Continuous Improvement Model. The Continuous Improvement Model can be summarized as follows: Review – The effort from preliminary information gathering through detailed testing and summarization of results.
Engagement techniques include: Data acquisition Interviews or facilitated meetings Review of contracts Observation of processes or activities Development of programs and surveys Sampling and transaction testing Results – Analysis of information obtained during the review. Summarization and reporting results in meaningful terms to the Client is a critical aspect of this effort. Root Cause – Definition of the underlying cause of issues or missed opportunities. Determining origin often provides support that mitigating controls are not functioning properly. E-learning. E-learning (or eLearning) is the use of electronic media and information and communication technologies (ICT) in education.
E-learning is broadly inclusive of all forms of educational technology in learning and teaching. E-learning is inclusive of, and is broadly synonymous with multimedia learning, technology-enhanced learning (TEL), computer-based instruction (CBI), computer-based training (CBT), computer-assisted instruction or computer-aided instruction (CAI), internet-based training (IBT), web-based training (WBT), online education, virtual education, virtual learning environments (VLE) (which are also called learning platforms), m-learning, and digital educational collaboration.
These alternative names emphasize a particular aspect, component or delivery method. Curriculum. In formal education, a curriculum (/kəˈrɪkjʉləm/; plural: curricula /kəˈrɪkjʉlə/ or curriculums) is the planned interaction of pupils with instructional content, materials, resources, and processes for evaluating the attainment of educational objectives.
This process includes the use of literacies and datagogies that are interwoven through the use of digital media and/or texts that address the complexities of learning. Other definitions combine various elements to describe curriculum as follows: Fine Arts. Fine art, from the 17th century on, has meant art forms developed primarily for aesthetics, distinguishing them from applied arts that also have to serve some practical function.
Historically, the 5 main fine arts were painting, sculpture, architecture, music and poetry, with performing arts including theater and dance. Today, the fine arts commonly include additional forms, such as film, photography, conceptual art, and printmaking. However, in some institutes of learning or in museums, fine art and frequently the term fine arts (pl.) as well, are associated exclusively with visual art forms.  Video Game. A video game is an electronic game that involves human interaction with a user interface to generate visual feedback on a video device.
The word video in video game traditionally referred to a raster display device, but it now implies any type of display device that can produce two- or three-dimensional images. The electronic systems used to play video games are known as platforms; examples of these are personal computers and video game consoles. These platforms range from large mainframe computers to small handheld devices. Specialized video games such as arcade games, while previously common, have gradually declined in use. Photography. Lens and mounting of a large-format camera Photography has many uses for business, science, manufacturing (e.g. photolithography), art, recreational purposes, and mass communication.
Etymology The word "photography" was created from the Greek roots φωτός (phōtos), genitive of φῶς (phōs), "light" and γραφή (graphé) "representation by means of lines" or "drawing", together meaning "drawing with light". Several people may have coined the same new term from these roots independently. Comics. Fine art, from the 17th century on, has meant art forms developed primarily for aesthetics, distinguishing them from applied arts that also have to serve some practical function.
Historically, the 5 main fine arts were painting, sculpture, architecture, music and poetry, with performing arts including theater and dance. Today, the fine arts commonly include additional forms, such as film, photography, conceptual art, and printmaking. However, in some institutes of learning or in museums, fine art and frequently the term fine arts (pl.) as well, are associated exclusively with visual art forms. Theatre. Theatre or theater is a collaborative form of fine art that uses live performers to present the experience of a real or imagined event before a live audience in a specific place.
The performers may communicate this experience to the audience through combinations of gesture, speech, song, music, and dance. Elements of design and stagecraft are used to enhance the physicality, presence and immediacy of the experience. The specific place of the performance is also named by the word "theatre" as derived from the Ancient Greek θέατρον (théatron, "a place for viewing"), itself from θεάομαι (theáomai, "to see", "to watch", "to observe"). Modern Western theatre derives in large measure from ancient Greek drama, from which it borrows technical terminology, classification into genres, and many of its themes, stock characters, and plot elements. Dance. Origins and history Many contemporary dance forms can be traced back to historical, traditional, ceremonial, and ethnic dance.
For example, some Sri Lankan dances are related to aboriginal, mythical devils known as "yakkas", and according to local legend, Kandyan dance began as a ritual that broke the magic spell on a bewitched king. Illustration. People strolling by the banks of the River Thames.
Illustration beats explanation. Western Engraving & Colortype Co. History Medieval codices' illustrations were called illuminations. Johannes Gutenberg invented the printing press and independently developed a movable type system in Europe, along with innovations in casting the type based on a matrix and hand mould. Painting. Painting is the practice of applying paint, pigment, color or other medium to a surface (support base). The medium is commonly applied to the base with a brush but other implements, such as knives, sponges, and airbrushes, can be used.
Paintings may have for their support such surfaces as walls, paper, canvas, wood, glass, lacquer, clay, leaf, copper or concrete, and may incorporate multiple other materials including sand, clay, paper, gold leaf as well as objects. Music. This article is about music as a form of art. For history see articles for History of music and Music history.
The creation, performance, significance, and even the definition of music vary according to culture and social context. Small Learning Community. A Small Learning Community (SLC), also referred to as a School-Within-A-School, is a form of school structure that is increasingly common in American secondary schools to subdivide large school populations into smaller, autonomous groups of students and teachers. The primary purpose of restructuring secondary schools into SLCs is to create a more personalized learning environment to better meet the needs of students.
Each community will often share the same teachers and student members from grade to grade. Facilitator. A facilitator is someone who helps a group of people understand their common objectives and assists them to plan to achieve them without taking a particular position in the discussion. Some facilitator tools will try to assist the group in achieving a consensus on any disagreements that preexist or emerge in the meeting so that it has a strong basis for future action. Definitions Student. Pupils in rural Sudan, 2002 International variations Asia Brunei Education is free in Brunei Darussalam not limited to government educational institutions but private educational institutions too. There are mainly two types of educational institutions namely government or public as well as private institutions. Mentorship. Attachment theory. Learning Community. Professional Learning Community. Education.