228,662 research outputs found

    Melt from You

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    Rachel Sweningson is a sophomore student majoring in English education. Her writing has been featured in The Green Blotter literary magazine and on the inside of origami pieces she gifts to friends. In between her studies, Rachel enjoys reading, watching video essays, and working as an officer for her university’s ballroom dance club

    Media Live Streaming Berbasis Raspberry Pi pada Perguruan Tinggi Raharja

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    Higher Education Prog is a university that focuses konsestrasi in the field of computer and technology, but in the field of penyampaikan information to students remains less efektik because they still use a paper or poster is attached to the wall magazine (Magazine Wall) and his appearance did not attract the students to see and listen information contained campus. The need for an innovation to renew methods penyampaikan user information into a digital form. The authors mebuat Broadcast media based information tool Raspberry Pi utilizing campus facilities like television to show some internal information campuses and as a forum to showcase the work of the Student Video Mavib to display to the Personal Prog

    Google Glass and Education: The Wave of the Future?

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    In the evolving, fast-paced world of technology, a fairly recent development that has the potential to affect instruction, privacy, and cost for school boards is Google Glass, introduced to the public in April 2012 and named by Time magazine as one of 2012’s best inventions of the year. Google Glass devices are wearable headset computers with optical headmounted transparent display screens (640 x 360 pixels) that essentially bring Android and iPhone capacities to eyeglasses. They can be activated by voice or touch and can record video and audio or live-stream events observed by wearers (Miller 2013). They include, among other features, 16 gigabytes of storage, a GPS, Wi-Fi, a Bluetooth radio, microphone, an audio and video recorder, a 5-megapixel camera, and a touch pad that allows users to control the device. As with many issues involving the interplay between technology and education, the use of Google Glass introduces an array of legal issues of which education leaders should be aware

    Cycles of Life

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    Engaging storytelling is both the means and medium of Cycles of Life(COL). This thesis project consists of a video documentary and curriculum magazine that highlights the visioning process, implementation, and cyclical design of this transformative learning model. Throughout the COL co-creative process, students collectively utilize Indigenous research methodologies to examine innovations in planning, design and education from diverse sources including guest speakers, social media, and contextual multi-sensory experiences. Incorporated into the COL curriculum is a regenerative process where students vision their own curriculum model that impacts health, education, planning and design. It is my hope that these seed projects will grow into applied “disruptive†innovations that promote foundational goals of freedom, justice and equity that nurture thriving life

    Learning through play: an educational computer game to introduce radar fundamentals

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    The information exchange has evolved from traditional books to computers and Internet in a few years' time. Our current university students were born in this age: they learn and have fun with different methods as previous generations did. These digital natives enjoy computer games. Thus, designing games for learning some selected topics could be a good teaching strategy for such collective and also for undergraduate university students. This paper describes the development and test of an educational computer game revolving around radar. The objective of the game RADAR Technology is to teach students about the fundamentals of radar, while having fun during the learning experience. Based on the principle that you learn better what you practice, the authors want to induce students to discover a difficult to understand topic by proposing them a different experience, in a format better adapted to their generation skills. The computer game has been tested with actual students and the obtained results seem to be very promising

    Art in the Age of Networks - Networks as a Way of Thinking

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    The theme-based and material-based units (with lessons and lesson sequences) propose a curriculum for one academic semester in an undergraduate visual arts school (for sophomore, 2nd year, or junior, 3rd year students). However the lessons could be modified and tailored to any age group developmentally. This curricular framework aims to foster collaboration (within individuals, materials and disciplines), explore networked pedagogy and networks in pedagogy as a collaborating force through and with the visual arts and explore the materiality of the code and the digital media. The course also engages with new media theory and literature, investigates the materiality of the digital media as collaborators, mediators and metaphors and reflects on how technology affects pedagogy and allows students to tailor projects according to their own interests. The course content is flexible in its approach with plenty of elbowroom. The 3rd Unit of the suggested curriculum also seeks to advocate for social justice; students cultivate perspectives about the power of digital media to address social issues, they probe into matters of social justice or injustice with the featured artists and make connections with the artistic processes and goals of the artists (listed in the lessons) to reflect on the sociopolitical context of their own art making. The students also think about networks as an abstract or tangible concept (digital, social, physical, and biological networks) and create works in an open-ended, student-centric environment that encourages critical thinking, independent decision-making and enables them to chose their own nature/ track of projects.https://scholarscompass.vcu.edu/cstae_resource_higher_education/1002/thumbnail.jp

    Spiritual Economies of Evangelical Worship: Technology, Stewardship and Experience

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    The present work explores how American evangelicals have learned to use and think about performance technology, such as professional audio, video and lighting technologies as they endeavour to craft worship environments. I track the discourses from trade publications, like Technologies for Worship Magazine (TFWM) and Worship Facilities Magazine and Church Production, in their devotion to bridge the divide between religion and technology to create a house of worship market. Both TFWM and Church Production participate in conferences where they offer education on technology use. Technologies for Worship Magazine is the educational basis for the TFW Pavilion and Worship Facilities and Church Production for an event called Worship Facilities Expo (WFX). Ethnographic research at these events reveals that evangelical worship technicians learn to cultivate dispositions towards stewardship and technical mastery through attending these technology exhibitions and conferences, by taking offered educational seminars. Training at the TFW Pavilion and WFX focussed on two main areas: first, how to use professional performance technologies, like audio amplification and control devices, lighting configurations, and video capture, production and broadcast systems. Second, training addressed the importance for church technicians to use technologies to create excellent and relevant worship experiences. By excellent, trainers meant worship practice that uses performance technologies seamlessly to create immersive experiences. Churches who strive for technological excellence embody the belief that the relevance of the church and its message among believers and non-believers is coupled with the use of technology to enhance the affective potential of the message delivered by the pastor. Yet, as church technicianslike audio or lighting engineersreflect on technology use, they reveal the ways that technology troubles contemporary worship practice as much as it augments the creation of poignant, immersive experiences

    Applications of computer communications in education.

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    Applications of computer communications can be used in many ways in education. An overview is given of a number of categories of computer communications applications in learning-related activities. Particular attention is given to a new type of system called a course-support environment. In this type of system a database is integrated with Web-based tools and applications, and used to generate a course-support environment accessed via a standard Web browser. Some examples are given. The article moves on to an overview of various issues confronting the acceptance of computer communication systems in educational settings, and indicates some of the ways in which computer communications engineers will have to deal with those issue

    \u27Cat Tracks

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    Investing in Youth Media: A Guide for Grantmakers

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    Investing in Youth Media is a compilation of success stories, lessons, and guidance for grantmakers interested in being part of the vibrant and growing field of youth media. It is a tool to help funders consider the value of youth media in connection to program areas such as civic engagement, the arts, education, youth development, and journalism.Why are funders becoming interested in youth media? Youth media organizations offer a broad impact that belies their often small sizes and even smaller budgets. They bring together youth development and social justice in a way that is both energizing and authentic. They offer new models for educating young people who have lost interest in school, bring youth voices to public attention, and offer opportunities for artistic exploration and career experiences.Programs are built on the best practices of positive youth development, teaching young people new skills and empowering them to make smart decisions, explore new horizons, and work toward their goals. Program graduates leave with skills in interviewing, researching, and storytelling. They learn how to develop an idea and stick with it until they get the project done. These skills become important for their professional and personal lives.At the same time, youth media organizations can engage young people in social justice issues that are important to them. Whether it's inequity in education, foster care conditions, or the politics of immigration, young people explore the landscape, develop opinions, and share those opinions, along with their personal experiences, through film, radio, and the printed word. Although they are still too young to vote, these young people have found a way to impact the issues that affect their lives.While most funders do not have a defined youth media program, many find that youth media is an effective component of their grantmaking strategy. The case studies that follow introduce youth media programs supported by a variety of small local funders and large international philanthropies. They illustrate the links between youth media and six other program areas: youth development, social change, youth voice, education, journalism, media arts, and field building.The resource list at the end of this publication includes contact information for all of the youth media organizations listed here as well as intermediaries and others who can help you consider, develop, and launch a youth media philanthropy program
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