This document provides three cases of students for educators to choose from to discuss specific teaching strategies and assessments. Case A is about a 7-year-old second grader named Delaney who enjoys playing with friends and her dog. Standardized tests show she knows consonants and long vowels but struggles with short vowels and other phonics elements. Case B is about a 10-year-old fifth grader named Riley who has average verbal skills but above average non-verbal skills. He struggles with reading, math, and social studies. Case C is about a 14-year-old ninth grader named Chris who has average verbal and non-verbal skills but struggles with reading, math, and social studies. He makes average grades but
Students will work in groups to arrange scrambled words and punctuation into proper sentences. They will write the sentences down including capitalization and ending punctuation. The teacher will monitor the groups and help rearrange incorrect sentences. After, the teacher will assess students' understanding of sentence structure using a quiz on Socrative.
The document discusses the use of clinical interviews to assess students' conceptual mathematical knowledge and problem-solving skills. It notes that clinical interviews allow assessors to deeply probe student thinking, better determine understanding levels, and diagnose misconceptions. Effective questioning techniques include preparing questions in advance, clearly delivering questions, giving students time to think, and using probing follow-up questions. The document also reflects on a sample clinical interview with a 7th grade student about perimeter and area, noting the student's strengths in arithmetic and strategies but weaknesses in verbal communication and using tools. The interviewer interrupted the student too much and led them to answers instead of properly assessing understanding.
The document summarizes a diagnostic interview conducted with a 4th grade Hispanic female student to assess her understanding of division. During the interview, the student was able to correctly compute division problems with 3-digit dividends but struggled when modeling division concepts and with problems involving 4-digit dividends. While she could read and solve word problems accurately using modeling, translating between different representations of division concepts needed improvement. The interview revealed the student had a basic conceptual understanding of division but applying it to novel situations was an area for growth.
The document provides the lesson plan for two days of math instruction focused on analyzing graphs to determine rates of change. On the first day, students will analyze graphs showing speed over time to determine if the rate is increasing or decreasing. They will also do worksheet practice problems determining rates of change from graphs. The second day, students analyze a multi-line graph and graphs of their own field study data to determine rates of change and look for patterns between data sets. Assessment is through class activities and homework analyzing rates from graphs.
The teacher will be teaching multiplication of 4s to a third grade class of 10 boys and 7 girls, who are mostly white with some African American students. The objective is for students to know their 4s multiplication facts by the end of the day. To help students learn, the teacher will use a PowerPoint presentation and math games found on Pinterest. Students will work in groups using popsicle sticks and other objects to write out multiplication problems and solutions, and they will also get time to play the computer games. Throughout the lesson, students will be required to participate by coming to the board to write problems and solutions, discussing the games, and answering questions posed to each other. Their understanding will be evaluated based on the PowerPoint
The teacher will be teaching multiplication of 4s to a third grade class of 10 boys and 7 girls, who are mostly white with some African American students. The objective is for students to be able to say their 4s times tables by the end of the day. To help students learn, the teacher will use games found on Pinterest, a PowerPoint they created, and hands-on activities with popsicle sticks and other objects. Students will work in groups and individually on the computer games and PowerPoint. Throughout the lesson, students will be required to participate by coming to the board to write answers, asking each other questions, and singing along. Their understanding will be evaluated based on the PowerPoint questions and game scores.
Principle 1 of teaching for social justice focuses on enabling significant work within communities of learners. It has five key points: (1) assuming all students are capable of complex ideas, (2) appropriately translating knowledge for students, (3) providing academically challenging skills, (4) having high expectations of oneself as a teacher, and (5) fostering shared responsibility for learning. Participants analyzed pictures in small groups to determine which key point each set represented and discussed personal math classroom experiences related to this principle. Open questions then explored adding to the principle's key points and applying it in teaching.
This document provides the rules and questions for a game called "Classroom Feud." The objective is for teams to guess the most popular answers to questions about social media and job applications. Questions cover what would prevent someone from getting hired based on their social networks, what would help get them hired, and the top 3 social networks employers look at. Teams earn more points in later rounds. The document includes spaces for teams to enter their answers and scores.
The document discusses using online math games to increase math test scores. It notes that students today are tech-savvy and their education should reflect that. Many software developers and websites have created digital math games that are helping students improve scores. Online math games increase student-centered learning, develop computer skills, foster motivation, and engage different learning styles. Teachers are accountable for student learning and most classrooms are equipped for online games, so they can help increase test scores if implemented.
This document appears to be a quiz determining what character from the TV show Spongebob Squarepants the user most resembles based on their answers to questions about favorite color, hobby, reaction to receiving mail, favorite Spongebob song, and which character they are most like. The quiz provides different responses depending on the character chosen at the end.
today we reviewed the Pythagorean Theorem and there was one sheet handed out to the B and D class and two handed out to the C class.
B and D make sure both sides are done, C make sure the front of each is done.
KWizMe is a quiz tournament app that mirrors popular pre-internet quiz games. It features 7 mediums including videos from YouTube. KWizMe aims to capitalize on worldwide interest in viral videos by embedding them interactively in quiz tournaments. Users can vie for cash prizes, which acts as a loss leader for in-game monetization opportunities. KWizMe recognizes untapped potential in transforming the quiz space and addresses it through a unique hybrid design, localized content, and cash prize marketing approach not yet seen.
This math jeopardy review activity contains 50 questions about various math topics ranging from number sentences to word problems to geometry shapes. The questions are multiple choice or require writing a mathematical expression. For each question, the user selects an answer and is informed if it is correct or not before moving on to the next question.
The document describes a game where players have 10 seconds to form sentences using provided words in a specific tense. It lists the words and the correct sentences for 15 rounds, checking the answers before moving on to the next round. The goal is to practice forming sentences in different tenses.
This document contains instructions for playing a Wheel of Fortune-style game. Players spin a wheel with numbers 1 through 8 and must answer the question corresponding to the number landed on. If a player lands on "lose a turn," "bankrupt," or spins again, they forfeit their turn. Landing on "$double$" doubles their earnings and "jackpot" wins the full game. The game ends with a message thanking the players.
Battle of the Titans: Super Mario Bros. Vs Math BlasterKatrin Becker
油
1) The document analyzes the educational elements in the classic games Super Mario Bros. and Math Blaster by reverse engineering their designs.
2) It finds that both games support trial and error learning through status displays, action feedback, and choices, but differ in how closely these elements are tied to learning objectives versus gameplay.
3) The document concludes by discussing implications and next steps for using insights from these popular games to better design instructional games.
This document contains a set of flashcards with letters of the alphabet and objects that begin with each letter. Letters A through L are presented with one object per letter. Some letters have two objects associated with them, such as H, Q, and R. The flashcards provide examples to help teach the alphabet and build vocabulary by associating letters with common words.
The document discusses a quiz game where the player clicks on a dot which is identified as the moon, and then clicks on a window. The document then asks who is the hottest, but does not provide any answers.
This is a game to learn the irregular verbs forms (past and past participle).
Rules
1. Spin the wheel or circle then click again to make it stop.
2. Click on the word mark by the arrow.
3. Answer the questions about the verb (there are five question by verb)
4. Repeat.
The winner will be who answers the largest number of question in the correct way.
The lesson plan is for an 8th grade mathematics class on the Pythagorean theorem. It will be taught over three 40-minute periods. Students will investigate the Pythagorean theorem, learn to use it to determine lengths of sides in right triangles, and solve real-world problems involving right triangles. The lesson will begin with reviewing squares and triangles from 7th grade. Students will then work in groups to explore examples and applications of the Pythagorean theorem, present their findings, and have their understanding assessed through problems solving exercises.
The rhyming story describes five little ducks going out to play over the hills while their mother duck calls them. One by one, the ducks come waddling back after hearing their mother's call, until no ducks remain, causing the mother duck distress. In the end, all five little ducks return safely to their mother.
This 3-day lesson plan teaches high school honors geometry students how to determine the distance formula, midpoint formula, and slope formula through problem-solving activities. On day 1, students work in groups to discover the distance formula using the Pythagorean theorem. On day 2, groups present their work and the teacher explains how this relates to the distance formula. Day 3 has students find the midpoint and slope formulas through similar exploration and explanation. The goal is for students to understand these geometric concepts and formulas through hands-on learning experiences.
The document discusses the Pythagorean theorem, which states that for any right triangle, the square of the hypotenuse is equal to the sum of the squares of the two legs. It defines the key terms hypotenuse, legs, and explains the a^2 + b^2 = c^2 formula. Examples are given to demonstrate applying the theorem to find the unknown side of a right triangle given the other two sides. Practice problems are provided to reinforce the concept.
The document provides an explanation of the Pythagorean theorem using examples of right triangles found in baseball diamonds and ladders. It begins by defining a right triangle and its components - the hypotenuse and two legs. It then states the Pythagorean theorem formula that the sum of the squares of the two legs equals the square of the hypotenuse. Several word problems are worked through step-by-step using the theorem to calculate missing side lengths of right triangles.
3 Things Every Sales Team Needs to Be Thinking About in 2017Drift
油
Thinking about your sales team's goals for 2017? Drift's VP of Sales shares 3 things you can do to improve conversion rates and drive more revenue.
Read the full story on the Drift blog here: http://blog.drift.com/sales-team-tips
This document discusses different math manipulatives that are useful for teaching primary grade students math concepts in engaging hands-on activities. It describes how manipulatives like pattern blocks, wooden blocks, Unifix cubes, base-10 blocks, fraction circles, two-sided counters, geoboards, 3D geometric solids, unit cubes, and a 100 pocket chart can be used to teach concepts like number sense, operations, fractions, geometry, and patterns through activities like games, building, and exploration. The document emphasizes that manipulatives make math more concrete and help visual and kinesthetic learners understand abstract ideas.
This 5-day lesson plan teaches students about mean, median, and mode. On day 1, students are introduced to the key terms and do an activity to calculate them. Day 2 reviews the terms through songs and examples. Day 3 has students practice the concepts on educational websites. Day 4 is a card game where students find the mean, median, and mode of their hands. Day 5 consolidates learning through a book and quiz. The plan incorporates math, music, technology, games and assessments to engage multiple intelligences.
This document discusses and evaluates different iPad apps that can be used in early childhood education classrooms to teach math concepts. It provides details on several apps, including Math Splash Bingo, Animal Math, Splash Math, and Math Planet. For each app, it describes the types of math games included, whether student progress can be monitored, and how the apps could be integrated into classroom lessons. The conclusion recommends ways each of the apps could be used, such as for brain breaks, individual practice during study hours, or competitive free play.
This document provides the rules and questions for a game called "Classroom Feud." The objective is for teams to guess the most popular answers to questions about social media and job applications. Questions cover what would prevent someone from getting hired based on their social networks, what would help get them hired, and the top 3 social networks employers look at. Teams earn more points in later rounds. The document includes spaces for teams to enter their answers and scores.
The document discusses using online math games to increase math test scores. It notes that students today are tech-savvy and their education should reflect that. Many software developers and websites have created digital math games that are helping students improve scores. Online math games increase student-centered learning, develop computer skills, foster motivation, and engage different learning styles. Teachers are accountable for student learning and most classrooms are equipped for online games, so they can help increase test scores if implemented.
This document appears to be a quiz determining what character from the TV show Spongebob Squarepants the user most resembles based on their answers to questions about favorite color, hobby, reaction to receiving mail, favorite Spongebob song, and which character they are most like. The quiz provides different responses depending on the character chosen at the end.
today we reviewed the Pythagorean Theorem and there was one sheet handed out to the B and D class and two handed out to the C class.
B and D make sure both sides are done, C make sure the front of each is done.
KWizMe is a quiz tournament app that mirrors popular pre-internet quiz games. It features 7 mediums including videos from YouTube. KWizMe aims to capitalize on worldwide interest in viral videos by embedding them interactively in quiz tournaments. Users can vie for cash prizes, which acts as a loss leader for in-game monetization opportunities. KWizMe recognizes untapped potential in transforming the quiz space and addresses it through a unique hybrid design, localized content, and cash prize marketing approach not yet seen.
This math jeopardy review activity contains 50 questions about various math topics ranging from number sentences to word problems to geometry shapes. The questions are multiple choice or require writing a mathematical expression. For each question, the user selects an answer and is informed if it is correct or not before moving on to the next question.
The document describes a game where players have 10 seconds to form sentences using provided words in a specific tense. It lists the words and the correct sentences for 15 rounds, checking the answers before moving on to the next round. The goal is to practice forming sentences in different tenses.
This document contains instructions for playing a Wheel of Fortune-style game. Players spin a wheel with numbers 1 through 8 and must answer the question corresponding to the number landed on. If a player lands on "lose a turn," "bankrupt," or spins again, they forfeit their turn. Landing on "$double$" doubles their earnings and "jackpot" wins the full game. The game ends with a message thanking the players.
Battle of the Titans: Super Mario Bros. Vs Math BlasterKatrin Becker
油
1) The document analyzes the educational elements in the classic games Super Mario Bros. and Math Blaster by reverse engineering their designs.
2) It finds that both games support trial and error learning through status displays, action feedback, and choices, but differ in how closely these elements are tied to learning objectives versus gameplay.
3) The document concludes by discussing implications and next steps for using insights from these popular games to better design instructional games.
This document contains a set of flashcards with letters of the alphabet and objects that begin with each letter. Letters A through L are presented with one object per letter. Some letters have two objects associated with them, such as H, Q, and R. The flashcards provide examples to help teach the alphabet and build vocabulary by associating letters with common words.
The document discusses a quiz game where the player clicks on a dot which is identified as the moon, and then clicks on a window. The document then asks who is the hottest, but does not provide any answers.
This is a game to learn the irregular verbs forms (past and past participle).
Rules
1. Spin the wheel or circle then click again to make it stop.
2. Click on the word mark by the arrow.
3. Answer the questions about the verb (there are five question by verb)
4. Repeat.
The winner will be who answers the largest number of question in the correct way.
The lesson plan is for an 8th grade mathematics class on the Pythagorean theorem. It will be taught over three 40-minute periods. Students will investigate the Pythagorean theorem, learn to use it to determine lengths of sides in right triangles, and solve real-world problems involving right triangles. The lesson will begin with reviewing squares and triangles from 7th grade. Students will then work in groups to explore examples and applications of the Pythagorean theorem, present their findings, and have their understanding assessed through problems solving exercises.
The rhyming story describes five little ducks going out to play over the hills while their mother duck calls them. One by one, the ducks come waddling back after hearing their mother's call, until no ducks remain, causing the mother duck distress. In the end, all five little ducks return safely to their mother.
This 3-day lesson plan teaches high school honors geometry students how to determine the distance formula, midpoint formula, and slope formula through problem-solving activities. On day 1, students work in groups to discover the distance formula using the Pythagorean theorem. On day 2, groups present their work and the teacher explains how this relates to the distance formula. Day 3 has students find the midpoint and slope formulas through similar exploration and explanation. The goal is for students to understand these geometric concepts and formulas through hands-on learning experiences.
The document discusses the Pythagorean theorem, which states that for any right triangle, the square of the hypotenuse is equal to the sum of the squares of the two legs. It defines the key terms hypotenuse, legs, and explains the a^2 + b^2 = c^2 formula. Examples are given to demonstrate applying the theorem to find the unknown side of a right triangle given the other two sides. Practice problems are provided to reinforce the concept.
The document provides an explanation of the Pythagorean theorem using examples of right triangles found in baseball diamonds and ladders. It begins by defining a right triangle and its components - the hypotenuse and two legs. It then states the Pythagorean theorem formula that the sum of the squares of the two legs equals the square of the hypotenuse. Several word problems are worked through step-by-step using the theorem to calculate missing side lengths of right triangles.
3 Things Every Sales Team Needs to Be Thinking About in 2017Drift
油
Thinking about your sales team's goals for 2017? Drift's VP of Sales shares 3 things you can do to improve conversion rates and drive more revenue.
Read the full story on the Drift blog here: http://blog.drift.com/sales-team-tips
This document discusses different math manipulatives that are useful for teaching primary grade students math concepts in engaging hands-on activities. It describes how manipulatives like pattern blocks, wooden blocks, Unifix cubes, base-10 blocks, fraction circles, two-sided counters, geoboards, 3D geometric solids, unit cubes, and a 100 pocket chart can be used to teach concepts like number sense, operations, fractions, geometry, and patterns through activities like games, building, and exploration. The document emphasizes that manipulatives make math more concrete and help visual and kinesthetic learners understand abstract ideas.
This 5-day lesson plan teaches students about mean, median, and mode. On day 1, students are introduced to the key terms and do an activity to calculate them. Day 2 reviews the terms through songs and examples. Day 3 has students practice the concepts on educational websites. Day 4 is a card game where students find the mean, median, and mode of their hands. Day 5 consolidates learning through a book and quiz. The plan incorporates math, music, technology, games and assessments to engage multiple intelligences.
This document discusses and evaluates different iPad apps that can be used in early childhood education classrooms to teach math concepts. It provides details on several apps, including Math Splash Bingo, Animal Math, Splash Math, and Math Planet. For each app, it describes the types of math games included, whether student progress can be monitored, and how the apps could be integrated into classroom lessons. The conclusion recommends ways each of the apps could be used, such as for brain breaks, individual practice during study hours, or competitive free play.
The document describes a fraction game called "Fraction Tracks" that was played by a 5th grade class to practice adding and renaming fractions. In the game, students drew fraction cards and tried to move game pieces from 0 to 1 by adding the fractions on subsequent cards. The teacher monitored students as they played, helping when needed and asking questions. At the end, students shared strategies with the class. The document discusses extending the lesson by varying game materials and rules.
This document provides ideas for incorporating games, contests, and puzzles into classroom activities to make academic content more engaging for students. Some of the ideas discussed include holding magazine scavenger hunts and password games to review topics, using bingo and trivia games with review questions as prizes, and having students create review materials like quizzes and commercials for their peers. The goal of these strategies is to motivate students to actively recall and apply course concepts through entertaining and competitive activities.
Buckingham Uni PGCE Feb 2017 Purposeful gamesSteve Smith
油
This document provides descriptions of several language games that can be used in the classroom to help students practice vocabulary, grammar structures, listening skills and more in an engaging and motivating way. Some of the games summarized include Battleships with a twist where students practice verb conjugations, Mental Maths Bingo where students solve math problems to find numbers on their bingo card, and Silly Story-Writing where students collaborate to write a silly story incorporating random words in the target language. The games aim to make language practice more fun while still achieving learning goals.
This document provides several active revision techniques for students to review course material, including: having student groups prepare and deliver short lessons; creating mind maps and reworking notes with different colors; making connections maps between topics; using flashcards; playing word association, dominoes, and Pictionary games; using graphic organizers like tables and charts; creating posters for a "marketplace"; playing a question tennis game; and developing mnemonics to remember lists. The techniques emphasize creative, memorable activities for reviewing and reinforcing important concepts.
The document outlines the Standards for Mathematical Practice for third grade students in Georgia. It describes eight practices that students are expected to develop: 1) making sense of problems and persevering to solve them, 2) reasoning abstractly and quantitatively, 3) constructing viable arguments and critiquing others, 4) modeling with mathematics, 5) using appropriate tools strategically, 6) attending to precision, 7) looking for and making use of structure, and 8) looking for and expressing regularity in repeated reasoning. Specific examples are provided for what each practice looks like for third grade students.
The document outlines the Standards for Mathematical Practice for third grade students in Georgia. It describes eight practices that students are expected to develop: 1) making sense of problems and persevering to solve them, 2) reasoning abstractly and quantitatively, 3) constructing viable arguments and critiquing others, 4) modeling with mathematics, 5) using appropriate tools strategically, 6) attending to precision, 7) looking for and making use of structure, and 8) looking for and expressing regularity in repeated reasoning. Specific examples are provided for what each practice looks like for third grade students.
This research presentation summarizes a study examining senior high school students' perceptions of using ChatGPT as a learning tool. The study found that experienced users felt ChatGPT was effective for language-based subjects but not mathematical subjects. Experienced users also felt confident they could maintain academic integrity when using ChatGPT, while inexperienced users were less confident. Implications of the study are that perceptions of ChatGPT's effectiveness are influenced by its known strengths and weaknesses in natural language processing, and that experience level impacts perceptions of how it can be used ethically. The presentation concludes by recommending further qualitative research with a larger sample size.
This lesson plan outlines three learning centers for a 1st grade music class focused on melody and pitch. The centers aim to reinforce students' understanding of music alphabet letters, the music staff, treble clef, and identifying the direction of pitch movement. Each center uses a game-based activity - using iPads, drawing cards, or a modified "Go Fish" card game. Students will rotate between the three centers over three 9-minute periods to practice identifying notes, staff/clef, and discerning pitch direction through interactive games. The lesson concludes with a review of learning objectives and a reminder of an upcoming post-assessment.
This document provides instructions for several math activities involving classification, sorting, counting, and place value:
1) Classification activities involve sorting objects like buttons and pom poms into categories. Smarties can be sorted by color and results recorded in graphs.
2) Math bingo uses student-made boards with numbers 0-20 and calls out addition problems to match numbers.
3) Other games like fishing and picket fences match numbers to groups of objects.
4) Incidental activities like lining up use ordinal numbers like first and third. Place value concepts are reinforced through games like place value snakes.
This document provides a variety of game ideas that teachers can use in the classroom to engage students and reinforce learning. It begins with an introduction to educational games and the benefits of using games. It then describes 16 specific games that can be adapted for different subjects, including content-related games like Battleship for vocabulary practice and guessing games like Who is He/She? for identifying people. The games are meant to be interactive, help students work together, and make learning an enjoyable experience while still focusing on academic content.
Proyecto interdisciplinar elaborado por:
ESTHER COLS VEGU
ROSA DE DIEGO PONCE
NURIA FERNNDEZ HERNNDEZ
LAUREANO ESTEPA GARCA-BRAVO
ROSA FERNNDEZ ALBA
en el curso CLIL en la Universidad de Kent, Canterbury -UK- JULIO 2015
YLE Activities in English Teaching and the EducationThuMonSan
油
This document provides activities for English language learners at different levels to practice vocabulary and language skills. It describes a "Stepping Stones" game where students match pictures to words by stepping on picture cards on the floor. It also includes drawing activities where students draw pictures from their lessons and use them to ask and answer questions, follow commands, or create odd-one-out activities. Suggestions are given for adapting the activities for different ages and skill levels.
This document provides an overview of the curriculum, expectations, and schedule for a third grade classroom. It includes 3 main points:
1. The mission is to promote student self-image, foster cooperation and respect, and differentiate instruction to meet student needs. Writing, independence, and Maryland Common Core standards will be emphasized.
2. The curriculum includes language arts, reading, writing, spelling, math, social studies, science, health and report cards. Reading, math, and related arts are daily, and homework includes spelling and math Monday through Thursday.
3. The daily schedule balances subjects, and communication will be sent home as needed regarding student behavior or grades below level. Volunteers and field trips may be planned
This document describes a lesson plan that uses a SMART Board for a review game about a novel read in an English/Language Arts class. The class would be split into teams to answer questions on the SMART Board. The first team to tap the correct answer gets a point, and explaining the answer in more detail could earn another point. The team with the most points at the end wins. Allowing students to collaborate if they don't know an answer and having them explain answers in detail promotes universal design principles of accommodating different learning styles.
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.
Digital Tools with AI for e-Content Development.pptxDr. Sarita Anand
油
This ppt is useful for not only for B.Ed., M.Ed., M.A. (Education) or any other PG level students or Ph.D. scholars but also for the school, college and university teachers who are interested to prepare an e-content with AI for their students and others.
APM event hosted by the South Wales and West of England Network (SWWE Network)
Speaker: Aalok Sonawala
The SWWE Regional Network were very pleased to welcome Aalok Sonawala, Head of PMO, National Programmes, Rider Levett Bucknall on 26 February, to BAWA for our first face to face event of 2025. Aalok is a member of APMs Thames Valley Regional Network and also speaks to members of APMs PMO Interest Network, which aims to facilitate collaboration and learning, offer unbiased advice and guidance.
Tonight, Aalok planned to discuss the importance of a PMO within project-based organisations, the different types of PMO and their key elements, PMO governance and centres of excellence.
PMOs within an organisation can be centralised, hub and spoke with a central PMO with satellite PMOs globally, or embedded within projects. The appropriate structure will be determined by the specific business needs of the organisation. The PMO sits above PM delivery and the supply chain delivery teams.
For further information about the event please click here.
How to Setup WhatsApp in Odoo 17 - Odoo 際際滷sCeline George
油
Integrate WhatsApp into Odoo using the WhatsApp Business API or third-party modules to enhance communication. This integration enables automated messaging and customer interaction management within Odoo 17.
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
Prelims of Rass MELAI : a Music, Entertainment, Literature, Arts and Internet Culture Quiz organized by Conquiztadors, the Quiz society of Sri Venkateswara College under their annual quizzing fest El Dorado 2025.
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.
How to Modify Existing Web Pages in Odoo 18Celine George
油
In this slide, well discuss on how to modify existing web pages in Odoo 18. Web pages in Odoo 18 can also gather user data through user-friendly forms, encourage interaction through engaging features.
Blind spots in AI and Formulation Science, IFPAC 2025.pdfAjaz Hussain
油
The intersection of AI and pharmaceutical formulation science highlights significant blind spotssystemic gaps in pharmaceutical development, regulatory oversight, quality assurance, and the ethical use of AIthat could jeopardize patient safety and undermine public trust. To move forward effectively, we must address these normalized blind spots, which may arise from outdated assumptions, errors, gaps in previous knowledge, and biases in language or regulatory inertia. This is essential to ensure that AI and formulation science are developed as tools for patient-centered and ethical healthcare.
Finals of Rass MELAI : a Music, Entertainment, Literature, Arts and Internet Culture Quiz organized by Conquiztadors, the Quiz society of Sri Venkateswara College under their annual quizzing fest El Dorado 2025.
2. Target Learners and Subjects
Students in grades K-9
Can be used with these subjects:
ICT, Mathematics, English as a Second Language,
Geography, Social Studies, Citizenship, Science, Art
and Design, Health and Physical Education, History,
Modern Foreign Languages, Music, English Language
Arts
3. How Would I Implement This Into the
Classroom?
I would include Classroom Feud into my lesson plans if I wanted to help my students review material.
For an example, I will make up a scenario:
I am a first grade math teacher who just finished teaching a unit over addition and subtraction.
As a review before the test, I can use Classroom Feud to quiz my students over the information.
How Does the Game Work?
Divide the students into two teams
Students will listen to the question, and tap their corresponding teams name on the SMARTboard when they know the
answer. (ex. The question may be What is 4+8?)
If the team that tapped first gets the answer correct, they must roll a die and add that number to their teams total score.
If the team that tapped first gets the answer incorrect, they must roll a die and subtract that number from their teams total
score.
If a team answers a question incorrectly, the other team has a chance to answer it and receive points.
4. How Does Classroom Feud Support UDL?
It caters towards all learning levels
Can be used for a wide range of subject areas and age groups
Students with visual impairments can still participate orally with their team to
answer questions
Students with hearing impairments are able to see the questions written out on
the SMARTboard
Does not require physical movement (for those who have mobility impairments)