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Social Network Analysis

Social Network Analysis
About the Course Everything is connected: people, information, events and places, all the more so with the advent of online social media. A practical way of making sense of the tangle of connections is to analyze them as networks. In this course you will learn about the structure and evolution of networks, drawing on knowledge from disciplines as diverse as sociology, mathematics, computer science, economics, and physics. Online interactive demonstrations and hands-on analysis of real-world data sets will focus on a range of tasks: from identifying important nodes in the network, to detecting communities, to tracing information diffusion and opinion formation. Course Syllabus Week 1: What are networks and what use is it to study them? Concepts: nodes, edges, adjacency matrix, one and two-mode networks, node degree Activity: Upload a social network (e.g. your Facebook social network into Gephi and visualize it ). Week 2: Random network models: Erdos-Renyi and Barabasi-Albert Week 4: Community

Gamification About the Course Gamification is the application of digital game design techniques to non-game contexts, such as business, education, and social impact challenges. Video games are the dominant entertainment form of modern times because they powerfully motivate behavior. Over the past few years, gamification adoption has skyrocketed. Game thinking means more than dropping in badges and leaderboards to make an activity fun or addicting. Subtitles forall video lectures available in: English, Russian (provided by Digital October), Turkish (Koc University), and Ukrainian (provided by Bionic University) Course Syllabus The course is divided into 12 units. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. Recommended Background This course is designed as an introduction to gamification as a business practice. Suggested Readings The course is designed to be self-contained. Course Format The class will consist of video lectures, which are between 7 and 12 minutes in length. Yes. • Who should take this course?

Blaffin:: Bring it on! - Test yourself and break your limits! Discrete Optimization About the Course Optimization technology is ubiquitous in our society. It schedules planes and their crews, coordinates the production of steel, and organizes the transportation of iron ore from the mines to the ports. This class is an introduction to discrete optimization and exposes students to some of the most fundamental concepts and algorithms in the field. An introductory lecture to the course can viewed here. Course Syllabus The course has an open format. Course Format The class will consist of lecture videos, which are between 8 and 20 minutes in length (approximately 3 hours per week), and programming assignment covering the course concepts and exercising creativity.

SI 508 - Networks: Theory and Application SI 508 has been taught in various forms from 2006 to 2008 to master’s students at the University of Michigan School of Information. The course covers topics in network analysis, from social networks to applications in information networks such as the Internet. I will introduce basic concepts in network theory, discuss metrics and models, use software analysis tools to experiment with a wide variety of real-world network data, and study applications to areas such as information retrieval. As a network scientist I think networks are fun to talk about, but they are even more fun to play with. Therefore, labs are an integral part of this course. In addition to providing background material, the labs and the demos offer ample opportunity for learners to get hands-on with interactive demonstrations, real-world data sets, and a dizzying array of tools (Pajek, Guess, NetLogo, and others). - Lada Adamic Instructor: Lada Adamic, Ph.D. dScribes: Pieter Kleymeer, Hung Truong Course level: Graduate L.

Social Media Dr. Maria H. Andersen is the Director of Learning and Research for Instructure, where she acts as a translator and anthropologist to help bridge the gap between technologists who build Canvas and the education tribe who use it. She is also tasked with using existing research to improve student success through the design of features in Canvas and using data from Canvas for research about the Scholarship of Teaching and Learning. Prior to this position, Maria served as faculty at a community college for a decade, teaching social media, chemistry, and math and designing learning experiences for both traditional and online formats. Maria has worked extensively with faculty development and is also an internationally-known learning futurist.

UCV GameDev Contest 2012 Top five regrets of the dying There was no mention of more sex or bungee jumps. A palliative nurse who has counselled the dying in their last days has revealed the most common regrets we have at the end of our lives. And among the top, from men in particular, is 'I wish I hadn't worked so hard'. Bronnie Ware is an Australian nurse who spent several years working in palliative care, caring for patients in the last 12 weeks of their lives. Ware writes of the phenomenal clarity of vision that people gain at the end of their lives, and how we might learn from their wisdom. Here are the top five regrets of the dying, as witnessed by Ware: 1. "This was the most common regret of all. 2. "This came from every male patient that I nursed. 3. "Many people suppressed their feelings in order to keep peace with others. 4. "Often they would not truly realise the full benefits of old friends until their dying weeks and it was not always possible to track them down. 5. "This is a surprisingly common one.

Learn to Program: The Fundamentals About the Course A computer program is a set of instructions for a computer to follow, just as a recipe is a set of instructions for a chef. Laptops, kitchen appliances, MP3 players, and many other electronic devices all run computer programs. Recommended Background This course is intended for people who have never programmed before. Suggested Readings This online course is intended to be self-contained, but if you want additional reading material you will find that Practical Programming (2nd edition): An Introduction to Computer Science Using Python 3 matches the course material closely. Course Format The class consists of 1 to 2 hours of lecture each week, which are made up of videos that are generally shorter than 10 minutes each.

events.blackboard.com/open?elqCampaignId=1605 Description: Motivating students and creating community within blended and online learning environments is crucial to academic achievement and success. This open course will provide both theoretical concepts and practical tools for instructors to improve motivation, retention, and engagement within blended and online courses. Course Objectives: Identify and apply relevant motivational strategies and instructional techniquesConstruct thinking skill options for different types of learners and subjectsDesign and share innovative thinking skill activities as well as unique cooperative learningMap and apply instructional models and ideas to online learning toolsCourse Duration: April 30th- June 4th ( A total of 5 weeks) Announcing a Free, Open Course With Dr. Course Title: Instructional Ideas and Technology Tools for Online Success Enrollment is Now Open

Inciate En El Marketing 2.0 - Enrique Burgos García, Marc Cortés Ricart Este libro presenta los nuevos medios, los nuevos soportes, la nueva manera de acercarse y relacionarse con los consumidores. Se trata de un acercamiento práctico, no centrado en la tecnología, sino en las personas y en la mejor forma de utilizar las nuevas herramientas (los blogs, las redes sociales, los nanoblogs, el RSS o los marcadores sociales) para ayudar a las empresas a entender y moverse en estos nuevos entornos. En primer lugar se presenta el concepto de marketing relacional, para continuar detallando qué son, cómo funcionan y cómo se le puede sacar partido a las nuevas herramientas que ofrece Internet. El libro acaba con un Social Media Plan, la guía para la puesta en marcha de un modelo de presencia en la red. Estamos en un momento en que la gente toma posesión de Internet y ésta se convierte en social: los consumidores opinamos, conversamos, nos quejamos o recomendamos.

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