Flex. Flex UI : Getting Started : Introduction. GEOS-SC : Flex UI: Getting Started : Introduction Introduction | Terminology | How To Write An Application | How To Detect User Interaction | How To Bring Everything Together This chapter will do the following things: Introduce common uses of the Flex UI.
Define frequently used Flex UI terminology. Provide working examples. Introduction to Flex UI The Flex UI provides an interface for creating applications that use simple components such as buttons, windows, and labels in their design. The Flex UI also allows the programmer to customize the actions of these components. Using the Flex UI The Flex UI library provides a hierarchy of object classes well-suited to carrying out common user interface tasks. FlexButton *helloButton = theUIFactory->CreateFlexButton(HINT_BUTTON_WITH_ROUNDED_CORNERS, title, length); The Flex UI provides the ability to add components to other "container" components when building the user interface, allowing for easy management and grouping of similar objects.
Math - Web application with pearltree like interface. 6 Steps to Help Students Find Order in Their Thinking. Like magic, the fish turn into birds and then back into fish.
M.C. Escher's tessellations have a way of grabbing your attention and forcing your mind to make sense of the impossible figures on the paper. The Merriam dictionary describes tessellations as, "a covering of an infinite geometric plane without gaps or overlaps by congruent plane figures of one type or a few types. " A geometry book I have on hand describes tessellations as geometric forms that make use of all available foreground and background space in two dimensions by repeating one or more different shapes in predictable patterns. To tessellate a single shape it must be able to exactly surround a point, or in other words, the sum of the angles around each point in a tessellation must be 360. Using the six steps listed below, tessellated thinking might be a way to help students make order out of the mental chaos our young learners often experience: Step 1: Routines and Predictable Patterns Step 2: Create Habits of Mind.
An Illustrated Book of Bad Arguments. A reader recently wrote in asking if I could share a bit about the process of putting the book together and talk about how the project started.
Certainly. I go on two solitary walks every day. There is a small park off the Embarcadero that is tucked away in a quiet spot. It has a pleasant stream flowing through it and an unassuming bench beside that stream. I have made walking to that frail bench a ritual, and the half an hour or so spent daydreaming on it amid the cool San Francisco breeze, an article of faith. It was on a day in October of last year when, during one of those quiet moments on that bench, I recalled my college years and how outspoken I happened to be during them, an observation only made interesting by the fact that I have since turned into the quietest of beings.
A realization that coincided with that nostalgic whiff was that a sizable amount of the discourse nowadays continues to be plagued with bad reasoning. 15 Tools For Better Project-Based Learning. Project-Based Learning is a 21st century approach to learning that acts both as a curriculum and instruction tool, as well as a new way for students to think about school.
Rather than strictly academic lessons and units, real-world problems can be solved, and students gain experience with long-term management of the learning process, and the possibility of self-direction. Project-Based Learning allows naturally embedding of “school” in authentic environments whether those are digital or physical. It is a way of learning that is as much about the process as the project, allowing for the seamless integration of technology, and the inclusion of digital and social media to solve relevant personal and social challenges. A Simple Project-Based Learning Process The following apps and digital tools are built around a vastly over-simplified-but-you’ll-still-get-the-picture 4-step process: 1. 2. 3. 4.
The technology serves the learning process itself. 1. Platform: iOS Price: Free 2. 3. 4. Connectivism and Technology.