...Final Project on Customer Service Visual literacy is the ability to comprehend, make meaning of, and communicate through visual means, usually in the form of images or multimedia. Most people never took the time to realize how much it’s used on the daily basis. Everywhere a person may look rather it’s the television, billboards, social media, magazines and etc. The reason of picking the way to deliver my message was through Power Point because it is the easiest way to present a message to a large number of people. It has It has many styles, forms and custom layout. PowerPoint allows the presenter to add exciting elements like video, animations, photos and music. With all these features that allow presenters to better engage the audience and help grab attention and break up unexciting lectures or speeches. It also includes a notes feature that lets presenters. This helps presenters better remember the flow of the slides and cover important points with using notes. It also helps keep the present organized and focus as far as getting the message across to the audience. This message will be discussing the importance of customer Service in a business setting. Customer Service is the overall activity of identifying and satisfying customer’s needs. It plays a huge factor in a business and is the most important ingredient of the marketing mix for products and services. The purpose of this message is to reach out to employees that work for different business all around the...
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...Research on Educational Impact of Games A Literature Review Institute for Games for Learning NYU Education/Assessment Group CUNY Education/Assessment Group White Paper # 02/2009 Version 0.1 June 25, 2009 Florrie Ng Helen Zeng Jan L. Plass Gaming Literature Coding In response to researchers’ calls for more systematic investigations of the use of games for learning, we conducted an extensive literature review on this topic. By surveying prior research, we examined the themes that emerged, the methodology employed, and the findings yielded, the ultimate goal being to identify knowledge gaps in the literature. To this end, we reviewed the relevant research conducted in the last 15 years by following the procedures outlined below. (a) Using the widely used social science database PsycINFO, we searched for articles which focused on both games and learning. The keywords chosen were “gam*” and either “learn*”, “teach*”, or “educat*” (the wildcard * can stand for any of a defined subset of all possible characters; for example “gam*” includes “game,” “games,” “gaming,” etc.). This generated about 4000 peer-reviewed articles from the earliest date (i.e., before 1960) to the end of 2008. (b) Given that studies conducted a decade ago tended to be less rigorous methodologically or yield obsolete results, we decided to focus our attention on more recent research. Once we narrowed down the time period to the years of 1995 to 2008, about 2400 peer-reviewed articles were left in the...
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...supplement, rather than replace, actual teaching * Used to assist the teacher to deliver messages clearly and creatively and to help the learner retain more effectively what they learn Choosing instructional materials * Characteristics of the learner – It is important to “know your audience” so media can be chosen that best suit the learners’ perceptual abilities, physical abilities, reading abilities, motivational levels, developmental stages, and learning styles. * Characteristics of the media – A wide variety of media, print and nonprint, are available to enhance your teaching. The tools selected are the form through which the information will be communicated. No single medium is most effective. Therefore, using a multimedia approach is suggested. * Characteristic of the task – The task to be accomplished depends on identifying the complexity of the behaviour and the domains for learning – what the learner needs to know, value, or be able to do. Three major components of instructional materials 1. Delivery system – the physical form of the material and the hardware used to present the material; depends on the size of the audience, how quickly or slowly the information needs to be presented, and the sensory abilities of the audience 2. Content – the actual information that is shared with the learners; the material should give accurate information, should be appropriate for the particular content being taught, should be up-to-date, and, if printed...
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...Technology with Adult Literacies Learners in Scotland A overview of the E-learning Support Project August 2007 – March 2008 Scottish Government Peter Lanigan Development Co-ordinator Learning Connections [pic] Background to the Project During the period 2004 to 2007, funding was provided by Learning Connections for some 26 innovative projects around Scotland using ICT in adult literacies learning. The funding provided small grants of up to £6000 to support developments and has encouraged the use of ICT / e-learning in various different context and locations. In reviewing this programme in 2007, we decided to adopt a different approach for 2007/8 which would encourage and support local integration of e-learning into literacies learning. We engaging the services of Sheerface Ltd. to work with individual literacies partnerships across Scotland. Project Aims The contractor appointed worked with Learning Connections to develop and support local initiatives for integrating ICT / e-learning into adult literacies learning in their particular area. Funding was available to support local initiatives to try out ideas for using ICT which were new to their literacies partnership. The aims were • to raise awareness of the lessons learned from the ICT Innovations projects undertaken 2004 to 2007, and other work undertakes by Learning Connections during that period • to promote and encourage the use of e-learning in literacies provision. ...
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...through entrepreneurship in an integrated Southern Africa. The Strategy Communication Officer coordinates and executes communication and logistics activities to meet the strategic goals of the organization. The Foundation is looking for an individual who wants to be part of an organisation that is making a significant impact in South Africa. The Strategy Communications Officer needs to be passionate about promoting the Foundation’s develop initiatives, have strong communication and relationship building skills along with excellent administrative skills. Experience in social media management is a requirement for his role. A sound understanding of the educational and entrepreneurial landscape is beneficial. | Objectives of Role | - To oversee and execute the delivery of organisational awareness including social media campaigns - Protect and maintain the organisation’s brand and ensure that branding meets corporate identity standards at all times - Maintain the digital image and presence of the organisation through the website, Blog, the Foundation Community Portal and other social media platforms. Keep abreast of new technologies - To produce basic internal visual and other communication within the organisation and to administer the design and production of event specific communication materials - Collect and coordinate public relations material to specification - Administer multi-media material including photographs, audio...
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...a private high school in the Midwestern United States. The study is framed by the notion that literacy is a socially, culturally, and historically situated discursive construct rather than a purely individualized cognitive endeavor. This social constructivist theory of literacy emphasizes the social conditions necessary to navigate the economic, social, and political worlds of the 21st century. The purpose of the study was to explore the students‟ multiliteracy practices that they enact through their activities within digital popular culture. Data collection methods included synchronous interviews facilitated by video conferencing tools as well as observation of the participants‟ online activities and member checks conducted via email and instant messaging. The analytic strategy employed during this study was informed by Clarke‟s (2005) situational analysis method. The study‟s findings indicate that literacy practices in which the study participants have engaged through informal learning activities within digital youth culture have had a much greater impact on enabling them to cultivate the multimodal literacies necessary within a postmodern digital era than have their formal educational experiences. Keywords: Literacy; multiliteracy; digital popular culture; online, digital media; youth Introduction The experiences of students in today‟s U.S. schools as they gain the literacies necessary to participate in...
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...ABSTRACT Information and Communication Technology in Higher Education makes teaching-learning process more effective, interesting and interactive. To know the impact of ICT in higher education we need to know the two basic things ICT and Education. This research article entitled ‘ICT and Higher Education’ aims at elaborating the basic concepts of E-learning from the point of teaching-learning process in higher education. The researcher has also pointed out the stages in ICT teaching-learning process & pinpointed the challenges in integrating ICT in higher education. Key Words : E-learning, ICT,ICT-Skills, etc. Introduction: The use of Information and Communication Technology in higher education is helping to increase the access to information...
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...determine The Impact of Using Audio Visual Presentation in Storytelling to Attention Span of Kinder 2 a South Crest School S.Y 2014-2015 1. What is the demographic profile of selected respondent in terms of 1.1 Age 1.2 Gender 1.3 Economic Status 2.How many student does have : 2.1 1-5 minutes of attention 2.2 6-10 minutes of attention 2.3 11-15 minutes of attention 2.4 16-20 minutes of attention 3. What are the skills that develop in watching the audio visual presentation? 3.1. Verbal information 3.2 Intellectual Skills 3.3 Cognitive strategies 3.4 Motor Skills 4.4 Attitude 4. Do the use of Audio visual presentation in the story telling affect the attention span of kinder 2 at South Crest School? CONCEPTUAL FRAMEWORK INPUT | PROCESS | OUTPUT | 1. What is the demographic profile of selected respondent in terms of 1.1 Age 1.2 Gender 1.3 Economic Status2.How many student does have : 2.1 1-5 minutes of attention 2.2 6-10 minutes of attention 2.3 11-15 minutes of attention 2.4 16-20 minutes of attention3. What are the skills that develop in watching the audio visual presentation? 3.1. Verbal information3.2 Intellectual Skills 3.3 Cognitive strategies 3.4 Motor Skills 4.4 Attitude 4. Do the use of Audio visual Presentation in the Storytelling affect the Attention Span of kinder 2 at South Crest School? | Assessment Tools * Questionnaire * Audio Visual Aids...
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...Examples of ICT applications that can be used in physical education The following applications are considered below: Cameras Mobile phone cameras Motion analysis software Film editing Portable media players Interactive whiteboards Voice projections systems Developing FUNctional skills through physical education Games consoles Nintendo Wii Fit Dance mat systems Pedometers Pupil response systems Archos The use of iPods Podcasting The Virtual Learning Environment (VLE) Video conferencing Youtube Cameras There are a range of hardware applications that can be used with physical education departments. Video cameras can provide footage of experienced performers in action and can be used to inspire, to demonstrate correct techniques and to develop pupils’ understanding and knowledge of the subject. By reviewing their own actions, for example, pupils can evaluate and improve their own games strategies, gymnastics sequences, trampolining routines or dance compositions, particularly if they are able to look at their performances in slow motion or from a different viewing angle. Within practical situations the use of still and video cameras can highlight personal achievement within lessons. Video footage and photographic images can be cropped and edited and used either a slideshow or highlight DVD. Cameras can also be used as an assessment for learning tool and as a form of classroom management. Furthermore, they can help to create activity cards, worksheets,...
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...Examples of ICT applications that can be used in physical education The following applications are considered below: Cameras Mobile phone cameras Motion analysis software Film editing Portable media players Interactive whiteboards Voice projections systems Developing FUNctional skills through physical education Games consoles Nintendo Wii Fit Dance mat systems Pedometers Pupil response systems Archos The use of iPods Podcasting The Virtual Learning Environment (VLE) Video conferencing Youtube Cameras There are a range of hardware applications that can be used with physical education departments. Video cameras can provide footage of experienced performers in action and can be used to inspire, to demonstrate correct techniques and to develop pupils’ understanding and knowledge of the subject. By reviewing their own actions, for example, pupils can evaluate and improve their own games strategies, gymnastics sequences, trampolining routines or dance compositions, particularly if they are able to look at their performances in slow motion or from a different viewing angle. Within practical situations the use of still and video cameras can highlight personal achievement within lessons. Video footage and photographic images can be cropped and edited and used either a slideshow or highlight DVD. Cameras can also be used as an assessment for learning tool and as a form of classroom management. Furthermore, they can help to create activity cards, worksheets,...
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...used as a tool, allowing the learner to communicate with other learners and the tutor.( Stella Huard and Tim Lewis, 2008) Information and communication technology as a major instructional tool of language learning It is universally accepted fact that ICT is accepted as very powerful tool to desirable change in the society. It brings desired modernity with the international understanding of language factors of social changes are only possible when ICT is gained by man. “The multimedia is now approachable to the common man- a person who does not have any formal training in multimedia tools”(Alexis Leon, 1999). ICT is very important tool because they are used in almost all the fields in the modern world. They are used in communication of information to one to other, Banking, Businesses, medical science, education media, sports and weather prediction and in our daily lives activities like entertainment. “Multimedia is extensively used for education and training in schools colleges business and at home .Multimedia education allows one to proceed at one’s own pace. It brings presentations alive with sounds, movies and interactivity”(Alexis Leon, 1999). AUDIO and VIDEOS Dickinson (1994), for example argues that the most effective way of developing favourable attitudes towards independence is for teachers to prepare language learners to think about their needs and objectives and then to learn how to structure their learning. (Stella Huard, 2008). The influence of AUDIO and VIDEO in English...
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...The Role of Information and Communication Technology in Language Teaching and Learning In University Education Introduction: In 2000, Nigeria developed a policy on Information Technology (IT), with the aim of making Nigeria an IT adapted country in Africa and also a leading player in the use of ICT as an implement for sustainable development and global competitiveness. Since then Information and Communication Technology has been on the lips of every academic. The world is about to leave behind anyone that is not ICT compliant. ICT has various forms and roles which it performs in learning, especially in the teaching and learning of language. It is a powerful tool which can take the form of texts, pictures, tables, graphs, emails, fax, chat groups, discussion groups, SMSs, socializing portals, dictionaries, e-encyclopaedia, Power Point presentations, websites and audio-videos, etc. It can play instructional roles which include making learners feel more relaxed to learn various topics and tasks and making them active as learning is technologically based. The problem which we have identified in the use of ICT in tertiary education is lack of infrastructure and trained manpower (personnel) to use the ICT tools in teaching and learning. Most lecturers, technologists and students who are supposed to use the ICT tools are ignorant of what they are and their uses. Previous researches on ICT have focused on the hardware, software, professional development and support services....
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...During my practical training, one of the classes that I observed was 8th graders, the native English speakers. They took a part in Sustainability Global Scholars project for young students in global cities around the world. These Internet-based educational activities developed students’ global citizenship while enhancing critical 21st century skills including subject content mastery, English language communication, and technology proficiency. The blended learning program provided access to an interactive, multimedia online classroom and original curriculum materials, enabling students to learn and communicate about important issues with their international peers. During this program students received a general overview of the world's environmental...
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...Importance of Eduactional Games According to AJ Martin (July 13, 2013) in his case study entitled “Video Games as a Part of Life” he stated that, “Some parents see video games as a brain-damaging waste of time, but recent studies show the opposite, video games help people, no wonder why they use it for rehab, training and just plain fun. It’s no secret that the Philippines is addicted to video games, in fact if you’re in a city in the Philippines, you can find an internet cafe within walking distance, and if you enter that internet cafe, there are bound to be teenagers there playing DotA or Counter-Strike or some other game. This isn’t a bad thing because it develops friendship, teamwork and the ability to socialize. According to Jason B. Almonte (June 22, 2011) in his case study entitled “Implementation of a digital game-based learning environment for elementary Education” he stated that, “Video games have gained high popularity nowadays that researchers have taken an interest in its use as an educational medium. Based on previous studies on educational game development, the project has developed video games for mobile handheld devices that cover Grade 6 Philippine Educational System Science curriculum topics. It aims to serve as a supplement to the student to further augment what they have learned inside the classroom and be able to use it in practical applications. It aims to offer aid for topics that are difficult to learn by students or difficult to teach for educators...
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...Evolution: Daneil Cztrom: 1930s caused a shift, 4 trends allowed the rise of modern media research propaganda research- war efforts public opinion- mseaures public attitudes citizen surveys for insights on social behavior and differences ex: deep water drilling poll pseudo calls (online, call in) to address the question of th day social psychology studies- measures the behavior and cognition of individuals Payne Fund studies: Marketing research- surveys on consumer buying habits * connecting cocooning: happy affluent family on the eastern coast, all having their own private media bubble today, the family would have ereaders or IPADS, ambient connectivity visions of the future digital home clip 1: vacuuming the house clip 2: a day made of glass the digital home expensive, the good life average person consumes 34G’s a day information abundance “wealth of information creates a poverty of attention” – Herbet Alexander Simon we can only read about 1-2 pages and then we bounce glance theory- we only glance at channels, ads, status updates and then move on hierarchy of digital distractions – least=work, middle=facebook, twiiter, high=romantic email, top= digital pain like dropping a phone, screen crash “once I was a scuba drive, and now I am a jet ski” selective retention theory: how we read weed through the information abundance, read some, then bounce. Communication fatigue- tamagotchi trend in social networking… basically you need to all update...
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