Case Academy is a curated group of tools and resources to help students learn how to analyze case studies and train for business case competitions.
I began by consulting a number of my former case competition students to find out what types of training content they found most beneficial. We brainstormed different categories for content. I also ran a keyword analysis on Google Adwords around related phrases to see what was being searched the most. Continue reading “Case Academy for Students and Coaches”
I’m aiming for a common look & feel for a series of 15 or so vignettes on various research concepts using Gero examples. Gabe pointed me to Flat Icons (which I now realize I’ve forgotten to credit in this file).
This is the second of the series, though the first that includes diverse research participant images. These clusters and individuals from them will be used repeatedly, once they get cleaned-up. Continue reading “Research Concept Vignette: Random Assignment”
I have tried to upload my PPT presentation but probably it is too big!
I will have it in my USB key and in my computer.
The PPT presentation is a conversation between two people in Italian with audio and subtitles. The content of their dialogue is exemplified with icons taken from the Noun Project and in some cases adapted to fit Italian words or a slightly different design.
The idea is to use this resource as a tool in my language class and in the related online platform _ Canvas_ in order to boost their abilities to retain and memorize vocab and sentences. The icons and the dialogue could be also utilize to reframe new stories, identify the icon with the meaning, rewrite the correct subtitles, listening activity, etc…
I hope you will like it!
See you in a bit.
Maker pedagogy is an approach that utilizes the principles of ethical hacking (i.e., deconstructing existing technology for the purpose of creating knowledge), adapting (i.e., the freedom to use a technology for new purposes), designing (i.e., selecting components and ideas to solve problems), and creating (i.e., archiving contextual knowledge obtained through engaging in the process of making, as well as the actual tangible products) as part of an overall way of working with those interested in learning about science and technology. It is possible that these principles re-shape a notion of what is means to learn to teach by encouraging the maker within each one of us.
For the EdMedia project, I created mash-up icons to demonstrate the principles: hack, design, create, adapt.