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Lifelong Learning Programme 2007-2013

Lifelong Learning Programme 2007-2013
Comenius - Action for school The Comenius programme focuses on the first phase of education, from pre-school and primary to secondary schools. It is relevant for all members of the education community: pupils, teachers, local authorities, parents associations, non-government organisations, teacher training institutes, universities and all other educational staff. Learn more about Comenius Erasmus - Higher education Erasmus is the EU's flagship education and training programme in the field of higher education. Individual grants and scholarships are managed by the National Agencies (please click the link "Individual grants and scholarships" below to contact them), while Erasmus centralised actions designed to support cooperation projects are managed by the EACEA. Learn more about Erasmus centralised actions Leonardo da Vinci - Vocational training The Leonardo da Vinci programme links policy to practice in the field of vocational education and training (VET). Learn more about Leonardo da Vinci Related:  New Learning

Go Infinitesimals at Sensei In combinatorial game theory (CGT) infinitesimals are games of temperature zero where the whole point is to get the last move. (The winner always moves to a score of 0, and so does not win on points.) The simplest infinitesimal is {0|0}, called STAR (*). Each player can play to a position worth 0. I (Bill Spight) have heard that other infinitesimals have been constructed, that involve seki which alters the parity of the dame on the board, but I have not seen one. However, plays with a miai value of 1 may be treated as infinitesimals. Such plays are related to infinitesimals by a process called Chilling. Plays with a smaller miai value than 1 chill to numbers. Some of Berlekamp and Wolfe's problems stumped the pros, even 9 dans! Learning about infinitesimals can help go players because it may be important to get the last move in certain situations where the plays are larger or even the last move in a close game. For examples of chilled go infinitesimals, see --Bill Spight

Antonio Delgado Pérez, M.A. Ed. Direccte Top Ten Reasons To Play Go | American Go Association 1. Go is the simplest of all games. When we play go, we try to surround territory and to avoid being surrounded. No muss, no fuss, no thought-up fancy rules. 2. 3. 4. 5. 6. 7. 8. 9. 10. Go is the ultimate mind sport.

Creure en el futur ... o res Si és rellevant vol dir que és útil. Ara, segon, ha sigut usable? És a dir, ha sigut fàcil d’entendre, ha sigut fàcil d’incorporar al nostre discurs intel·lectual? Imagineu-se en termes d’ordinadors o en termes de webs, per ser més precís: hi ha una muntanya de coses fetes amb usabilitat. Molta gent s’esforça en que el web sigui fàcil, bonic, ben dissenyat, no sé què...ara, és útil? De vegades, no. No em queda molt temps i no em ficaré en detall en això, però jo us recomanaria que si us interessen aquests temes, una de les coses que s’han de llegir és el llibre de Nonaka i Takeuchi ¾ són dos japonesos- sobre el coneixement a les organitzacions: The knowledge creating organitzations. Nonaka i Takeuchi arriben a la conclusió de que una organitzaió és una mena de lloc, una entitat, que bàsicament funciona per intercanvis de coneixement. Pots ensenyar a algú a ser un bon recercaire? El coneixement explícit és el coneixement absolutament documentable.

To Test a Powerful Computer, Play an Ancient Game DEEP BLUE's recent trouncing of Garry Kasparov sent shock waves through the Western world. In much of the Orient, however, the news that a computer had beaten a chess champion was likely to have been met with a yawn. While there are avid chess players in Japan, China, Korea and throughout the East, far more popular is the deceptively simple game of Go, in which black and white pieces called stones are used to form intricate, interlocking patterns that sprawl across the board. So subtle and beautiful is this ancient game that, to hear aficionados describe it, Go is to chess what Asian martial arts like aikido are to a boxing match. And, Go fans proudly note, a computer has not come close to mastering what remains a uniquely human game. Over the last decade, inspired in part by a $1.4 million prize offered by a Taiwanese organization for a computer program that can beat a champion human player, designers have been coming up with better and better Go-playing machines. Dr.

50 actividades educativas en blogs de aula Desde la eclosión de los blogs hace pocos años, muchos docentes hemos centrado nuestro esfuerzo en la creación de blogs de aula, caracterizados por sus actividades educativas para estudiantes. Es tal el impulso en torno a esta nueva forma de publicación de contenidos educativos, que ya se han creado varios premios para destacar este tipo de blogs por su metodología abierta y comunicativa. Hace unos años les dediqué una reflexión que publiqué como La experiencia del blog de aula, y ahora presento una muestra de cincuenta actividades extraídas de sendos blogs de aula que tengo agregados en dos planetas de blogs abiertos a la participación de muchos docentes. Os invito a disfrutar de dichas actividades y a reflexionar sobre ello. 1. Aquí os presento esta monumental experiencia no sólo por su concreción actual, sino por lo que anuncia de cara al futuro. 2.

Game theory Game theory is the study of strategic decision making. Specifically, it is "the study of mathematical models of conflict and cooperation between intelligent rational decision-makers. Modern game theory began with the idea regarding the existence of mixed-strategy equilibria in two-person zero-sum games and its proof by John von Neumann. This theory was developed extensively in the 1950s by many scholars. Representation of games[edit] Most cooperative games are presented in the characteristic function form, while the extensive and the normal forms are used to define noncooperative games. Extensive form[edit] The game pictured consists of two players. The extensive form can also capture simultaneous-move games and games with imperfect information. Normal form[edit] When a game is presented in normal form, it is presumed that each player acts simultaneously or, at least, without knowing the actions of the other. Characteristic function form[edit] appears, it works against the fraction [edit]

Partition congruences and the Andrews-Garvan-Dyson crank Proceedings of the National Academy of Sciences of the United States of Americawww.pnas.org Karl Mahlburg † Author Affiliations Communicated by George E. Abstract In 1944, Freeman Dyson conjectured the existence of a “crank” function for partitions that would provide a combinatorial proof of Ramanujan's congruence modulo 11. 1. Whether these guesses are warranted by the evidence, I leave to the reader to decide. Apartition of n is a non-increasing list of positive integers λ1 ≥ λ2 ≥ · · · ≥ λ k that sum to n; we write |λ| = n. Ramanujan's celebrated congruences for the partition function state that Following the spirit of Ramanujan's own work, Watson and Atkin extended these congruences to arbitrary powers of 5, 7, and 11 (2). by developing the p-adic theory of half-integral weight modular forms. Dyson (1) observed empirically that this function decomposes the Ramanujan congruences modulo 5 and 7 into classes of equal size. where Here is defined for the crank just as was for the rank (7, 8).

Teaching Expert Learners Harrisburg Presentation Resources Here are some resources from my presentation in Harrisburg. Defining and Exploring Gamification from Karl Kapp Here is some additional information. Articles and Blog Entries of Interest 8 Types of Stories to Effect Change Storytelling and Instructional Design Eight Game Elements to Make Learning More Intriguing Games, Gamification and the Quest for Learner Engagement Gamification, […] Continue Reading → 2014 DOE Symposium Conference Resources Here are my resources for the 2014 DOE Symposium Conference. Continue Reading → Great fun at ITEAA Conference & Introduction of Exciting Game-Based Learning Modules Last week I had a chance to attend the ITEAA Conference which is the conference of the International Technology and Engineering Educators Association. Continue Reading → Instructional Games and Narrative Instructional games work best when there is a narrative that provides the learner with the proper context for the learning that needs to take place.

Some Differences Between Experts and Novices Harrisburg Presentation Resources Here are some resources from my presentation in Harrisburg. Defining and Exploring Gamification from Karl Kapp Here is some additional information. Articles and Blog Entries of Interest 8 Types of Stories to Effect Change Storytelling and Instructional Design Eight Game Elements to Make Learning More Intriguing Games, Gamification and the Quest for Learner Engagement Gamification, […] Continue Reading → 2014 DOE Symposium Conference Resources Here are my resources for the 2014 DOE Symposium Conference. Continue Reading → Great fun at ITEAA Conference & Introduction of Exciting Game-Based Learning Modules Last week I had a chance to attend the ITEAA Conference which is the conference of the International Technology and Engineering Educators Association. Continue Reading → Instructional Games and Narrative Instructional games work best when there is a narrative that provides the learner with the proper context for the learning that needs to take place.

The Future Of Storytelling: Immersion, Integration, Interactivity, Impact As technology becomes more advanced and more accessible across multiple platforms, it’s only natural for consumers to expect increasingly higher standards of creativity and engagement from content creators. However, with social media, apps, tablets, smartphones, websites, TV, etc. all part of the audience’s viewing habit, learning how stories should be evolving and how to make narratives work across platforms is a complicated matter. A new study offers some perspectives on what audiences may be looking for in their stories. Research consultancy Latitude recently released phase one of a two-part study titled "The Future of Storytelling" that looks to uncover trends and audience attitudes about content. Overall, the study revealed that audiences are looking for a blurring of barriers between content and reality in a layered yet cohesive execution. Based on participants’ responses the study zeroes in on "four I’s" that will continue to shape storytelling: Other findings from the study:

Read These Seven Books, and You’ll be a Better Writer Donald Miller I used to play golf but I wasn’t very good. I rented a DVD, though, that taught me a better way to swing, and after watching it a few times and spending an hour or so practicing, I knocked ten strokes off my game. I can’t believe how much time I wasted when a simple DVD saved me years of frustration. • The War of Art by Steven Pressfield: This book is aimed at writers, but it’s also applicable to anybody who does creative work. Pressfield leaves out all the mushy romantic talk about the writing life, talk I don’t find helpful. • On Writing Well by William Zinsser: Zinsser may be the best practical writing coach out there. • Bird by Bird by Anne Lamott: Before becoming a literary superstar, Anne Lamott taught writing, and Bird by Bird is the best of her advice, broken up into chapters. Save the Cat by Blake Snyder: Snyder’s book is specifically for screenwriters, and yet I recommend the book for writers of any kind, and teachers and preachers as well.

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