OneNote and Hopscotch were critiqued as digital note-taking and programming platforms for students.
For OneNote, the interactive tutorials were praised for giving hands-on practice, but some elements like color, navigation, and lack of help buttons needed improvement. Hopscotch was praised for its simple, colorful interface that made programming accessible even to young children. While some menu icons lacked clarity, tutorials and saving features supported learners. Overall, both platforms showed potential but could be strengthened through design refinements to aid student comprehension and independence.
Hopscotch is an app for the iPad, iPod, and iPhone that allows users of all ages to create art and games without needing to understand complex coding languages. By dragging and dropping pre-written codes and graphic interfaces, users can easily and intuitively create their own projects. The app provides step-by-step tutorials and colorful, pre-made graphic elements to populate projects quickly and help users feel accomplished. While initially requiring experimentation to use confidently, Hopscotch's consistent interface and accessible help features aim to guide all types of learners.
1. The document provides instructions for students to create a presentation using the web tool Screencast-O-Matic to introduce their final logo design project.
2. Students will work in groups of four to design a logo, then use Screencast-O-Matic to record a presentation explaining their design process and final logo.
3. The presentation will include screenshots and videos of their sketches, design decisions, and final digital logo without necessarily appearing on camera themselves. They will then edit the screencast into a video file to share.
The document summarizes 10 educational apps that can be used in the classroom:
1. Khan Academy - Provides personalized practice for students before continuing lessons, allowing teachers to track student progress.
2. GoNoodle - An interactive app that engages students in learning through movement and calming techniques.
3. Socratic - Supports various subjects through lesson plans created by teachers and enhanced with visuals and AI assistance.
4. Prodigy - An interactive math app that makes learning fun through games, adventures and rewards for students.
5. Kahoot - Allows teachers to give quizzes and track student answers and discussions to reinforce learning.
6. Komodo Math -
The document discusses the benefits of using Smart Boards in education. Smart Boards allow teachers to project computer displays onto an interactive whiteboard. This allows teachers to write over presentations, control applications by touching the board, and save annotations. Smart Boards enhance instruction by making lessons more interactive and engaging for both in-person and distance learning students. They also make it easy to integrate video conferencing and online resources into lessons.
Unit II: NEW HORIZONS IN ICT
Recent trends in the area of ICT - Interactive Video-Interactive White Board- videoconferencing M-learning, Social Media- Community Radio: Gyan Darshan, Gyanvani, Sakshat Portal, e-Gyankosh, Blog, MOOC, Whatsapp, Facebook, Twitter etc.-Recent experiments in the third world countries and pointers for India with reference to Education.
I was trawling the net the other day, looking for stuff to contribute to our ICT PD Cluster Social Network site, and I came across a few guys talking about \'ideas\' for ICT across the curriculum. Andrew Field had set up a forum where educators were sharing their ideas to add to a \'basket\' of ideas called \'Effective ICT In The Classroom, 60 ICT ideas in 60 minutes.\" The results were fantastic, and I thought it would be cool to turn them into a video that would make it easier to share the ideas... here\'s my contribution to 60 ideas in 60 minutes. Thanks to all those contributors whose ideas are shown here... I threw in few of my own... You can visit the work here: http://www.effectiveict.co.uk/forum/index.php?showtopic=1303&pid=2004&mode=threaded&start= Oh, and thanks REM for the music... So Fast, So Numb from the New Adventures in Hi-Fi album. 息 Check out out NING - http://horizonictpd.ning.com/
The Eyes and Ears: Enhancing Education Through Video & Audio (Script)aashl006
油
This presentation introduces 4 audio and video tools - Vocaroo, Narrable, Animoto, and Pixiclip - that can be used to enhance student learning and creativity. Vocaroo allows easy audio recording and sharing. Narrable is a digital storytelling tool that uses photos, illustrations, and voiceovers. The presentation provides examples and potential classroom applications for each tool, discussing how they can be used to meet educational standards and engage students. The presenter aims to demonstrate how these tools can make educators and students feel empowered in their work.
Presentation software allows users to create slideshows and visually-oriented presentations by inserting text, images, audio, and other media. Popular programs for students include KidPix, HyperStudio, and PowerPoint. KidPix is recommended for younger students as it has simple, intuitive tools and provides instant feedback when creating slideshows. HyperStudio allows students to create interactive multimedia projects without programming by manipulating objects and dialogue boxes. PowerPoint is widely available and easy to use, allowing students to create engaging presentations incorporating various media types.
This document provides an overview of several technology tools that can be used by young learners, including Educreations, ABCya Word Clouds, Padlet, ThingLink, PicCollage. For each tool, the document describes what it is, how it can be used, and tips for managing its use in the classroom. The tools allow students to create presentations, word clouds, collaborative walls, interactive images, and infographics. Overall, the document promotes the use of these tools to engage students and help them learn in new ways.
This document provides 60 ideas for using information and communication technologies (ICT) in the classroom in 60 minutes or less. The ideas range from setting up blogs and wikis for students, to having students create videos, podcasts, and interactive games. Many of the ideas involve having students transform or improve upon source materials, such as fixing a poorly designed PowerPoint or shortening a long document. Overall, the document aims to give educators a variety of techniques for incorporating digital tools and media into their lessons in an engaging way.
Professional development power_point_presentation1tamer0176
油
This training presentation provides an overview of how to use a Smart Board for teachers. It will be a 6 hour training over 3 days. The training will cover the advantages of Smart Boards, their applications and tools, and how to incorporate them into lesson planning. It will include tutorial videos on using the basic functions and numerous applications of the Smart Board. Student feedback suggests Smart Boards engage students and support different learning styles.
This app uses 3D models to teach students about traditional Chinese wood joinery techniques in an interactive way. It allows users to take apart and reassemble various joint structures using finger gestures. In addition to 3D models of 27 different joints, the app provides information on different wood types used and traditional carpentry tools. The goal is to help students learn about abstract concepts in Chinese architecture and culture through an easy to use and engaging interactive platform.
This document discusses several apps that can be used in a classroom setting, including Remind 101 for communication with parents, ClassDojo for encouraging positive behavior, Tether for connecting an iPad and MacBook, Brainpop for educational videos, BookSource for tracking library books, Lightbot for introducing coding, Sun & Moon Free for viewing moon phases, Duolingo for language learning, Doceri as an interactive whiteboard, and Keynote for creating presentations. For each app, the advantages and disadvantages are provided.
7 alternative technology in the classroom presentation toolssifiso gumede
油
The document discusses 7 alternative presentation tools that teachers can use in the classroom beyond PowerPoint. These include Emaze, Google Presentation, Keynote, Prezi, Nearpod, Tellagami, and Haiku Deck. These tools offer features like animation, video embedding, interactive elements, and accessibility across devices. Using these types of modern presentation tools can help engage students by catering to different learning styles and creating a more informative learning experience compared to traditional slideshows.
The document provides instructions for an assignment asking students to create a task using a web tool. It recommends the website Artefactos Digitales which lists different tools for creating educational tasks. As an example, it mentions using a tool to have students record a podcast telling a story. The assignment asks students to choose a web tool to create a mini task for a unit plan. It provides a chart to outline the title, aim, description and steps of the task, as well as the chosen web tool and any tutorials.
The document discusses the importance of integrating technology into classrooms. It argues that seamless technology is crucial for education in the 21st century as it can capture students' attention, enhance teaching and learning efficiency, and provide access to educational resources online. The document also promotes an interactive projector solution that turns any surface into an interactive whiteboard, highlighting its affordability, simplicity of use, flexibility, and compatibility with other technologies.
We will show project choices and different ways to use technology to create these projects (i.e. Popplet, Prezi, Google Presentations, iMovie, Animoto, etc.).
User interface design is the process of creating an interaction between humans and computers to allow easy communication. It has evolved from flashing lights and switches to modern graphical user interfaces. A good interface design considers the user by being consistent, providing help and navigation, using layout and color appropriately, and making the interface intuitive and error-forgiving.
This document discusses the design process for an interactive multimedia project about boat construction and launching. It describes storyboarding the project, which included choosing photographs and planning navigation between screens. The storyboard and navigation design evolved during development. Photos were improved and integrated with text to tell the story visually. The final storyboard combined a linear narrative with photos to show the boat's progression from start to finish of construction.
This document summarizes several educational apps:
- Khan Academy provides personalized practice for students across K-12 subjects and allows teachers to track student progress.
- GoNoodle engages students in learning through interactive dance and movement games while reinforcing teaching standards.
- Socratic uses AI and teacher-created lessons to support learning in various subjects with additional visuals and guidance.
- Prodigy makes math learning fun through games, adventures and prizes for students with parental tools to track progress.
The document discusses the author's experience using various multimedia tools in their classroom over the past month. The author found the LiveScribe and Strip Design apps most useful, though LiveScribe had a learning curve. Successes included overcoming LiveScribe issues with colleague help and using Strip Design. Difficulties included LiveScribe's unintuitive software and struggling with video editing programs. The author enjoyed exploring different platforms through online learning and found Moodle provided a simple framework.
This document discusses several online educational resources and tools for teachers, including websites, portals, blogs, and digital platforms. It provides examples like EducatorsTechnology.com, which is a blog site that is a rich repository of curated tools and applications for educators. It emphasizes having an open mindset when using digital tools, as they are continually evolving. It encourages teachers to explore tools, be creative in their uses, and help develop students' critical thinking.
This document outlines lessons for a unit on the Olympics and space exploration. In the first part, students learn about the history of the Olympics from ancient Greece to modern times. They research and create presentations on the evolution of the games. Later, students examine conditions on other planets and predict how gravity would impact Olympic performance. They graph data on weights and records. Finally, students present information comparing athletic achievements on Earth to theoretical performances on their assigned planet. The lessons integrate social studies, science, math, and language arts standards.
I was trawling the net the other day, looking for stuff to contribute to our ICT PD Cluster Social Network site, and I came across a few guys talking about \'ideas\' for ICT across the curriculum. Andrew Field had set up a forum where educators were sharing their ideas to add to a \'basket\' of ideas called \'Effective ICT In The Classroom, 60 ICT ideas in 60 minutes.\" The results were fantastic, and I thought it would be cool to turn them into a video that would make it easier to share the ideas... here\'s my contribution to 60 ideas in 60 minutes. Thanks to all those contributors whose ideas are shown here... I threw in few of my own... You can visit the work here: http://www.effectiveict.co.uk/forum/index.php?showtopic=1303&pid=2004&mode=threaded&start= Oh, and thanks REM for the music... So Fast, So Numb from the New Adventures in Hi-Fi album. 息 Check out out NING - http://horizonictpd.ning.com/
The Eyes and Ears: Enhancing Education Through Video & Audio (Script)aashl006
油
This presentation introduces 4 audio and video tools - Vocaroo, Narrable, Animoto, and Pixiclip - that can be used to enhance student learning and creativity. Vocaroo allows easy audio recording and sharing. Narrable is a digital storytelling tool that uses photos, illustrations, and voiceovers. The presentation provides examples and potential classroom applications for each tool, discussing how they can be used to meet educational standards and engage students. The presenter aims to demonstrate how these tools can make educators and students feel empowered in their work.
Presentation software allows users to create slideshows and visually-oriented presentations by inserting text, images, audio, and other media. Popular programs for students include KidPix, HyperStudio, and PowerPoint. KidPix is recommended for younger students as it has simple, intuitive tools and provides instant feedback when creating slideshows. HyperStudio allows students to create interactive multimedia projects without programming by manipulating objects and dialogue boxes. PowerPoint is widely available and easy to use, allowing students to create engaging presentations incorporating various media types.
This document provides an overview of several technology tools that can be used by young learners, including Educreations, ABCya Word Clouds, Padlet, ThingLink, PicCollage. For each tool, the document describes what it is, how it can be used, and tips for managing its use in the classroom. The tools allow students to create presentations, word clouds, collaborative walls, interactive images, and infographics. Overall, the document promotes the use of these tools to engage students and help them learn in new ways.
This document provides 60 ideas for using information and communication technologies (ICT) in the classroom in 60 minutes or less. The ideas range from setting up blogs and wikis for students, to having students create videos, podcasts, and interactive games. Many of the ideas involve having students transform or improve upon source materials, such as fixing a poorly designed PowerPoint or shortening a long document. Overall, the document aims to give educators a variety of techniques for incorporating digital tools and media into their lessons in an engaging way.
Professional development power_point_presentation1tamer0176
油
This training presentation provides an overview of how to use a Smart Board for teachers. It will be a 6 hour training over 3 days. The training will cover the advantages of Smart Boards, their applications and tools, and how to incorporate them into lesson planning. It will include tutorial videos on using the basic functions and numerous applications of the Smart Board. Student feedback suggests Smart Boards engage students and support different learning styles.
This app uses 3D models to teach students about traditional Chinese wood joinery techniques in an interactive way. It allows users to take apart and reassemble various joint structures using finger gestures. In addition to 3D models of 27 different joints, the app provides information on different wood types used and traditional carpentry tools. The goal is to help students learn about abstract concepts in Chinese architecture and culture through an easy to use and engaging interactive platform.
This document discusses several apps that can be used in a classroom setting, including Remind 101 for communication with parents, ClassDojo for encouraging positive behavior, Tether for connecting an iPad and MacBook, Brainpop for educational videos, BookSource for tracking library books, Lightbot for introducing coding, Sun & Moon Free for viewing moon phases, Duolingo for language learning, Doceri as an interactive whiteboard, and Keynote for creating presentations. For each app, the advantages and disadvantages are provided.
7 alternative technology in the classroom presentation toolssifiso gumede
油
The document discusses 7 alternative presentation tools that teachers can use in the classroom beyond PowerPoint. These include Emaze, Google Presentation, Keynote, Prezi, Nearpod, Tellagami, and Haiku Deck. These tools offer features like animation, video embedding, interactive elements, and accessibility across devices. Using these types of modern presentation tools can help engage students by catering to different learning styles and creating a more informative learning experience compared to traditional slideshows.
The document provides instructions for an assignment asking students to create a task using a web tool. It recommends the website Artefactos Digitales which lists different tools for creating educational tasks. As an example, it mentions using a tool to have students record a podcast telling a story. The assignment asks students to choose a web tool to create a mini task for a unit plan. It provides a chart to outline the title, aim, description and steps of the task, as well as the chosen web tool and any tutorials.
The document discusses the importance of integrating technology into classrooms. It argues that seamless technology is crucial for education in the 21st century as it can capture students' attention, enhance teaching and learning efficiency, and provide access to educational resources online. The document also promotes an interactive projector solution that turns any surface into an interactive whiteboard, highlighting its affordability, simplicity of use, flexibility, and compatibility with other technologies.
We will show project choices and different ways to use technology to create these projects (i.e. Popplet, Prezi, Google Presentations, iMovie, Animoto, etc.).
User interface design is the process of creating an interaction between humans and computers to allow easy communication. It has evolved from flashing lights and switches to modern graphical user interfaces. A good interface design considers the user by being consistent, providing help and navigation, using layout and color appropriately, and making the interface intuitive and error-forgiving.
This document discusses the design process for an interactive multimedia project about boat construction and launching. It describes storyboarding the project, which included choosing photographs and planning navigation between screens. The storyboard and navigation design evolved during development. Photos were improved and integrated with text to tell the story visually. The final storyboard combined a linear narrative with photos to show the boat's progression from start to finish of construction.
This document summarizes several educational apps:
- Khan Academy provides personalized practice for students across K-12 subjects and allows teachers to track student progress.
- GoNoodle engages students in learning through interactive dance and movement games while reinforcing teaching standards.
- Socratic uses AI and teacher-created lessons to support learning in various subjects with additional visuals and guidance.
- Prodigy makes math learning fun through games, adventures and prizes for students with parental tools to track progress.
The document discusses the author's experience using various multimedia tools in their classroom over the past month. The author found the LiveScribe and Strip Design apps most useful, though LiveScribe had a learning curve. Successes included overcoming LiveScribe issues with colleague help and using Strip Design. Difficulties included LiveScribe's unintuitive software and struggling with video editing programs. The author enjoyed exploring different platforms through online learning and found Moodle provided a simple framework.
This document discusses several online educational resources and tools for teachers, including websites, portals, blogs, and digital platforms. It provides examples like EducatorsTechnology.com, which is a blog site that is a rich repository of curated tools and applications for educators. It emphasizes having an open mindset when using digital tools, as they are continually evolving. It encourages teachers to explore tools, be creative in their uses, and help develop students' critical thinking.
This document outlines lessons for a unit on the Olympics and space exploration. In the first part, students learn about the history of the Olympics from ancient Greece to modern times. They research and create presentations on the evolution of the games. Later, students examine conditions on other planets and predict how gravity would impact Olympic performance. They graph data on weights and records. Finally, students present information comparing athletic achievements on Earth to theoretical performances on their assigned planet. The lessons integrate social studies, science, math, and language arts standards.
Students will create documentary videos in groups of 2-3 about a social injustice they researched. They will go through the process of planning their documentary, including creating a storyboard. Students will film interviews and footage, and edit their videos. Finally, they will present their documentaries and provide feedback on each other's work. The goal is for students to demonstrate their understanding of an injustice through video while developing filmmaking skills.
Each student group's presentation will be graded using a rubric that evaluates them on graphical representation, explanation of conclusions, content knowledge, creativity, participation, groupwork, and presentation. The rubric contains scales from 1 to 4 for each category, with higher scores indicating clearer graphics, stronger evidence-based conclusions, more accurate content knowledge, more visually appealing presentation, and better participation, groupwork, and presentation skills. The highest possible total score is 31 points.
This document discusses control structures in Java including logical operators, truth tables, nested if/else statements, loops, and testing control structures. It defines logical operators like AND, OR, and NOT and how they are used to construct complex Boolean expressions. It also covers nested control structures, loop verification techniques like assertions, and best practices for testing loops and conditionals.
This document discusses defining classes in Java. It covers defining classes with instance variables, constructors, methods and visibility modifiers. It also discusses encapsulation, objects, scope and lifetime of variables, and using classes to represent graphical shapes. The document provides examples of a Student class and a Circle class to illustrate these concepts.
This document discusses control statements in Java, including if/else statements, while loops, and for loops. It provides examples of using these statements to make choices, repeat processes, and detect and correct common loop errors. Additionally, it covers using dialog boxes and loops for graphical user input and output.
This document covers fundamentals of Java syntax, errors, and debugging. It discusses Java language elements like variables, data types, expressions, and strings. It also describes different types of programming errors and debugging techniques. Additionally, it introduces graphics and GUIs in Java, covering topics like drawing shapes and text, using coordinate systems, and modifying graphics properties.
This document discusses fundamentals of Java programming including why Java is an important language, how Java code is compiled and run, the structure of simple Java programs, and user interface styles. It provides examples of simple "Hello World" and temperature conversion programs, explaining key concepts like variables, objects, methods, and layout managers. The document is intended to help readers understand basic Java programming principles.
The document provides an overview of fundamentals of Java, including:
- A brief history of computers from the 1940s to present day.
- How computer hardware and software work together, with hardware being the physical devices and software providing functionality.
- How data and programs are represented digitally using bits, bytes, binary, and other number systems.
- The components of computer hardware and types of computer software.
- The evolution of programming languages from machine language to modern high-level languages like Java.
- The software development life cycle and waterfall model for developing software projects.
- Key concepts of object-oriented programming like classes, objects, encapsulation, inheritance, and polymorphism.
The document discusses creating Java applications and applets using TextPad as an IDE. It covers using TextPad features like the coding window and color coding. It also discusses important aspects of coding Java programs like using comments for documentation, specifying the public class header that matches the file name, and defining the main method header which is required for standalone applications. The class body is enclosed in curly braces and method headers specify modifiers, return types, names, and parameters.
This document discusses recursion, complexity analysis, and sorting algorithms. It defines recursion and how recursive methods use stacks and activation records. Complexity analysis using Big-O notation is introduced, with examples showing orders of growth such as constant, linear, quadratic, and exponential time. Sorting algorithms like quicksort and merge sort are described, with quicksort having a more efficient O(n log n) complexity compared to O(n2) for some other sorts.
This document discusses advanced operations on arrays in Java, including searching, sorting, insertions, and removals. It covers linear and binary search algorithms, selection, bubble, and insertion sort methods, and how to implement searches and sorts for arrays of objects. It also introduces the ArrayList class in Java and how it provides a more flexible alternative to arrays.
This document discusses object-oriented programming concepts in Java including classes, interfaces, inheritance, polymorphism, and abstract classes. It provides examples and definitions of class variables and methods, interfaces, implementing interfaces, extending classes through inheritance, overriding methods, and using abstract classes. The document is from a chapter in a textbook on Java fundamentals and aims to help readers understand these fundamental OOP concepts.
This document provides an introduction to arrays in Java, including how to declare, instantiate, and manipulate one-dimensional and two-dimensional arrays. Key concepts covered include using loops and indexes to access array elements, passing arrays to methods, and designing techniques like UML diagrams and structure charts for array-based problems.
This document discusses HTML and Java applets. It introduces HTML tags for formatting text, lists, tables, and embedding images and links. It explains how to convert a Java application into an applet and embed it in an HTML page. Key differences between applets and applications are that applets cannot access local files and have constraints on their user interface.
This chapter discusses improving user interfaces in Java programs. It covers constructing query-driven and menu-driven terminal interfaces, as well as graphical user interfaces. It also discusses formatting output, handling number format exceptions during input, and using the model-view-controller pattern to structure GUI programs. The chapter includes examples of converting between Fahrenheit and Celsius temperatures using different user interface styles.
This document discusses control statements in Java, including if/else statements, while loops, and for loops. It provides examples of how to use these statements to make choices or repeat processes conditionally. It also covers errors that can occur in loops and debugging strategies. Additional topics include math methods, random number generation, reading/writing text files, and using dialog boxes for input/output.
This document covers fundamentals of Java syntax, errors, and debugging. It discusses Java language elements like variables, data types, expressions, and methods. It also describes different types of errors like syntax errors and logic errors. Finally, it discusses graphics and GUIs, including drawing shapes and text using a coordinate system.
Distance education refers to education where students and instructors are separated by physical distance and technology is used to connect them. It has several characteristics including the use of group activities, visual learning materials, and interactivity. However, there are also some common misconceptions such as classes being easier or less time-consuming. Issues for instructors include providing constant feedback, familiarity with technology, and rethinking pedagogical practices. For students, issues involve lack of interaction, motivation, and student-teacher bonding. Trends in distance education include increasing enrollment, personalized learning, gamification, and mobile learning.
Information Technology for class X CBSE skill SubjectVEENAKSHI PATHAK
油
These questions are based on cbse booklet for 10th class information technology subject code 402. these questions are sufficient for exam for first lesion. This subject give benefit to students and good marks. if any student weak in one main subject it can replace with these marks.
Chapter 3. Social Responsibility and Ethics in Strategic Management.pptxRommel Regala
油
This course provides students with a comprehensive understanding of strategic management principles, frameworks, and applications in business. It explores strategic planning, environmental analysis, corporate governance, business ethics, and sustainability. The course integrates Sustainable Development Goals (SDGs) to enhance global and ethical perspectives in decision-making.
How to Configure Restaurants in Odoo 17 Point of SaleCeline George
油
Odoo, a versatile and integrated business management software, excels with its robust Point of Sale (POS) module. This guide delves into the intricacies of configuring restaurants in Odoo 17 POS, unlocking numerous possibilities for streamlined operations and enhanced customer experiences.
Prelims of Kaun TALHA : a Travel, Architecture, Lifestyle, Heritage and Activism quiz, organized by Conquiztadors, the Quiz society of Sri Venkateswara College under their annual quizzing fest El Dorado 2025.
How to Configure Flexible Working Schedule in Odoo 18 EmployeeCeline George
油
In this slide, well discuss on how to configure flexible working schedule in Odoo 18 Employee module. In Odoo 18, the Employee module offers powerful tools to configure and manage flexible working schedules tailored to your organization's needs.
Finals of Kaun TALHA : a Travel, Architecture, Lifestyle, Heritage and Activism quiz, organized by Conquiztadors, the Quiz society of Sri Venkateswara College under their annual quizzing fest El Dorado 2025.
Computer Application in Business (commerce)Sudar Sudar
油
The main objectives
1. To introduce the concept of computer and its various parts. 2. To explain the concept of data base management system and Management information system.
3. To provide insight about networking and basics of internet
Recall various terms of computer and its part
Understand the meaning of software, operating system, programming language and its features
Comparing Data Vs Information and its management system Understanding about various concepts of management information system
Explain about networking and elements based on internet
1. Recall the various concepts relating to computer and its various parts
2 Understand the meaning of softwares, operating system etc
3 Understanding the meaning and utility of database management system
4 Evaluate the various aspects of management information system
5 Generating more ideas regarding the use of internet for business purpose
SOCIAL CHANGE(a change in the institutional and normative structure of societ...DrNidhiAgarwal
油
This PPT is showing the effect of social changes in human life and it is very understandable to the students with easy language.in this contents are Itroduction, definition,Factors affecting social changes ,Main technological factors, Social change and stress , what is eustress and how social changes give impact of the human's life.
QuickBooks Desktop to QuickBooks Online How to Make the MoveTechSoup
油
If you use QuickBooks Desktop and are stressing about moving to QuickBooks Online, in this webinar, get your questions answered and learn tips and tricks to make the process easier for you.
Key Questions:
* When is the best time to make the shift to QuickBooks Online?
* Will my current version of QuickBooks Desktop stop working?
* I have a really old version of QuickBooks. What should I do?
* I run my payroll in QuickBooks Desktop now. How is that affected?
*Does it bring over all my historical data? Are there things that don't come over?
* What are the main differences between QuickBooks Desktop and QuickBooks Online?
* And more
Research & Research Methods: Basic Concepts and Types.pptxDr. Sarita Anand
油
This ppt has been made for the students pursuing PG in social science and humanities like M.Ed., M.A. (Education), Ph.D. Scholars. It will be also beneficial for the teachers and other faculty members interested in research and teaching research concepts.
3. What is OneNote for Students?
OneNote for students is a digital platform that allows students to take notes and take
those notes wherever they go. By saving notes in the cloud, students may access
these notes plus all of OneNotes features on any device from anywhere.
Above all, OneNote is an excellent tool for keeping todays busy students organized
without the cumbersome binders and backpacks!
A. Create notebooks with sections and pages.
B. Enter information via keyboard or handwritten tools.
C. Collaborate with classmates on live, shared documents.
D. Receive, store, and submit homework assignments from and
to your teachers.
4. Critique: Introduction Page
Pros
1. Good use of contrast color - grays and
whites pop against dark purple.
2. Proximity - sensible spacing and
grouping of concepts within various
rectangles.
3. Includes author, copyright, etc. as
links at the bottom.
4. Succinct program description with
video overview.
Cons
1. Introduction hosts menus, which
A&T discourages (pg 49).
2. Includes a multitude of video links -
the only way to get to any
information is to watch videos.
3. Intro page seems a hybrid with
directions page.
5. Critique: Learner Control
Pros
1. Mode of control = mouse or keyboard
options.
2. Very interactive as users actually conduct
the actions described in tutorial. This is
one of the best features of OneNote as
students get a real time experience at the
software as they learn.
a. Click mock screen
b. Create actual files
3. Learner has control over speed and exit
with bottom controls to rewind, fast
foward, etc.
Cons
1. A little confusing at first - no clear
directions as to order of use or where
to start.
2. No much learner control as the
tutorials are linear, leaving no other
option but forward movement to
progress.
6. Critique: Presentation of information
Used interactive videos
Videos were very linear, had interactive stopping points, but it wasnt immediately clear
what you were supposed to do
Video was long and unidirectional
Background was too busy. When an interactive part came, very hard to find
Color was a bit overwhelming.
Should focus on one part of screen
Should use some sort of breadcrumbs to indicate where interaction was
7. Providing Help
Help button did not exist
If you clicked the upper left icon, thinking it was help, the video cut off, and you would have to
rerun
Help unavailable without closing and starting over
8. Ending The Program
You could pause videos, but not temporary terminate and restart where you left off
If you clicked the wrong part of the screen, video would abruptly terminate
Had credits at end, but links in credits were hard to find.
Videos ended with no real indication how to return to home screen
9. Conclusion
OneNote Critique
In conclusion, OneNote hosts both
quality and inadequate features for
students. Their interactive tutorials
give students a hands on practice at
the software, but some of its
elements (color, help access, learner
control, etc.) are lacking in proper
appeal or existence. Once students
learn to navigate the software, it is a
sufficient tutorial software.
11. Made directly by Hopscotch Technologies, the application
was created to allow people of all ages to create Art and
games in a programming platform.
By allowing for the user to drag and drop pre written
codes and graphic interfaces, the user is able to create
easily and almost instinctively.
The application is an asset for teachers trying to teach
students how programming languages work, with step by
step instructions for learners.
About Hopscotch
12. More About Hopscotch
Hopscotch is based on a mobile device and not
a traditional computer.
Items that need to be dragged and dropped are
small but not so tiny for the learner.
The creation of the Art or game needs to be
conducted on the mobile device; It becomes
available on the internet and can be accessed
through the traditional computer.
13. The use of a framed menu at the bottom of
the screen allows the user to have constant
access to the icons for five different options.
The home button, which is composed of the
icon of a house is intuitive.
The main menu is simple and
easy to understand.
14. However, there are a couple of
confusing icons.
The first is the lighting bolt icon at the bottom. This is an odd choice for an icon
that is supposed to represent new activity by users on the web. As new users
publish their creations on the website, this page will populate, allowing for other
people to play their creation. Finally there is an icon of an image that you choose
when signing up for the application. Since I am using my sons account (a 4th
grader), the icon that he chose is a cartoonish image of a hot dog. This menu
option has all of the creations that you have made, published or not. Overall the
menu is easy to understand and easy to operate for children of all ages.
15. The presentation of the application is accessible and
easy to use.
The main creation screen starts out as a blank screen with the
option to add colorful and fun images.
The images that you add to the main interface make the app
more fun for young children.
They are basic in their representation of the object they are
depicting and full of bright colors.
16. The presentation of the application is accessible and
easy to use.
When being used by young children, this feature can heavily
influence the joy that leads to the students coming back to use the
app more often.
The buttons that are used to program the images are bright and
color-coded based on what they do to influence the image.
By having the buttons color-coded, the teacher can more easily help
students by referring to one group of buttons instead of a long list.
This also helps the students understand that there are buttons that
producing similar actions on the image, allowing for grouping.
17. The presentation of information viewed through an iPad or iPhone is fairly similar. The format for both devices make
the learners comfortable if switching up devices if needed. There is a bar on the bottom of the screen. The navigation bar
uses symbols to symbolize tabs.
The use of the icons on the navigation bar lacks connection to the purpose of the tab. However, the bar on the
bottom of the screen allows the learner to create your own project, search for published projects, and see projects you love.
18. The learner is on their own when inputting and coding
their project.
The learner can add images, text, shapes to input to code
in their project.
Learners can determine what they want to do with coding
by the multiple choices theyre given to do with their
image, text, or shapes.
The format can get a little complicated and confusing to a
new user.
The relationship between the text and graphic on the app
is appropriate and presented conveniently.
Text is consistent and clean for all type of learners.
19. Hopscotch provides help through a tutorial that is playing
on the side of the screen. It guides the learner to follow
along and create their project with the tutorial. The use of
a tutorial alongside your own project makes it easy to
follow. They can either be used by the teacher in
advance of class time to support their own learning. They
can be viewed by the class as a group where they can be
paused and students can be asked what the next step of
the video narrator should be.
Application Help and Support for the User
20. Procedural and Informational help is easily
accessed
- Videos and step
by step tutorials
are always
available on the
home screen
21. There is no need for a safety net for this app because the app
is constantly saving the last occurring change. There is no
final message for the app, but the user is able to access their
past and current projects with a tap on the navigation bar.
Other than that, ending the program is easy to use and allows
the user to come back to their draft or published project for all
to view.
Ending the Application