989 resultados para How to make a novel


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Bitcoin is a distributed digital currency which has attracted a substantial number of users. We perform an in-depth investigation to understand what made Bitcoin so successful, while decades of research on cryptographic e-cash has not lead to a large-scale deployment. We ask also how Bitcoin could become a good candidate for a long-lived stable currency. In doing so, we identify several issues and attacks of Bitcoin, and propose suitable techniques to address them.

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The use of games technology in education is not a new phenomenon. Even back in the days of 286 processors, PCs were used in some schools along with (what looks like now) primitive simulation software to teach a range of different skills and techniques – from basic programming using Logo (the turtle style car with a pen at the back that could be used to draw on the floor – always a good way of attracting the attention of school kids!) up to quite sophisticated replications of physical problems, such as working out the trajectory of a missile to blow up an enemies’ tank. So why are games not more widely used in education (especially in FE and HE)? Can they help to support learners even at this advanced stage in their education? We aim to provide in this article an overview of the use of game technologies in education (almost as a small literature review for interested parties) and then go more in depth into one particular example we aim to introduce from this coming academic year (Sept. 2006) to help with teaching and assessment of one area of our Multimedia curriculum. Of course, we will not be able to fully provide the reader with data on how successful this is but we will be running a blog (http://themoviesineducation.blogspot.com/) to keep interested parties up to date with the progress of the project and to hopefully help others to set up similar solutions themselves. We will also only consider a small element of the implementation here and cover how the use of such assessment processes could be used in a broader context. The use of a game to aid learning and improve achievement is suggested because traditional methods of engagement are currently failing on some levels. By this it is meant that various parts of the production process we normally cover in our Multimedia degree are becoming difficult to monitor and continually assess.

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This 7-minute video shows you how to make a recording using Panopto in locations where you have no internet access, such as another institution or on a field trip. It also shows you how to upload the recording when you get back to your office.

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The guide takes you through the various steps required to request a book, journal article, conference paper, thesis or other documents that the library does not hold in stock.

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A Table of Contents can be tweaked so that it picks up the content from only part of a file (such as an Appendix). This video shows you how to make such a change to a Table of Contents that is based upon Heading Styles. For best viewing Download the video.

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Hacer una tarta de plátano forma parte del capítulo de competencias. Con un texto sencillo y palabras que se repiten se da a los niños instrucciones de cómo hacer un postre muy simple. Las fotografías se usan para hacer los libros reales para las propias experiencias de los niños. Para los jóvenes lectores con edades comprendidas entre los cuatro y cinco años. Las palabras se introducen en el contexto real a través de diferentes tipos de texto.

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Hacer un sombrero de papel forma parte del capítulo de competencias. Con un texto sencillo y palabras que se repiten se da a los niños instrucciones de cómo hacer un sombrero muy sencillo. Las fotografías se usan para hacer los libros reales para las propias experiencias de los niños. Para los jóvenes lectores con edades comprendidas entre los cuatro y cinco años. Las palabras se introducen en el contexto real a través de diferentes tipos de texto.

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This paper analyzes Japanese language classes at Dalarna University in Sweden that are held through a web conferencing system. It discusses how students’ learning and language acquisition can be supported by making better use of the available features of using a web conferencing system for language lessons. Of particular interest is the existence of an “information gap” among students, created because of the limits posed by distance communication. Students who take Japanese courses at Dalarna University usually access classes from their home, which are located all over Sweden or even abroad. This fact can be utilized in language classes because the “information gap” can lead to interactions that are essential for language learning. In order to make use of this natural “information gap” and turn it into an opportunity for communication, our classes used a teaching method called “personalization” [Kawaguchi, 2004].  “Personalization” aims to persuade students to express their own ideas, opinions, feelings and preferences. The present analysis suggests that “personalization” in web-based language classes is a surprisingly effective teaching method. By making students explain about things at home (why they have them, what they use them for, or why they are important), students become motivated to express themselves in Japanese. This makes communication meaningful and enhances students’ interest in improving their vocabulary. Furthermore, by knowing each other, it becomes easier to create a ”supportive classroom environment” [Nuibe, 2001] in which students feel able to express themselves. The analysis suggests that that web-based education can be seen not simply as a supplement to traditional face-to face classroom education, but as a unique and effective educational platform in itself.

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