Web-Based Learning Solutions for Communities of Practice: Developing Virtual Environments for Social and Pedagogical Advancement provides cutting-edge research on a wide range of topics and discusses their implications within the modern era's broad learning concept. Addressing diverse conceptual, social, and technical issues, this book provides professionals, researchers, and academicians with up-to-date research in developing innovative and more effective learning systems through the use of Web-based technologies.
Solutions and Innovations in Web-Based Technologies for Augmented Learning: Improved Platforms, Tools, and Applications provides cutting-edge research on a series of related topics and discusses implications in the modern era's broad learning concept. Addressing diverse conceptual, social, and technical issues, this book provides professionals, researchers, and practitioners in the field with up-to-date research in developing innovative and more effective learning systems by using Web-based technologies.
Novel Developments in Web-Based Learning Technologies: Tools for Modern Teaching addresses diverse conceptual, social, and technical issues in the modern era's broad learning and teaching concepts. This significant reference provides professionals, researchers, and practitioners with up-to-date research in developing innovative and more effective learning systems by using Web-based technologies.
—Dr. Kevin Leman, New York Times best-selling author of Have a New Kid by Friday
Turn Conflict into Cooperation
Many parents suspect their strong-willed child is deliberately trying to drive them crazy. Difficult to discipline and seemingly impossible to motivate, these children present unique, exhausting, and often-frustrating challenges to the those who love them.
But strong will is not a negative trait. These same children have firm convictions, high spirits, a sense of adventure—all the makings of a great adult. In this book you’ll discover how to channel that passion and determination in positive ways as you build a healthy relationship. Through insights gained from strong-willed people of all ages, you’ll…
· better understand how their minds really work.
· discover positive ways to motivate your strong-willed child.
· learn how to share control without compromising parental authority.
· apply key tactics to survive a meltdown.
· get practical tips for parents who disagree, blended families, and single parents.
Packed with immediately useful strategies to drastically reduce the level of tension in the home (or in the classroom), You Can’t Make Me shows how you can start today to build a stronger, more positive relationship with your strong-willed child.
· Top Ten Tips for Bringing Out the Best in a Strong-Willed Child of Any Age
· A Strong-Willed Child Emergency Kit
In Free to Learn, developmental psychologist Peter Gray argues that in order to foster children who will thrive in today's constantly changing world, we must entrust them to steer their own learning and development. Drawing on evidence from anthropology, psychology, and history, he demonstrates that free play is the primary means by which children learn to control their lives, solve problems, get along with peers, and become emotionally resilient. A brave, counterintuitive proposal for freeing our children from the shackles of the curiosity-killing institution we call school, Free to Learn suggests that it's time to stop asking what's wrong with our children, and start asking what's wrong with the system. It shows how we can act-both as parents and as members of society-to improve children's lives and to promote their happiness and learning.
Authors Grant Wiggins and Jay McTighe answer these and many other questions in this second edition of "Understanding by Design." Drawing on feedback from thousands of educators around the world who have used the UbD framework since its introduction in 1998, the authors have greatly revised and expanded their original work to guide educators across the K-16 spectrum in the design of curriculum, assessment, and instruction. With an improved UbD Template at its core, the book explains the rationale of "backward design" and explores in greater depth the meaning of such key ideas as "essential questions" and "transfer tasks." Readers will learn why the familiar coverage- and activity-based approaches to curriculum design fall short, and how a focus on the "six facets of understanding" can enrich student learning. With an expanded array of practical strategies, tools, and examples from all subject areas, the book demonstrates how the research-based principles of Understanding by Design apply to district frameworks as well as to individual units of curriculum.
Combining provocative ideas, thoughtful analysis, and tested approaches, this new edition of "Understanding by Design" offers teacher-designers a clear path to the creation of curriculum that ensures better learning and a more stimulating experience for students and teachers alike.
Written for educators of all disciplines, this third edition of a bestseller provides real examples from K–12 teachers around the world on how Web tools allow students to learn more, create more, and communicate better. Updated with materials on Web publishing and information literacy, this resource opens up a new toolbox for both novice and tech-savvy educators, with how-to steps for teaching with:Weblogs Wikis Really Simple Syndication (RSS) feeds and aggregators Social bookmarking Online photo galleries Facebook, MySpace, and Twitter
This book takes you step-by-step through many fun and educational possibilities. Take advantage of several preloaded programming languages. Use the Raspberry Pi with Arduino. Create Internet-connected projects. Play with multimedia. With Raspberry Pi, you can do all of this and more.Get acquainted with hardware features on the Pi’s board Learn enough Linux to move around the operating system Pick up the basics of Python and Scratch—and start programming Draw graphics, play sounds, and handle mouse events with the Pygame framework Use the Pi’s input and output pins to do some hardware hacking Discover how Arduino and the Raspberry Pi complement each other Integrate USB webcams and other peripherals into your projects Create your own Pi-based web server with Python
Our purpose in writing this book is to help educate and train a new generation of marketing managers. We aim to train marketing engineers to translate concepts into context-specific operational decisions and actions using analytical, quantitative, and computer modeling techniques. We link theory to practice and practice to theory.
A Note from the Author:
Dear Marketing Engineering Revised Edition 2 User:
The several editions of Marketing Engineering that we have published since 1998 have been aimed at a fairly narrow, somewhat technical audience interested in bringing more scientific rigor to the marketing discipline. Versions of that book were adopted by more than 150 business schools on five continents. In 2007 we published Principles of Marketing Engineering to reach a broader, less technical audience. A key complement of that book, in response to user feedback, was Marketing Engineering for Excel (ME>XL), i.e., our Marketing Engineering software as an Excel Add-in. The response to that effort has been extremely positive and we have abandoned the original Marketing Engineering software platform, the one that produced the software complement to previous editions of this book.
Hence, as the note on the cover indicates, software is not included with the book. More importantly, when we reference software in the book, those references refer to a version of the software that is no longer available.
"I am very excited about this book. Finally marketing can exhibit its scientific muscle and move from opinions-based decision making to data-based decision making. I think this is a very important book that will spawn a new discipline within marketing."
Philip Kotler, Northwestern University
Learn how to use and navigate Microsoft Office 365 a new revolutionary technology that allows users to work in the ‘virtual office’ in the cloud.
This visual guide covers the basics of the core applications. With plenty of screen prints, photographs and illustrations, this guide explores...What is the cloud? What is Office 365? What version to get, home, premium, student, professional etc Setting up a Microsoft Account Purchasing and Installing office 365 Applications Setting up and using Microsoft OneDrive: on PCs, iPads, tablets etc Office for Mobile Devices, type a document on the go with your iPad and sync it with your PC A look at the core office 365 applications Constructing professional looking documents with Word 2013 Creating presentations for your lessons, lectures, speeches or business presentations using PowerPoint 2013 Using Excel 2013 to create spreadsheets that analyse, present and manipulate data Keeping in touch with friends, family and colleagues using Microsoft Outlook 2013 Maintaining calendars and keeping appointments with Outlook Getting started with Microsoft Access databases and more...
Techniques are illustrated step by step using photography and screen prints throughout, together with concise, easy to follow text from an established expert in the field.
There is also a small troubleshooter section in Chapter 3 of this book, with things to check if anything ever goes wrong. We also provide links to external websites to troubleshoot your Chromecast in more depth.
We have input a small key to make it easier to follow depending on your devices.
A: = PC, Mac or Chromebook.
B: = iphone, ipad or Android device.
We hope you find this book extremely useful, and thanks again for purchasing How to use a Chromecast by Kieron “Chromecast Apps” Phillips and Conrad “Chromecast Guide” Jackson.
Displaying some recipes titles below from the book:
Checking For User Permissions Before Updating or Inserting The Records in Oracle Forms.
An Example of Pre-Query and Post-Query Triggers in Oracle Forms With Using Display_Item to Highlight Dynamically.
Displaying Modal Window Messages in Oracle Forms Using Alerts.
Get_File_Name Usage in Oracle Forms 6i.
Creating, Stopping, Re-Starting and Deleting a Timer in Oracle Forms.
Writing Text File From A Tabular Block In Oracle Forms.
Populating Tabular Data Block Manually Using Cursor in Oracle Forms.
If Value Exists Then Query Else Allow Create New in Oracle Forms An Example.
Trigger Execution Sequence Of Oracle Forms.
Why And When To Use Pre-Update and Pre-Insert Triggers In Oracle Forms.
Some Useful Property Settings Explained Of Oracle Forms.
FRM-10001, FRM-10002, FRM-10003 Oracle Form Builder Error Solution.
Example of Get_File_Name Function in Oracle Forms.
Create Timer Example To Show Image Presentation in Oracle Forms.
See also: Create timer to display clock in Oracle Forms.
Moving From Top To Bottom in Detailed Block in Oracle Forms.
Date Picker Calendar For Oracle Forms 6i.
Pre-Update and Pre-Insert Trigger Examples For Oracle Forms.
Handling Tab Pages in Oracle Forms.
How To PLAY_SOUND in Oracle Forms.
Using Find_Alert and Show_Alert in Oracle Forms.
How To Use RUN_PRODUCT In Oracle Forms.
When Cathy Davidson and Duke University gave free iPods to the freshman class in 2003, critics said they were wasting their money. Yet when students in practically every discipline invented academic uses for their music players, suddenly the idea could be seen in a new light-as an innovative way to turn learning on its head.
This radical experiment is at the heart of Davidson's inspiring new book. Using cutting-edge research on the brain, she shows how "attention blindness" has produced one of our society's greatest challenges: while we've all acknowledged the great changes of the digital age, most of us still toil in schools and workplaces designed for the last century. Davidson introduces us to visionaries whose groundbreaking ideas-from schools with curriculums built around video games to companies that train workers using virtual environments-will open the doors to new ways of working and learning. A lively hybrid of Thomas Friedman and Norman Doidge, Now You See It is a refreshingly optimistic argument for a bold embrace of our connected, collaborative future.
rich representations of the ID literature concise theory summaries specific examples of how theory is applied to practice recommendations for future research a glossary of related terms a comprehensive list of references.
A perfect resource for instructional design and technology doctoral, masters and educational specialist certificate programs, The Instructional Design Knowledge Base provides students and scholars with a comprehensive background for ID practice and a foundation for future ID thinking.
In Design For How People Learn, you'll discover how to use the key principles behind learning, memory, and attention to create materials that enable your audience to both gain and retain the knowledge and skills you're sharing. Using accessible visual metaphors and concrete methods and examples, Design For How People Learn will teach you how to leverage the fundamental concepts of instructional design both to improve your own learning and to engage your audience.
As a consequence of both the information rich environment and the technological capability, business is seen moving away from a fixed curriculum and toward providing information and instruction when it is needed. These changes bring about a window of opportunity establishing a dialogue that will provide for a richer understanding of learning and the instructional environment required to achieve that learning. The editors hope that this book is the beginning of the conversation and that it will serve to spur continued conversation between those involved in learning theory and those involved in the design of instruction.
*A game designer at the University of Southern California leading a team to design a video-game version of Thoreau's Walden Pond.
*A young neuroscientist and game designer whose research on "Math Without Words" is revolutionizing how the subject is
taught, especially to students with limited English abilities.
*A Virginia Tech music instructor who is leading a group of high school-aged boys through the creation of an original opera staged
totally in the online game Minecraft.
Experts argue that games do truly "believe in you." They focus, inspire and reassure people in ways that many teachers can't. Games give people a chance to learn at their own pace, take risks, cultivate deeper understanding, fail and want to try again—right away—and ultimately, succeed in ways that too often elude them in school. This book is sure to excite and inspire educators and parents, as well as provoke some passionate debate.
Have you just got your hands on one of these beautiful machines and don’t know where to start? Do you want to learn how to get more creative with it and create actual songs? Or do you want to become a Pocket Operator master? Then this book is for you.
Some of the topics that this book will cover is:
Tweaking a sound
Mastering the Mini drum machine
Making a song
Backing up patterns
Playing in different keys/scales
How to sync the PO-14 with external gear
Explanation of parameters
So what are you waiting for? Time to master your Pocket Operator!
Many entry level instructional designers and students enrolled in related academic programs indicate they are better prepared to accomplish the challenging work of creating effective training and education materials after they have a thorough understanding of the ADDIE principles. However, a survey of instructional development applications indicate that the overwhelming majority of instructional design models are based on ADDIE, often do not present the ADDIE origins as part of their content, and are poorly applied by people unfamiliar with the ADDIE paradigm.
The purpose of this book is to focus on fundamental ADDIE principles, written with a minimum of professional jargon. This is not an attempt to debate scholars or other educational professionals on the finer points of instructional design, however, the book's content is based on sound doctrine and supported by valid empirical research. The only bias toward the topic is that generic terms will be used as often as possible in order to make it easy for the reader to apply the concepts in the book to other specific situations.
To explore this potential, Learning Science: Computer Games, Simulations, and Education, reviews the available research on learning science through interaction with digital simulations and games. It considers the potential of digital games and simulations to contribute to learning science in schools, in informal out-of-school settings, and everyday life. The book also identifies the areas in which more research and research-based development is needed to fully capitalize on this potential.
Learning Science will guide academic researchers; developers, publishers, and entrepreneurs from the digital simulation and gaming community; and education practitioners and policy makers toward the formation of research and development partnerships that will facilitate rich intellectual collaboration. Industry, government agencies and foundations will play a significant role through start-up and ongoing support to ensure that digital games and simulations will not only excite and entertain, but also motivate and educate.
Few educators have time to find online learning resources that engage and allow students’ creative content expression while meeting core area standards. Discover 20 free tools—flexible enough for kindergarten through high school use—and learn how to leverage technology to transform your classroom. More than a “how-to” guide, you’ll receive access to a web site with videos for richer, in-depth exploration, an online community where you can connect and collaborate with educators, and advice, tips, tricks, and bite-sized anecdotes from ed tech leaders.
The revised Third Edition of this indispensable classic on Piaget and teaching features a new introduction, a new chapter on critical exploration in the classroom, and a renewed belief in the need to educate children about peace and social justice.
Praise for Previous Editions!
“A striking example of how Piaget’s work could well be applied to education—to advantage and with delight.”
—School Psychology International
“As she explains in her inspiring account of the exhilarating process of teaching and learning, now we all have the opportunity to create wonderful ideas.”
“Admirably confirms Eleanor Duckworth’s ability to express complex ideas and profound insights with clarity, good sense, and relevance for classroom practice.”
—The Journal of Educational Thought
Eleanor Duckworth is Professor of Education at Harvard University. She worked with Jean Piaget for more than two decades, as a student and colleague.
This is a must-have resource for all K-12 teachers and administrators who want to really make the best use of available technologies. Written by Doug Johnson, an expert in educational technology, The Classroom Teacher's Technology Survival Guide is replete with practical tips teachers can easily use to engage their students and make their classrooms places where both students and teachers will enjoy learning.Covers the most up-to-date technologies and how they can best be used in the classroom Includes advice on upgrading time-tested educational strategies using technology Talks about managing "disruptive technologies" in the classroom Includes a wealth of illustrative examples, helpful suggestions, and practical tips
This timely book provides a commonsense approach to choosing and using educational technology to enhance learning.
It's a no-brainer! You'll learn how to:Create design mockups that meet the project goals Add images and multimedia with HTML Style text, lists, links, and forms with CSS Integrate HTML and CSS for layout Improve your site's search engine ranking Code HTML for e-mail
Simple enough for a beginner, but challenging enough for an intermediate user, Web Design Demystified gives you the tools you need to create successful websites.
Teach yourself how to navigate and use the most radical redesign of Windows in Microsoft’s history.
With plenty of screen prints, photographs and illustrations, this guide exploresSetting up your computer Navigating around the windows 8.1 using the start screen Windows 8.1’s features, menus, charms and utilities Transferring your files from your old machine Using the desktop and running applications Backing up your important data with filehistory Antivirus and internet safety Downloading & watching videos Downloading & listening to music Staying in touch friends, family and colleagues using Mail & Calendar Getting started with SkyDrive Storing, organising and manipulating your photos, putting them into albums or slideshows to show to friends or post on social media Maintaining Windows 8.1, optimizing drives, scanning drives for errors and more...
Techniques are illustrated step by step using photography and screen prints throughout, together with concise, easy to follow text from an established expert in the field.
Whether you have just bought your first computer, laptop or are a keen computer user who has just upgraded to Windows 8.1, this book will provide you with a firm grasp of the underpinning foundations and equip you with the skills needed to use a computer like an expert.
-the position of on-line learning in the development of the information society;
-developments in virtual organisations, virtual institutes and virtual laboratories;
-creation and development of interactive and adaptive context-aware learning environments using intelligent agents and cognitive style match;
-integrating collaborative learning and collective competencies into on-line learning practices;
-creation and development of e-learning portals, and concerns with inter-operability;
-uses of on-line learning environments in diverse subjects, such as environmental education, mathematics and ICT;
-changes with educational organisation and the impact of culture and culturation;
-the role of case studies and models in teacher development of practice;
-educational uses of broadcasting and web-based technology;
-creation and development of assessment and computerised examination systems in on-line learning environments;
-the role of team work, team learning and team teaching in on-line learning environments used for work-based purposes;
-the role of on-line learning environments in parent-child relationships and rehabilitation situations;
-a focus on shifts in female enrolment in computer science courses;
-theories and concepts of telE-learning (including the application of activity theory and situated learning theory to on-line delivery and learning);
-developments in appropriate research methodologies for on-line learning environments.
TelE-LEARNING: The Challenge for the Third Millennium contains the edited proceedings of Stream 3 of the 17th World Computer Congress, which was sponsored by the International Federation for Information Processing (IFIP) and held in Montréal, Québec, Canada in August 2002.
Marc Prensky, who first coined the terms "digital natives" and "digital immigrants," presents an innovative model that promotes student learning through the use of technology. Discover how to implement partnership learning, in which:
Digitally literate students specialize in content finding, analysis, and presentation via multiple media Teachers specialize in guiding student learning, providing questions and context, designing instruction, and assessing quality Administrators support, organize, and facilitate the process schoolwide Technology becomes a tool that students use for learning essential skills and "getting things done"
Each site is accompanied by a site summary that describes the site contents and usefulness to geography teachers and school library media specialists. Site subjects include: Urban Landscapes, Volcanoes and Earthquakes, Weather, The U.S. Census, and the World Wildlife Fund Global Network. The questions and activities that follow are designed to develop critical thinking skills for both oral and written presentations. An appendix of additional geography resources includes Internet addresses for approximately 25 sites relating to maps, primary sources, and critical thinking. This will provide teachers and librarians with even more resources for developing lessons to help each student meet all 18 of the National Geography Standards.
Two themes are central: the use of technology as a scaffold for learning, and the use of technology to promote argumentation and reasoning. Collaboration among peers is a key element in both of these strands. These foci highlight, respectively, a key element in the design of technology-based learning environments and a key outcome that can result from online instruction/learning. As a whole, the volume addresses some of the core issues in using technology to support collaborative learning, reasoning, and argumentation.
Sound can be deployed to produce discomfort, express a threat, or create an ambience of fear or dread—to produce a bad vibe. Sonic weapons of this sort include the “psychoacoustic correction” aimed at Panama strongman Manuel Noriega by the U.S. Army and at the Branch Davidians in Waco by the FBI, sonic booms (or “sound bombs”) over the Gaza Strip, and high-frequency rat repellants used against teenagers in malls. At the same time, artists and musicians generate intense frequencies in the search for new aesthetic experiences and new ways of mobilizing bodies in rhythm. In Sonic Warfare, Steve Goodman explores these uses of acoustic force and how they affect populations.
Traversing philosophy, science, fiction, aesthetics, and popular culture, he maps a (dis)continuum of vibrational force, encompassing police and military research into acoustic means of crowd control, the corporate deployment of sonic branding, and the intense sonic encounters of sound art and music culture.
Goodman concludes with speculations on the not yet heard—the concept of unsound, which relates to both the peripheries of auditory perception and the unactualized nexus of rhythms and frequencies within audible bandwidths.
These emerging issues have created an urgent need for a practical book grounded in comprehensive scholarship that addresses the policy-vacuum and provides practical educational responses to cyber-bullying. Written by one of the few experts on the topic Cyber-Bullying develops guidelines for teachers, head teachers and administrators regarding the extent of their obligations to prevent and reduce cyber-bullying. The book also highlights ways in which schools can network with parents, police, technology providers and community organizations to provide support systems for victims (and perpetrators) of cyber-bullying.
Digital technologies are an everyday part of life for students and Understanding Digital Literacies explores the ways in which they can be used in schools. Carrington and Robinson provide an insight into the research on digital technologies, stressing its relevance for schools, and suggest ways to develop new, more relevant pedagogies, particularly for social learning, literacy and literate practices. With a practical focus, the examples and issues explored in this book will help you to analyse your own practice and to carry out your own small-scale research projects.
Explaining the theoretical issues and demonstrating their practical implementation, this topical book will be an essential resource to new student teachers on undergraduate and PGCE courses, and those returning to postgraduate study.
• Essential questions at the start of each chapter to get you thinking about the big ideas
• A chapter on each of the nine essential cloud-based tools--ePaper and eBooks; digital notebooks; social bookmarking; cloud syncing; cloud writing apps; blogging and microblogging; wikis and website builders; online graphic organizers and mind maps; and cartoons and infographics
• A wide variety of practical ways to use each tool in the classroom
• Alignments to the Common Core State Standards in writing
• Level Up Learning--a special section at the end of each chapter to help you review, reflect on, and apply what you’ve learned
• Writing tips to help you make the best use of the tools and avoid common pitfalls
• A glossary of key terms discussed in the book
• Useful appendices, including reproducible material for your classroom
No matter what grade level you teach or how much tech experience you have, you will benefit from Vicki’s compelling and practical ideas. As she emphasizes throughout this essential book, teaching with cloud-based tools has never been easier, more convenient, or more important than right now.
Recent advances in brain science show that most students' learning strategies are highly inefficient, ineffective or just plain wrong. While all learning requires effort, better learning does not require more effort, but rather effectively aligning how the brain naturally learns with the demands of your studies. This book shows you what is involved in learning new material, how the human brain processes new information, and what it takes for that information to stick with you even after the test.
“Reimagining school and creating more schools like the iSchool must be our highest national priority. All students need to graduate from high school and college ‘innovation-ready,’ as well as prepared for the complex challenges of continuous learning and citizenship in the 21st century. Time is running short. I urge you to read this book with urgency.”
—From the Foreword by Tony Wagner, expert in residence at the Harvard University Innovation Lab, founder and co-director of the Change Leadership Group at the Harvard Graduate School of Education
"Public education mistakenly relies on a 19-century model to teach kids in the 21st century. Moss Brown and Berger decided to change this by opening the iSchool in New York City and creating a whole new approach to how schools work. They succeeded wildly, and having walked the walk, they now talk the talk so others can follow on the trail they blazed.”
—Joel Klein, former Chancellor of the New York City Department of Education (2002–2011)
“Those who strive to create or transform a school will learn much from the shining example of these two fearless principals. As learning contexts change with the rising tides of technology, Moss and Berger focus above all on human and intellectual growth in schools. Their NYC iSchool offers hope for increasing imagination, equity, and depth in the face of the gathering storm of standardization.”
—Kathleen Cushman, co-founder of What Kids Can Do and author ofThe Motivation Equation
“Moss Brown and Berger launched one of the first schools to blend personalized instruction and community-connected engaging projects. Anyone interested in a picture of next-generation learning and the inside story of creating a great school should read this book.”
—Tom Van der Ark, CEO of Getting Smart
Mary Moss Brown and Alisa Berger are the founding co-principals of the NYC iSchool and are currently working as the founding partners in Novare Schools, a consulting group that focuses on school leader coaching, school design, innovation, and transformation.
This book also addresses the needs of people new to the field who require information in a hurry. Chapter 3 serves as a guide to generating a 3D model by reviewing scanning methodology, the various types of software available to create a model and the steps needed to insure a useful printed object from the 3D model. The chapter has numerous references which, together with the information in the text, will help one find quickly any additional information available on the internet.
Keywords: 3D Printing, 3D Software, 3D Hardware, Printing Materials, Scanning, 3D Modeling, Jewelry, Medicine, Housing, Space
How do I make inclusion work for ALL students? What are the foundational best practices of a truly inclusive learning community? How does one create such a community?
The author pulls together, in an organized way, a three-block model of universal design for learning (UDL) and suggests a step-by-step approach for implementing it. This framework includes:
Block One, Social and Emotional Learning: details ways to build compassionate learning communities (K-12) in which all students feel safe and valued, and develop a positive self-concept, sense of belonging, and respect for diverse others.
Block Two, Inclusive Instructional Practice: includes a framework for planning units from K-12, and explains instructional and management practices for teaching, assessing, grading, and reporting in UDL Classrooms.
Block Three, Systems and Structures: suggests strategies for creating inclusive learning communities, and explores ways in which resource teachers, student services personnel, and school administrators can support and create socially and academically inclusive schools and classrooms.
The three-block model of UDL can empower educators with the knowledge, skills, and confidence required to teach diverse learners in the same classroom--including those who have previously been excluded. Ultimately, it is about creating classrooms and schools that heal by teaching to the heart, mind, and spirit of every student.
Whether you have just bought your first computer or laptop or are a keen computer user, this book will provide you with a firm grasp of the underpinning foundations and equip you with the skills needed to use a computer like an expert.
The second picture book in The Adventures of Everyday Geniuses series features Max, a third-grader who had always liked math until his teacher started using a timer for testing the class on multiplication facts. Max clutches when he tries to hurry. When his missing math folder reveals that Max has been working problems from the older brother’s algebra book “for fun,” he is invited to join the school math team as well as a program for accelerated math students. Tinted with colorful washes, ink drawings illustrate the story with sympathy and humor. One particularly expressive picture illustrates the phrase “my mind freezes” with a drawing of unhappy Max seated at his school desk, his head turned into a snowman’s noggin, carrot nose and all. The well-phrased text also reassures children that understanding is more important than memorization and that a strength in one area of learning can offset a weakness in another. Grades 1-3. --Carolyn Phelan
In Ungifted, cognitive psychologist Scott Barry Kaufman—who was relegated to special education as a child—sets out to show that the way we interpret traditional metrics of intelligence is misguided. Kaufman explores the latest research in genetics and neuroscience, as well as evolutionary, developmental, social, positive, and cognitive psychology, to challenge the conventional wisdom about the childhood predictors of adult success. He reveals that there are many paths to greatness, and argues for a more holistic approach to achievement that takes into account each young person's personal goals, individual psychology, and developmental trajectory. In so doing, he increases our appreciation for the intelligence and diverse strengths of prodigies, savants, and late bloomers, as well as those with dyslexia, autism, schizophrenia, and ADHD.
Combining original research, anecdotes, and a singular compassion, Ungifted proves that anyone—even those without readily observable gifts at any single moment in time—can become great.
The goal of this work is to assess the contribution of the latest models and corrections to the SLR-derived parameters, to enhance the quality and reliability of the SLR-derived products, and to propose a new approach of orbit parameterization for low orbiting geodetic satellites. The impact of orbit perturbations is studied in detail, including perturbing forces of gravitational origin (Earth's gravity field, ocean and atmosphere tides) and perturbing forces of non-gravitational origin (atmospheric drag, the Yarkovsky effect, albedo and Earth's infrared radiation pressure).
A multi-satellite combined solution is obtained using SLR observations to LAGEOS-1, LAGEOS-2, Starlette, Stella, and AJISAI. The quality of the SLR-derived parameters from the combined solution is compared with external solutions. The Earth rotation parameters are compared to the IERS-08-C04 series and the GNSS-derived series, whereas the time variable Earth's gravity field coefficients are compared to the CHAMP and GRACE-derived results.