and gamification?
https://runstem.com.au
1. The document discusses pervasive performance through gaming and how gaming can be used for learning. It covers topics like ubiquitous computing, alternative reality gaming, and "supergaming" at massive scales.
2. Jane McGonigal is discussed as a renowned game researcher who argues gaming can build massively scaled online communities through ubiquitous technologies.
3. Supergaming is defined as harnessing players across public environments at massive scales for problem solving, going beyond traditional audiences to connect many individuals.
NWRESA - Digital Learning Academy - Games and LearningLucas Gillispie
This document provides an overview of a game-based learning project called "MMO-School Classroom Cataclysm" being implemented in a middle school elective class. The project aims to gamify the classroom by applying elements from massively multiplayer online games like World of Warcraft. Key aspects include referring to students as "Heroes" and teachers as "Lore Keepers," using an experience point system instead of grades, framing assignments as quests, and allowing choice in completing quest chains. The goal is to make learning more engaging and motivate students through competition and achievement tracking features like those in games. Examples of student work produced for quests include character tweets reflecting on pre-Cataclysm events
This presentation shares the journey I’ve been on, from trying to shape and influence a user’s path, to creating sandbox environments in which people can play and amaze us!
______
Designers are trained to guide users toward predetermined outcomes, but is there a better use of this persuasive psychology? What happens if we focus less on influencing desired behaviors and focus more on designing ‘sandboxes’: open-ended, generative systems? And how might we go about designing these spaces? It’s still “psychology applied to design”, but in a much more challenging and rewarding way!
In this talk, I’ll share the journey I’ve been on, from trying to shape and influence a user’s path, to creating these sandbox environments. You’ll learn why systems such as Twitter, Pinterest, and Minecraft are so maddeningly addictive, and what principles we can use to create similar experiences. We’ll look at education and the work of Maria Montessori, who wrote extensively about how to create learning environments that encourage exploration and discovery. And we’ll look at game design, considering all the varieties of games, especially those carefully designed to encourage play — a marked contrast with progression games designed to move you through a series of ever-increasing challenges, each converging upon the same solution. Finally, we’ll look at web applications, and I’ll share how this thinking might influence your work, from how you respond to new feature requests to how you design for behavior change in a more mature way.
The document discusses how serious games, simulations, and virtual worlds can be effective learning tools by engaging students and promoting skills like problem-solving, collaboration, and critical thinking. Serious games keep students motivated by incorporating gameplay elements, provide personalized learning experiences, and allow students to experiment safely. While such tools are not yet widely used in K-12 education, the document suggests they could help students learn if integrated into curricula.
Engaging Kids in Learning: game based learning and gamification in education Pierre Le Lann
Talk at Digital Kids Edu about engaging kids in learning using various forms of games: open ended play, game based learning and gamification
By Pierre Le Lann Co General Manager and Co founder, Tribal Nova, a Houghton Mifflin Harcourt company
Educational games and simulations can provide benefits to learning but also have some disadvantages. They have been shown to improve motivation, engagement, and cognitive learning when used effectively. Some examples mentioned are Froguts, which allows simulated frog dissection, and Chucky's Chicken Stacker, a word game with adjustable difficulty levels. However, excessive use may reduce social skills and physical activity. Effective use requires guidance, appropriate challenges, and time for reflection.
This document summarizes a presentation about video games and their effects on children. It explores both sides of the research on whether video games lead to increased aggression or other impacts. It provides data on how much time kids spend gaming and the most popular genres and titles. It also offers tips for parents on setting limits, choosing age-appropriate games, and getting involved in their child's gaming activities to help them navigate the space safely.
This document discusses reimagining capstone courses as games to make them more engaging for students. It provides examples of how elements from games like quest structures, badges, social communities, and alternate reality games could be incorporated. The document outlines a 5-step process for designing an educational game: 1) plan objectives, 2) build the storyline, 3) create clues and tasks, 4) include a final challenge, and 5) provide reflection. Examples of existing educational alternate reality games are provided. The goal is to get students to autonomously apply their knowledge, think critically, and demonstrate skills like leadership through a game-like project experience.
The document provides information about using games and game design in education. It discusses allowing students freedom to learn through failure and exploration in game play. It presents the Studio K game design curriculum and resources for student game making, including using existing games and designing their own games. The document lists several educational games and provides links to game-related resources, conferences, schools, and after school programs that incorporate games and interactive learning.
"Everything I need to know I learnt from World of Warcraft": why we might nee...Martin Oliver
Ascilite 2010 keynote
"Everything I need to know I learnt from World of Warcraft": why we might need to start asking better questions about games, simulations and virtual worlds
Like many areas of educational technology research, a lot of the work that focuses on games, simulations and virtual worlds consists of case studies that demonstrate proof of concept, enthusiastic position pieces or success stories. All of this is important: we need to know what sort of things we can use these technologies to do, so as to build a broader repertoire of teaching practices. However, this kind of focus neglects a range of other questions and issues that may prove more important in the longer term.
For example, educational research about games typically emphasises the way that playing motivates players; it ignores how successful games (such as massively multiplayer online games) often feel like work, and it also glosses over the way that bringing a game inside the curriculum changes the way that 'players' relate to it. There are also inconsistencies in the way games are thought about: the idea that they cause violence is often criticised as over-simplistic, yet the idea that they cause learning isn't. In virtual worlds, opportunities to create new identities is widespread, but questions about how this relates to our embodied relationships are rarely asked. In simulations, 'realism' is celebrated - but this means that simulations will always be second best to actual experiences, and it ignores how groups can disagree about whether something is realistic or not. Across this work, the complexity of learning and teaching seems hidden by the desire to promote the value of these technologies.
This talk will offer some examples of work that, in small ways, try to engage with these kinds of issue. Different priorities will be suggested, which invite a new kind of engagement with research and practice in this area.
Digital games can provide a form of "hard fun" that engages students and fosters higher-order thinking skills. An education professor advocates allowing video games in schools to help tech-savvy students learn. Several educational philosophers dating back to Plutarch supported active and relevant learning through social interaction, similar to video games. Creating digital games allows students to develop important cognitive, metacognitive, and affective skills in a challenging context.
Similar to GAME ON! Integrating Games and Simulations in the Classroom (20)
Virginia Gifted Conference October 2020Brian Housand
Great teachers personalize learning, take interest in students' interests, have great expectations for students, and create meaningful learning experiences. The document discusses how great teachers differentiate, individualize, and personalize learning for students. It also explains how great teachers design learning experiences that heighten anticipation, stimulate interest, and deepen understanding through techniques like Connect-Extend-Wonder discussions. The overall message is that great teachers make learning engaging and personalized for each student.
This document contains details about Brian Housand's upcoming speaking tour for various gifted education associations in Fall 2020. It lists the dates and locations for his presentations, which will be either online or in-person. It also advertises his virtual conference presentations in November and December. The text promotes Brian's approach of engaging students through choice, creativity, complexity, and curiosity to increase engagement. It provides his email addresses and website for more information.
This document discusses different archetypes or personality types that gifted individuals may relate to, including Orphan, Wanderer, Warrior, Altruist, Innocent, and Magician. Each type has a core task and gift, such as the Orphan's task of survival and gift of resilience. The document provides guidance on how to support students who identify with each type, such as by modeling compassion for Altruists or allowing independence for Wanderers. It also discusses theories of identity development and features quotes about giftedness and heroism from movies.
This document discusses the role of a "meddler-in-the-middle" teacher based on Erica McWilliam's research. A meddler teacher allows students to struggle through problems without rushing to provide answers, encouraging independent and creative thinking. Examples are provided of questions a meddler teacher may ask students to stimulate discussion and different perspectives. The document also promotes strategies like assigning perplexing projects and having students slow down and closely examine ideas and problems from multiple angles. Overall, the summary promotes the benefits of a teacher taking a meddling approach to bring out students' creative thinking.
Math, memes, and Maintaining a Social DistanceBrian Housand
The document shows a diagram with points A, B, C, and D positioned 6 feet apart in a square formation. It then demonstrates that the distance between points A and B is the square root of 18, or 4.24 feet. Next, it asks how far point A is from point C if A is maintaining 6 feet of social distance from point B. Using the Pythagorean theorem, it calculates the distance between A and C is the square root of 72, or 8.49 feet. The document encourages maintaining a 6 foot social distance.
1) The document discusses how technology and constant change require students to be adaptable, able to collaborate, and improve skills.
2) It notes that in the past, jobs like elevator operators, pinsetters, and switchboard operators no longer exist due to technology.
3) The key to surviving and thriving in today's world is being adaptable to change, rather than being the strongest or most intelligent. Students must learn collaboration and improvisation.
NCAGT 2020 - Visions of the Future: The Road Ahead for Gifted EdBrian Housand
This document summarizes key ideas from a presentation about gifted education and equity. It discusses the need to promote both equity and excellence in gifted programs to ensure all students have access and opportunities. Specifically, it outlines that equity in gifted education does not mean sacrificing the needs of some students or having barriers to access, but rather expanding opportunities for students from all backgrounds to demonstrate their potential. Realizing equity and excellence requires intentionally creating environments where talents in all students can be recognized and developing mindsets, policies and practices that approach gifted education from this shared perspective.
NCAGT 2020 - FAILURE IS THE ONLY OPTIONBrian Housand
This document provides an agenda for Brian Housand's upcoming training session. It includes:
- Details about the live online training session on April 7th and asynchronous online sessions from April 8th-15th.
- A list of Brian's past speaking engagements from January to March 2020 at various schools and conferences around the country.
- Information about Brian's 360 Gifted professional learning experiences which are available online or in person.
This document provides examples of techniques a "Meddler teacher" might use to engage students in active, complex thinking. It describes how Meddler teachers avoid simply providing answers and instead allow students to struggle productively and think through problems on their own. Examples shown include posing thought-provoking questions, assigning perplexing open-ended projects, and pointing out logical fallacies in clickbait headlines to encourage critical thinking. The goal of a Meddler teacher is to prepare students to think independently and creatively solve complex issues.
This document contains a collection of slides on gifted education from Brian Housand. The slides discuss puzzles as a way to engage students, the importance of simulations and hands-on activities, and Joseph Renzulli's three-ring conception of giftedness which involves above-average general and/or specific abilities, high levels of task commitment, and high levels of creativity. Later slides discuss pursuing real problems and having students directly engage with societal issues through independent investigations to bring about change.
Tech Tips 2 Defeat Distraction NAG 2020Brian Housand
This document discusses strategies for promoting productivity and creativity while reducing distraction from digital devices. It begins by outlining some of the negative impacts of excessive smartphone and social media use, such as only spending 2% of time creating and feeling constantly distracted. It then provides several solutions, including tracking app and screen time usage, creating boundaries by turning off notifications and scheduling email checks, focusing on one task at a time using the Pomodoro technique, reducing consumption by deleting unneeded apps or social media accounts, and collaborating with others on creative projects. The overall message is that digital technologies should serve our goals of learning, creating and problem-solving rather than distracting or limiting us.
NAG 2020 - Gifted - Honestly, it's not for everyone.Brian Housand
The document discusses gifted education and provides recommendations for its future. It notes that gifted education has a history of championing innovative instructional practices, but that many of these practices are now common in regular classrooms. It states that for gifted education to remain meaningful, the field needs a clear vision of what it wants the future to hold and to envision possible futures and outcomes for gifted education. The document emphasizes that gifted education should focus less on labels and more on ensuring all students receive an appropriate level of challenge and engagement in their learning.
- Brian Housand gave a presentation in Salisbury, NC on February 13, 2020 about creativity and gifted education.
- He shared his contact information and details about his upcoming winter speaking tour at various schools and conferences across the U.S. in January, February, and March.
- The presentation included exercises and discussions around noticing and wondering, brainstorming, thinking like a child, and developing creativity and curiosity.
This document discusses problem-based learning and gifted education. It defines what makes a real problem, including that it must have personal meaning, no unique solution, and aim to create change. Real problems are different than puzzles or exercises. The document advocates for Type III investigations where students independently investigate real problems. Checklists are provided to ensure Type III work is high-quality and impactful. Overall, the document promotes helping students pursue meaningful problems through noticing, wondering, and independent investigation.
The document discusses failure and the importance of embracing it. It provides several quotes from notable figures emphasizing that failure is an inevitable and necessary part of learning and innovation. Attempting new things carries the risk of failure, but avoiding failure can paradoxically make it more likely by preventing learning and progress. The document encourages an attitude of learning from mistakes and failures rather than seeing them as something to be avoided at all costs.
This document outlines Brian Housand's 2020 winter speaking tour schedule and topics. It promotes developing curiosity and creativity in students and adults. Some key messages are: curiosity fuels creativity; notice details in your environment; wonder about things instead of jumping to conclusions; and spend less time consuming on devices and more time creating and learning both independently and with others.
CHOOSE YOUR OWN ADVENTURE: Increasing Student EngagementBrian Housand
This document provides an overview of a presentation on increasing student engagement through choice, curiosity, creativity, and critical thinking. It encourages choosing your own adventure and engaging students through notice and wonder questions. Various quotes are presented on topics like creativity, curiosity, play, and thinking outside the box. Interactive activities like morphological matrices and clickbait traps are also discussed. The goal is to spark creativity and higher-level thinking in students.
This document provides information about Brian Housand's upcoming fall 2019 tour schedule presenting at various education conferences around gifted education. It also shares quotes and ideas about being a "meddler" or provocateur in the classroom to encourage students to think more deeply and consider problems from multiple perspectives. Some key ideas discussed are allowing students to experience confusion and struggle during learning, assigning perplexing open-ended projects, and asking questions to broaden students' thinking beyond typical or "right" answers.
Brian Housand is a speaker giving presentations on creativity and curiosity. His upcoming schedule includes presentations in Ohio, North Carolina, Alabama, Pennsylvania, New Mexico, New Jersey and Texas between September and December. Some of his presentation topics include trying to think like a kid, exploring curiosity through websites like wonderopolis.org, and discussing different creative personality types. He emphasizes staying curious and learning throughout life.
Superheroes and the gifted often possess virtues like compassion, altruism, and a sense of justice. Hope for the future relies not on superheroes miraculously saving the day but instead on empowering today’s gifted kids to conquer the problems of tomorrow. This session compares gifted youth to superheroes and examines the type of support necessary for their own hero’s journey.
@brianhousand
brianhousand.com
How to Manage Advanced Pricelist in Odoo 17Celine George
Maintaining relationships with customers is important for a business. Customizing prices will help to maintain the relationships with customers. Odoo provides a pricing strategy called pricelists. We can set appropriate prices for the clients. And advanced price rules will help to set prices based on different conditions. This slide will show how to manage advanced pricelists in odoo 17.
Description:
Welcome to the comprehensive guide on Relational Database Management System (RDBMS) concepts, tailored for final year B.Sc. Computer Science students affiliated with Alagappa University. This document covers fundamental principles and advanced topics in RDBMS, offering a structured approach to understanding databases in the context of modern computing. PDF content is prepared from the text book Learn Oracle 8I by JOSE A RAMALHO.
Key Topics Covered:
Main Topic : PL/SQL
Sub-Topic :
Structure of PL/SQL Block, Declaration Section, Variable, Constant, Execution Section, Exception, How PL/SQL works, Control Structures, If then Command,
Loop Command, Loop with IF, Loop with When, For Loop Command, While Command, Integrating SQL in PL/SQL program.
Target Audience:
Final year B.Sc. Computer Science students at Alagappa University seeking a solid foundation in RDBMS principles for academic and practical applications.
URL for previous slides
Unit V
Chapter 15
Unit IV
Chapter 14 Synonym : https://www.slideshare.net/slideshow/lecture_notes_unit4_chapter14_synonyms-pdf/270327685
Chapter 13 Users, Privileges : https://www.slideshare.net/slideshow/lecture-notes-unit4-chapter13-users-roles-and-privileges/270304806
Chapter 12 View : https://www.slideshare.net/slideshow/rdbms-lecture-notes-unit4-chapter12-view/270199683
Chapter 11 Sequence: https://www.slideshare.net/slideshow/sequnces-lecture_notes_unit4_chapter11_sequence/270134792
chapter 8,9 and 10 : https://www.slideshare.net/slideshow/lecture_notes_unit4_chapter_8_9_10_rdbms-for-the-students-affiliated-by-alagappa-university/270123800
About the Author:
Dr. S. Murugan is Associate Professor at Alagappa Government Arts College, Karaikudi. With 23 years of teaching experience in the field of Computer Science, Dr. S. Murugan has a passion for simplifying complex concepts in database management.
Disclaimer:
This document is intended for educational purposes only. The content presented here reflects the author’s understanding in the field of RDBMS as of 2024.
Life of Ah Gong and Ah Kim ~ A Story with Life Lessons (Hokkien, English & Ch...OH TEIK BIN
A PowerPoint Presentation of a fictitious story that imparts Life Lessons on loving-kindness, virtue, compassion and wisdom.
The texts are in Romanized Hokkien, English and Chinese.
For the Video Presentation with audio narration in Hokkien, please check out the Link:
https://vimeo.com/manage/videos/987932748
How to Configure Field Cleaning Rules in Odoo 17Celine George
In this slide let’s discuss how to configure field cleaning rules in odoo 17. Field Cleaning is used to format the data that we use inside Odoo. Odoo 17's Data Cleaning module offers Field Cleaning Rules to improve data consistency and quality within specific fields of our Odoo records. By using the field cleaning, we can correct the typos, correct the spaces between them and also formats can be corrected.
Introduction to Literary Criticism 10 (1).pptxjessintv
Introduction to Literary Criticism prepared by Mrs.V.Jesinthal Mary,Asst.Professor,Dept of English and other foreign Languages (EFL), SRMIST Science and Humanities, Ramapuram,
Chennai-600089
Bipolar Junction Transistors and operation .pptxnitugatkal
A transistor is a type of semiconductor device that can be used to conduct and insulate electric current or voltage. A transistor basically acts as a switch and an amplifier.
How to Set Start Category in Odoo 17 POSCeline George
When Opening a session of a Point of Sale (POS) we can set the default product view. We can give which category we need to view first. This feature will help to improve the efficiency and it also saves time for the cashier. This slide will show how to set the start category in Odoo 17 POS.
Types of Diode and its working principle.pptxnitugatkal
A diode is a two-terminal polarized electronic component which mainly conducts current in one direction and blocks in other direction.
Its resistance in one direction is low (ideally zero) and high (ideally infinite) resistance in the other direction.
How to Add Collaborators to a Project in Odoo 17Celine George
Effective project management in Odoo 17 hinges on collaboration. By adding collaborators, we can assign tasks, share information, and keep everyone on the same page.
Vortrag auf der Sub-Konferenz "Planning, democracy and postcapitalism" als Teil der Jahrestagung der französischen Assoziation für politische Ökonomie (Association française d’économie politique) 2024 in Montpellier/Frankreich.
19. Lev Vygotsky
17 November 1896
11 June 1934
Zone of proximal
development
social construcitivism
play theory
20. In play, children are
involved in an
imaginary situation,
with explicit roles
and implicit rules.
VYGOTSKY
21. This leads to a greater
degree of self-regulation,
the children's actions
being determined by the
rules of the game.
VYGOTSKY
22. When involved in play,
children's concentration
and application to the
task are much greater
than in academically-
directed activities
contrived by the teacher.
VYGOTSKY
48. Jackson, L. A., Witt, E. A., Games, A. I., Fitzgerald, H. E., von Eye, A., & Zhao, Y. (2012). Information technology use and creativity: Findings from the Children and technology Project.
Computers in Human Behavior, 28(2), 370-376.
CREATIVITY
COMPUTER
USE
INTERNET
USE
CELL
PHONE
USE
VIDEO
GAME
PLAY
49. Jackson, L. A., Witt, E. A., Games, A. I., Fitzgerald, H. E., von Eye, A., & Zhao, Y. (2012). Information technology use and creativity: Findings from the Children and technology Project.
Computers in Human Behavior, 28(2), 370-376.
CREATIVITY
VIDEO
GAME
PLAY
68. “While most games contain a clear reward system for players (moving up a level, receiving badges or points, etc.),
what may be most appealing to educators is that games provide students
A SAFE PLACE TO LEARN FROM FAILURE.
In games, exploration is inherent and there are generally no high-stakes consequences. Children are able to
EXPERIMENT AND TAKE RISKS
TO FIND SOLUTIONS
without the feeling that they are doing something wrong.
GAMES ENCOURAGE STUDENTS TO
MAKE AND LEARN FROM MISTAKES,
which is a particularly important concept in the K-12 setting.”
GAME
BASED
LEARNING
71. POINTS
Effectively Keep Score
Determine WIN State
Connection Between Progress
and Reward
Provide Feedback
External Display of Progress
Data for Game Designer
72. BADGES
Goals to Strive Toward
Guidance About Possibilities
Visual Markers of
Accomplishment
Status Symbols
Tribal Markers