Randy Pausch gave a talk about achieving his childhood dreams and enabling the dreams of others. Some of his dreams included being in zero gravity, playing in the NFL, being an author and Captain Kirk. Through hard work and perseverance, he was able to fulfill some dreams and learn lessons from others. He helped create programs like the Entertainment Technology Center and Alice to help students pursue their dreams. Some key lessons included finding mentors, working hard, being grateful and helping others achieve their dreams.
Randy Pausch gave a talk about achieving his childhood dreams such as being in zero gravity, playing in the NFL, and becoming a Disney Imagineer. He discussed how mentors like his football coaches and experiences like facing rejection helped him pursue his goals. Pausch also talked about enabling the dreams of others by creating the Entertainment Technology Center and Alice programming environment at Carnegie Mellon University. He ended by sharing lessons on working hard, having fun, finding the best in people, and making one's professional legacy about helping others.
This document provides information about Makey Makey, an invention kit that allows users to turn everyday objects into touchpads and controllers to create computer inputs. The kit works by connecting objects through alligator clips to the Makey Makey board, which is connected by USB to a computer. This allows objects to act as keyboard buttons or mouse clicks when touched, enabling creative invention projects. The document shares examples of projects made with Makey Makey and provides a link to purchase the kit online.
An online presentation by Rebecca Gorinski for the unit Creativity and Innovation at Murdoch University (FDN101 - Semester 2, 2013). This slideshow looks at the idea that "Chance favours the connected mind" - based on the video "Where Good Ideas Come From" by Steve Johnson
Elizabeth met a challenge when presenting her science fair project to judges from GE, as she was very nervous and practiced her presentation many times. Though it felt like a blur, she looked the judges in the eye and got through her presentation. While worrying afterwards if she forgot anything, she was relieved to find out she won third place, showing she must not have forgotten much.
This document discusses best practices for designing effective PowerPoint presentations. It recommends that presentations include:
1) A sexy design with visually appealing slides that engage the audience.
2) Engaging content that avoids excessive text and uses techniques like drip-feeding information, media sources, diagrams and interactive elements to explain concepts.
3) A positive delivery where the presenter interacts with the audience in an engaging manner rather than just reading slides. Common mistakes to avoid are overly wordy or grammatically incorrect slides.
The document discusses strategies for motivating unmotivated students. It suggests understanding that students often perceive schoolwork as too difficult, too easy, or irrelevant. It recommends ensuring learning tasks are appropriately challenging, scaffolding new skills, focusing on topics students care about, teaching critical thinking, creating activities similar to students' interests, making real-world connections, integrating subjects, and using problem-based learning and varied approaches. Praise, power, projects, prestige, prizes and people are also listed as potential motivators.
This document discusses problem-based learning (PBL) and how it can engage students. PBL presents students with a problem or challenge that requires them to apply knowledge and skills to find solutions. It allows for multiple solutions and limited resources. The document provides examples of how PBL could work in a classroom, such as having students design a pet washing system that conserves water or determining what it takes to survive off the grid. Feedback is also discussed as an important part of PBL, noting it should be timely, specific, and allow students to provide self-feedback.
A presentation I have given about a dozen times over the years, last presented in May of 2011. An overview of 'Made to Stick' by Dan and Chip Heath - a great book for educators!
The document discusses creating brain-compatible learning environments for adolescents. It provides attributes of a brain-compatible classroom such as providing moderate challenges, engaging positive emotions, and allowing time for processing. It also covers topics like how learning produces physical changes in the brain through processes like long-term potentiation and myelination during adolescence. Emotions strongly influence attention and learning for teenagers as their amygdala develops faster than their frontal lobes.
1. The document outlines Claudio Perrone's journey from being afraid of public speaking to becoming a successful presenter. It describes how he was initially offered a speaking opportunity that scared him but he eventually joined the movement to move beyond bullet points in presentations.
2. Claudio discovered the importance of storytelling and using dramatic structure in presentations. He shares a seven-step process for crafting stories to engage audiences.
3. Through practicing new techniques like moving beyond bullet points and unleashing the power of story, Claudio was able to overcome his fear of public speaking and become a confident presenter. He advocates finding one's own voice and style in presentations.
An Architect As A Future Career
My Philosophy Of Teaching And Learning
Reflection Paper
Short Story
Essay
When I Respect Research Paper
My Greatest Challenges In Life
800 Word Essay
The Star Wars Trilogy Essays
My Childhood Memories
Synthesis Essay On Global Warming
Descriptive Essay About My Neighborhood
The Great Gatsby
Reflective Reflection Essay
Examples Of Ambition In Life
Interpersonal Communication Essay
Personal Narrative Essay
Professional Writing Essay
Ssat presentation jack sloan for web uploadjacksloan
?
This document discusses using technology to develop collaboration skills. It provides examples of how teachers can use tools like blogs, Voicethread, Windows Movie Maker and Audacity to facilitate collaborative storytelling and filmmaking between students. Students can develop skills in areas like writing, creativity, critical thinking and technology. The document also describes how one class blog garnered over 10,000 visitors from 100 countries and provided opportunities for students through comments from notable people. Overall, the document promotes using free and easy technology tools to encourage collaboration within the classroom and beyond.
This document contains a collection of quotes and thoughts on various topics related to education, learning, creativity, and mindset. Some of the key ideas discussed include:
- The importance of solitude, curiosity, and play for creativity.
- Growth mindset and creating an environment where mistakes and effort are valued over speed and perfection.
- Helping learners connect to themselves, each other, and find expert mentors.
- Trusting the natural learning process and getting out of the way.
- Focusing on what students are doing now rather than what they will do later.
- Creating passion and allowing learners to follow their interests.
Sir Ken Robinson argues that schools stifle creativity by treating students like products on an assembly line and valuing conformity over passion and original thinking. He notes that while children are naturally creative, most adults have lost this capacity due to a fear of being wrong. Additionally, the hierarchy of subjects in all education systems privileges math and languages over arts. Robinson believes we should value different types of intelligence rather than just academic ability.
The document discusses how to create more effective PowerPoint presentations by moving away from traditional bullet point-heavy slides. It recommends limiting text and bullets, using high-quality images and graphics instead of clip art, and focusing on visual storytelling rather than just reading slides aloud. Presenters are encouraged to think of themselves as performers and use techniques like positive visualization to manage nerves related to public speaking.
The document discusses levels of influence on school improvement, including vision, mental models, systems and structures, patterns of behavior, and events. It examines how praise can impact a student's beliefs about their abilities, and suggests praising the process rather than intelligence. The text also explores designing structures to change mental models and promote independent learning. Critical thinking is defined as making judgments, and the importance of cognitive conflict in the learning process is discussed.
This document discusses Philosophy for Children (P4C). It explains that P4C aims to help children become more thoughtful, reflective, considerate, and reasonable individuals through developing their thinking and language skills. The document provides an overview of how P4C sessions are typically structured and gives examples of activities used. It also references research showing that praising children's effort rather than intelligence leads to better outcomes. Contact details are provided for further information on P4C.
The document appears to be a slide deck summary of research done in Loveland, Colorado exploring new ways to redefine how students spend their time in school. Some key findings include that nothing will be for everyone and the importance of facilitating different options. The research also emphasized listening to student voices and perspectives, noticing the unlikely, being mindful, and creating a sense of community and interdependence in the school.
This document provides an overview of an Innovation Lab that focuses on providing learners with choice, voice, and opportunities to direct their own learning through self-directed projects and connections. It discusses creating a sense of belonging for all learners. Examples are given of learners pursuing passions like music composition, robotics, and global connections to address issues like homelessness. The goal is for learners to own their learning through exploring interests and building skills in learning how to learn. Partnerships with universities and a focus on documentation are mentioned to validate and share the approach. Overall it aims to redefine education through learner choice and shifting people to where they want to be in the learning process.
I used these slides for my presentation at ResearchED DC in Washington October 29Th. The presentation was based on the book with the same name that I co-wrote with Paul Kirschner & Casper Hulshof.
Distance Learning Conference 2020 The Quest for Engagement: Let the Games Beg...Karl Kapp
?
Engaging students is a difficult task. They are constantly confronted with distractions and demands on their time. So how can we create instruction that pulls student into the content and helps them gain the knowledge required to be successful? How do we grab and hold attention? How do we motivate students to engage with the content we are teaching? Participate in this keynote and engage in solving this mystery in this interactive presentation.
This decidedly nonacademic presentation will present research findings and resources related to creating engaging instruction using the same techniques as video games. The presentation discusses using game elements appropriate for presenting learning content and how using only a small part of techniques lead to increased learning motivation.
And, yes, you will play a polling game in this session. Discover firsthand how research-based practices and game-thinking are used to engage learners, increase learning, and lead to increased engagement.
The document provides techniques for crafting engaging presentations using storytelling. It discusses moving beyond bullet points to unleash the power of story by following a character's desire against obstacles. The author also describes a 7-step process for taming stories into an outline with complication, development, and resolution. The goal is to craft presentations that emotionally connect with audiences.
This session will now take place online. The session will now be led by Andrew McMillan and Kim Moore, both of whom have extensive experience working with a range of different media outlets. The session will take place as a text conversation using AdobeConnect. The session runs from 10-12.
The document provides tips on how to become a good speaker, including developing key points, organizing stories, designing graphics, practicing talks, and handling Q&A sessions. It emphasizes keeping presentations simple, clear, and focused on the audience. Specific advice includes using an opening to introduce the key point, repeating the point throughout, and ending with a impact. Visual aids should complement rather than distract from the talk. Rehearsal and customizing presentations for each audience are important.
A presentation I have given about a dozen times over the years, last presented in May of 2011. An overview of 'Made to Stick' by Dan and Chip Heath - a great book for educators!
The document discusses creating brain-compatible learning environments for adolescents. It provides attributes of a brain-compatible classroom such as providing moderate challenges, engaging positive emotions, and allowing time for processing. It also covers topics like how learning produces physical changes in the brain through processes like long-term potentiation and myelination during adolescence. Emotions strongly influence attention and learning for teenagers as their amygdala develops faster than their frontal lobes.
1. The document outlines Claudio Perrone's journey from being afraid of public speaking to becoming a successful presenter. It describes how he was initially offered a speaking opportunity that scared him but he eventually joined the movement to move beyond bullet points in presentations.
2. Claudio discovered the importance of storytelling and using dramatic structure in presentations. He shares a seven-step process for crafting stories to engage audiences.
3. Through practicing new techniques like moving beyond bullet points and unleashing the power of story, Claudio was able to overcome his fear of public speaking and become a confident presenter. He advocates finding one's own voice and style in presentations.
An Architect As A Future Career
My Philosophy Of Teaching And Learning
Reflection Paper
Short Story
Essay
When I Respect Research Paper
My Greatest Challenges In Life
800 Word Essay
The Star Wars Trilogy Essays
My Childhood Memories
Synthesis Essay On Global Warming
Descriptive Essay About My Neighborhood
The Great Gatsby
Reflective Reflection Essay
Examples Of Ambition In Life
Interpersonal Communication Essay
Personal Narrative Essay
Professional Writing Essay
Ssat presentation jack sloan for web uploadjacksloan
?
This document discusses using technology to develop collaboration skills. It provides examples of how teachers can use tools like blogs, Voicethread, Windows Movie Maker and Audacity to facilitate collaborative storytelling and filmmaking between students. Students can develop skills in areas like writing, creativity, critical thinking and technology. The document also describes how one class blog garnered over 10,000 visitors from 100 countries and provided opportunities for students through comments from notable people. Overall, the document promotes using free and easy technology tools to encourage collaboration within the classroom and beyond.
This document contains a collection of quotes and thoughts on various topics related to education, learning, creativity, and mindset. Some of the key ideas discussed include:
- The importance of solitude, curiosity, and play for creativity.
- Growth mindset and creating an environment where mistakes and effort are valued over speed and perfection.
- Helping learners connect to themselves, each other, and find expert mentors.
- Trusting the natural learning process and getting out of the way.
- Focusing on what students are doing now rather than what they will do later.
- Creating passion and allowing learners to follow their interests.
Sir Ken Robinson argues that schools stifle creativity by treating students like products on an assembly line and valuing conformity over passion and original thinking. He notes that while children are naturally creative, most adults have lost this capacity due to a fear of being wrong. Additionally, the hierarchy of subjects in all education systems privileges math and languages over arts. Robinson believes we should value different types of intelligence rather than just academic ability.
The document discusses how to create more effective PowerPoint presentations by moving away from traditional bullet point-heavy slides. It recommends limiting text and bullets, using high-quality images and graphics instead of clip art, and focusing on visual storytelling rather than just reading slides aloud. Presenters are encouraged to think of themselves as performers and use techniques like positive visualization to manage nerves related to public speaking.
The document discusses levels of influence on school improvement, including vision, mental models, systems and structures, patterns of behavior, and events. It examines how praise can impact a student's beliefs about their abilities, and suggests praising the process rather than intelligence. The text also explores designing structures to change mental models and promote independent learning. Critical thinking is defined as making judgments, and the importance of cognitive conflict in the learning process is discussed.
This document discusses Philosophy for Children (P4C). It explains that P4C aims to help children become more thoughtful, reflective, considerate, and reasonable individuals through developing their thinking and language skills. The document provides an overview of how P4C sessions are typically structured and gives examples of activities used. It also references research showing that praising children's effort rather than intelligence leads to better outcomes. Contact details are provided for further information on P4C.
The document appears to be a slide deck summary of research done in Loveland, Colorado exploring new ways to redefine how students spend their time in school. Some key findings include that nothing will be for everyone and the importance of facilitating different options. The research also emphasized listening to student voices and perspectives, noticing the unlikely, being mindful, and creating a sense of community and interdependence in the school.
This document provides an overview of an Innovation Lab that focuses on providing learners with choice, voice, and opportunities to direct their own learning through self-directed projects and connections. It discusses creating a sense of belonging for all learners. Examples are given of learners pursuing passions like music composition, robotics, and global connections to address issues like homelessness. The goal is for learners to own their learning through exploring interests and building skills in learning how to learn. Partnerships with universities and a focus on documentation are mentioned to validate and share the approach. Overall it aims to redefine education through learner choice and shifting people to where they want to be in the learning process.
I used these slides for my presentation at ResearchED DC in Washington October 29Th. The presentation was based on the book with the same name that I co-wrote with Paul Kirschner & Casper Hulshof.
Distance Learning Conference 2020 The Quest for Engagement: Let the Games Beg...Karl Kapp
?
Engaging students is a difficult task. They are constantly confronted with distractions and demands on their time. So how can we create instruction that pulls student into the content and helps them gain the knowledge required to be successful? How do we grab and hold attention? How do we motivate students to engage with the content we are teaching? Participate in this keynote and engage in solving this mystery in this interactive presentation.
This decidedly nonacademic presentation will present research findings and resources related to creating engaging instruction using the same techniques as video games. The presentation discusses using game elements appropriate for presenting learning content and how using only a small part of techniques lead to increased learning motivation.
And, yes, you will play a polling game in this session. Discover firsthand how research-based practices and game-thinking are used to engage learners, increase learning, and lead to increased engagement.
The document provides techniques for crafting engaging presentations using storytelling. It discusses moving beyond bullet points to unleash the power of story by following a character's desire against obstacles. The author also describes a 7-step process for taming stories into an outline with complication, development, and resolution. The goal is to craft presentations that emotionally connect with audiences.
This session will now take place online. The session will now be led by Andrew McMillan and Kim Moore, both of whom have extensive experience working with a range of different media outlets. The session will take place as a text conversation using AdobeConnect. The session runs from 10-12.
The document provides tips on how to become a good speaker, including developing key points, organizing stories, designing graphics, practicing talks, and handling Q&A sessions. It emphasizes keeping presentations simple, clear, and focused on the audience. Specific advice includes using an opening to introduce the key point, repeating the point throughout, and ending with a impact. Visual aids should complement rather than distract from the talk. Rehearsal and customizing presentations for each audience are important.
FA provides digital image creation and manipulation services primarily for the advertising sector including photo compositing, 3D, and illustration. Some of its clients include American Airlines, BBDO, Honda, Leo Burnett, and McCann Erickson. The studio has created various campaigns featuring composited animal characters and illustrations for clients such as Dodge, Coca-Cola, and The Moscow News.
This document reports monthly financial information for November 2008. It includes 7 sections that provide details of revenues, expenditures, savings amounts and rates of different periods in 2007 and 2008. Charts and tables are presented to compare the data. Formulas are given for calculating profit, loss, savings amounts and rates. Examples are provided to demonstrate how to apply the formulas to hypothetical financial scenarios.
The document lists various superlative structures and transportation vehicles from around the world, including the world's biggest excavator built in Germany, longest bridge in China, most expensive stadium in England, largest mosque in Pakistan, tallest building in Dubai, and most expensive hotel in Dubai.
13. My Childhood Dreams Being in zero gravity Playing in the NFL Authoring an article in the World Book encyclopedia Being Captain Kirk Winning stuffed animals Being a Disney Imagineer
20. Football Dream: play in the NFL Coach Graham practice with no football fundamentals him riding me all practice Coach Setliff Power of enthusiasm To this day, I am most comfortable on a football field
21. I Never Made it to the NFL But football got me where I am today Fundamentals & Hard Work ¡° Experience is what you get when you didn¡¯t get what you wanted¡± Most of what we learn, we learn indirectly (or by ¡°head fake¡±)
49. Jon Snoddy I had to brief the Secretary of Defense Disney¡¯s Aladdin project Lunch with Jon¡ ¡° But you're in the business of telling stuff, and we're in the business of keeping secrets¡± He taught me: ¡°wait, and people will surprise you.¡±
66. Building Virtual Worlds 50 students from art, design, drama, and CS Randomly chosen teams, change per project Two weeks to design, implement, and test Five projects during the semester
67. The First Year Listed in Five Departments (I love CMU!) Content: Anything you want No shooting violence No pornography They blew me away w/first assignment I called Andy van Dam The first show In McConomy for its A/V President Cohon¡¯s reaction
88. Entertainment Technology Center (ETC) Artists + Technologists working in small teams to make things 2 year professional degree : M asters of E ntertainment T echnology Two kindred spirits: try things a new way; we¡¯re both a little uncomfortable in academia CMU is the only place I know where this could happen.
92. The ETC is to ¡°masters degrees¡± as Cirque Du Soleil is to ¡°circus¡±
93. ETC Curriculum: First Draft Project Course First Year Fall Optional Internship First Year Spring Second Year Fall Second Year Spring Project Course Project Course Project Course
94. ETC Curriculum The Visual Story Improvisational Acting Intro to Entertainment Technology Building Virtual Worlds ETC Interdisciplinary Project Course II Elective First Year Fall Optional Internship First Year Spring ETC Interdisciplinary Project Course III Elective ETC Interdisciplinary Project Course IV Elective Second Year Fall Second Year Spring
95. Key to the ETC¡¯s Success: Freedom No deans to report to License to ¡°Break the mold¡± Project-based curriculum Intense, fun student experience Field trips!
96. Edutainment Developed with FDNY Networked simulation to train 1 st responders to chemical spills and terrorist attacks
98. Keys to the ETC¡¯s Success: Focus on People and Learning to work in Groups
99. Alice The Infinitely Scalable Dream Factory And I guess this makes me the mad hatter¡
100. Alice Novel way to teach Computer Programming Kids make movies and games; the ¡°head fake¡± is that they are learning to program Over 1 million downloads, 8 textbooks, 10% of US colleges using right now
101. Alice is my Professional Legacy Helping millions of kids have fun while learning something hard v3.0 will release in 2008, in Java, with characters from the best-selling PC game in history: The Sims Can¡¯t mention everyone, but¡ Dennis Cosgrove is building it Wanda Dann, Steve Cooper, Don Slater are developing the pedagogy Caitlin Kelleher is going to hit the home run with middle schoolers
124. Help others Jessica Hodgins: The best gift ever Denny Proffitt: Forgotten more than I¡¯ll ever know MK Haley: Limit case of my large family theory ¡° It¡¯s kind of fun to do the impossible¡± ¡° Professor boy¡±
127. Never Give Up Brown University ¨C didn¡¯t get in. Carnegie Mellon for Graduate School ¨C didn¡¯t get in. Meeting with Nico
128. How to Get People to Help You You can¡¯t get there alone, and I believe in Karma Tell the truth Be earnest Apologize when you screw up Focus on others, not yourself (an example¡)
134. Important Advice Be good at something: it makes you valuable Work hard ¡ ¡°what¡¯s your secret ?¡± Find the best in everybody; no matter how you have to wait for them to show it Be prepared: ¡°luck¡± is where preparation meets opportunity
135. Today¡¯s Talk My childhood dreams Enabling the dreams of others Lessons learned: how you can achieve your dreams or enable the dreams of others
136. How to achieve your dreams Have you figured out the head fake?
137. How to achieve your dreams Have you figured out the head fake? How to lead your life