100 Diagrams That Changed the World Since the dawn of recorded history, we’ve been using visual depictions to map the Earth, order the heavens, make sense of time, dissect the human body, organize the natural world, perform music, and even concretize abstract concepts like consciousness and love. 100 Diagrams That Changed the World (public library) by investigative journalist and documentarian Scott Christianson chronicles the history of our evolving understanding of the world through humanity’s most groundbreaking sketches, illustrations, and drawings, ranging from cave paintings to The Rosetta Stone to Moses Harris’s color wheel to Tim Berners-Lee’s flowchart for a “mesh” information management system, the original blueprint for the world wide web. It appears that no great diagram is solely authored by its creator. Most of those described here were the culmination of centuries of accumulated knowledge. Most arose from collaboration (and oftentimes in competition) with others. Christianson offers a definition:
Cell Models: An Interactive Animation Nucleolus: The prominent structure in the nucleus is the nucleolus. The nucleolus produces ribosomes, which move out of the nucleus and take positions on the rough endoplasmic reticulum where they are critical in protein synthesis. Cytosol: The cytosol is the "soup" within which all the other cell organelles reside and where most of the cellular metabolism occurs. Though mostly water, the cytosol is full of proteins that control cell metabolism including signal transduction pathways, glycolysis, intracellular receptors, and transcription factors. Cytoplasm: This is a collective term for the cytosol plus the organelles suspended within the cytosol. Centrosome: The centrosome, or MICROTUBULE ORGANIZING CENTER (MTOC), is an area in the cell where microtubules are produced.
Holmes-Marking Student Work on the Computer The Internet TESL Journal Martin Holmesmholmes [at] uvaix.uvic. University of Victoria English Language Centre As more and more of our students' work is submitted in word-processed form, it seems logical that we begin to develop tools to mark and annotate written assignments quickly and clearly using word-processors. This article describes some tools which I have developed for marking electronic documents using a word-processor, and discusses some of the advantages and drawbacks revealed by my early trials of the system. The macros and templates I have developed for MS Word 7 and WordPerfect 6.1 for Windows can be downloaded from links in the article.
Meshing GBL With PBL: Can It Work? Project-based learning has essential components that make it unique to other models of instruction, such as public audience, voice and choice, driving questions, and teaching and assessing 21st-century skills. PBL requires that all of these components be present in a truly great "main-course project." Similarly, game-based learning has elements that make it unique, even in its many implementation methods. GBL can look like gamification, where game elements such as quests and incentives are used to make the unit of instruction into a game of sorts. GBL can also look like using games for instructional purposes, such as the popular Minecraft or even Angry Birds, to support student learning. Plant Based Dietitian Resources Websites: Recommended Products: DVDs: Books:
Creating the true citizen scientist Citizen science is a powerful concept. Surely there’s no better way to engage the public in science than to include them in actual research. And already there are hundreds of projects all over the world, including conservation projects that depend on enthusiasts to count local wildlife populations, and internet-based projects, such as Galaxy Zoo, which make use of the human mind’s advantage over computers for recognising patterns in space images. But is this the furthest citizen science can go? While such initiatives help engage people in scientific activities and make valid contributions to various fields, the citizen’s contribution to the research seems to be limited to repetitive data collection, or offering up their brain’s cognitive functions.
ITG Virtual Projects : Downloads ***** Please Note: The Virtual Microscope software is not up to date and may not operate on newer platforms. We are working to acquire grant funding to completely update the software.***** The Virtual Microscope interface supports the browsing of high-resolution, multi-dimensional image datasets from our Scanning Electron Microscope (SEM) and our Light Microscope (LM). Ten Teaching Trends from the Innovating Pedagogy Report - TeachOnline How are today’s most innovative educators engaging with their students? The 2015 Innovating Pedagogy Report proposes ten innovations that explore ways of teaching, learning, and assessment for an interactive, engaged world. The report is the fourth of its kind, produced in collaboration with SRI International and The Open University. The full document details several examples and studies to support these innovations. Below is a summary of those innovations:
Social Media in the Classroom: 16 Best Resources for 2015 Social media is a powerful tool for keeping in touch with friends, getting coupons and deals from your favorite businesses, and seeing what your favorite celebrities are up to. It is also handy in your classroom; platforms like Instagram, Twitter, Facebook, and others have the power to help you forge closer connections with students and parents and enhance the educational experience in your classroom. How can you make it happen? Let the following resources lead the way. Is Social Media Right for Your Classroom?
Breastfeeding and Sleeping Arrangements - Science and History in Parenting By Tracy G. Cassels When you write about science articles, there are bound to be some things that people just don’t get. If you haven’t taken part in research, then understanding the nuances is something you’ve probably never considered (why would you?). This means, though, that people make comments and reach conclusions without fully understanding what it is that’s being highlighted by the research.
Cyfrowe opowieści - Wikipedia, wolna encyklopedia Digital storytelling refers to a short form of digital media production that allows everyday people to share aspects of their life story. "Media" may include the digital equivalent of film techniques (full-motion video with sound), animation, stills, audio only, or any of the other forms of non-physical media (material that exists only as electronic files as opposed to actual paintings or photographs on paper, sounds stored on tape or disc, movies stored on film) which individuals can use to tell a story or present an idea. Introduction "Digital storytelling" is a relatively new term which describes the new practice of ordinary people who use digital tools to tell their 'story'. Digital stories often present in compelling and emotionally engaging formats, and can be interactive. One can define digital storytelling as the process by which diverse peoples share their life story and creative imaginings with others.
Desktop This software has been renamed to Gapminder World Offline Because of technical problems the software on this page is no longer being maintained! Please visit Gapminder World Offline (Beta) instead.