Search Constraints
Number of results to display per page
Results for:
Resource Type
Others
Remove constraint Resource Type: Others
« Previous |
1 - 10 of 931
|
Next »
Search Results
-
Others
This guide is meant to inform the user about Digital Pedagogy. It includes information on educational theory, a collection of case studies, and resources relevant to the study of digital pedagogy.
- Keywords:
- Makerspaces Makerspaces in libraries
- Resource Type:
- Others
-
Others
A makerspace is a collaborative work space inside a school, library or separate public/private facility for making, learning, exploring and sharing that uses high tech to no tech tools. These spaces are open to kids, adults, and entrepreneurs and have a variety of maker equipment including 3D printers, laser cutters, cnc machines, soldering irons and even sewing machines.
- Keywords:
- Makerspaces Makerspaces in libraries
- Resource Type:
- Others
-
Others
Create an inclusive and equitable culture within your makerspace by including three simple steps into your practice.
- Keywords:
- Maker movement in education Makerspaces Maker movement Makerspaces in libraries
- Resource Type:
- Others
-
Others
The spirit of the Maker Movement was born from passion and providing better solutions that'll help others. What started out as a simple movement has made its way into many different areas of the world, including education. Making helps bring people of all different backgrounds and skill sets together, allowing them to invent with their heads, hearts, and hands each involved. These authentic connections also help prompt creative solutions that make a difference and showcase each person’s unique talents. Now a phenomenon with a global impact, the Maker Movement has brought so many creative people together. Now, that spirit has found its way into countless schools, classrooms, and libraries, helping today's teachers capitalize on the Maker Movement in education and offer fresh ways to excite all students. And, it's great to see how educators empower them to learn and express themselves through perseverance and project design.
- Keywords:
- Maker movement in education Makerspaces Maker movement Makerspaces in libraries
- Resource Type:
- Others
-
Others
Maker education and the maker movement is all about project-based or problem-based learning. It relies on hands-on, collaborative experiences where projects focus on solving real problems in order to demonstrate learning.
Maker education originated from the maker movement in 2005 and gained traction in large part due to Make magazine and the popularity of events like Maker Faires. This movement brought together DIY-ers, hobbyists, and tinkerers from all different backgrounds who wanted to improve the world around them through collaboration and experimentation.
This emphasis on discovery through creating is at the heart of maker education—and the maker education movement.
- Keywords:
- Maker movement in education Makerspaces Maker movement Makerspaces in libraries
- Resource Type:
- Others
-
Others
When engineers have access to campus makerspaces, they can be more creative, more inspired, and more comfortable with failure. Can these spaces be more inclusive, too?
- Keywords:
- Maker movement in education Makerspaces Makerspaces in libraries
- Resource Type:
- Others
-
Others
‘The metaverse’ does not yet exist. It merely exists as many different visions of a future of computing, especially a future that Meta and Mark Zuckerberg would like to shape. Meanwhile, the history of computing has been marked by visions of augmented or virtual reality. At the same time, many media-technical elements of the metaverse-to-come already exist, such as games engines or VR glasses. This course therefore deals with visions of metaverses and their current media-technical instantiations. It explores some of the back stories of current and future metaverses, takes a critical look at current media, technical, social and economic aspects of existing offerings, and offers practical experiences of virtual worlds and the tools used to build them.
- Subjects:
- Computing
- Keywords:
- Shared virtual environments Blockchains (Databases) Metaverse Mixed reality Cryptocurrencies Augmented reality Virtual reality
- Resource Type:
- Others
-
Others
The Virtual Reality (VR) Training for Laser Cutter Operation was developed as a supplementary training tool for the PolyU Library’s technical support staff to practice and become familiar with the operation of a laser cutter. The application simulates the environment, laser cutter model, essential operational procedures, and corresponding responses of our laser cutter in service as realistically as feasible. A computer with a simplified laser cutting software interface was also built to simulate the software operation. Interactions (primarily on/off) with all other peripheral equipment, such as the ventilation system, air compressor, and earmuffs, are triggered through button clicks in an on-screen menu. The application simulates the operational procedures and corresponding reactions of the real laser cutter as closely as necessary. New technical staff members who are trained but not yet proficient with laser cutting can practice safely in an immersive environment enabled by VR technology.
- Keywords:
- Laser beam cutting Makerspaces in libraries Virtual reality Virtual reality -- Library applications
- Resource Type:
- Others
-
Others
This video is made by Dr. Pearl Lin and Dr. Clare Fung's project, "Great Case of Marketing in the Hospitality and Tourism Industry." A special thanks to Liu Xiaotian, who provided information and insights for this video. This case discusses a marketing strategy that leverages popular online trends and public relations tactics to promote a hotel brand and a major e-commerce platform. The key elements include: 1) Tapping into the widespread popularity of "domineering CEO" and "noble butler" themes in Chinese internet culture and staging a "handsome housekeeper" event to attract attention; 2) Carefully controlling the risks and social perceptions around the event, ensuring it is positioned as a one-time promotional activity rather than a regular hotel service; and 3) Filming the event across different hotel venues to showcase the Sofitel Hangzhou Yingguan property and generate significant exposure on social media platforms. The outcomes indicate significant reach and engagement but highlight the potential risks of such an approach, underscoring the importance of meticulous planning and monitoring to avoid unintended negative consequences.
本視頻由林博士和馮博士的專案「酒店和旅遊業行銷的傑出案例」製作。特別感謝劉嘯天為本視頻提供信息和見解。本案例討論了一種利用流行的在線趨勢和公共關係策略來推廣酒店品牌和主要電子商務平台的行銷策略。關鍵要素包括:1)利用「霸道總裁」和「貴族管家」主題在中國網路文化中的廣泛流行,舉辦「帥氣管家」活動吸引眼球;2)謹慎控制活動周圍的風險和社會認知,確保將其明確定位為一次性促銷活動,而不是常規的酒店服務;3)在不同的酒店場所拍攝活動,以展示杭州英冠索菲特酒店,並在社交媒體平台上產生大量曝光。這些結果表明了巨大的影響力和參與度,但也突出了這種方法的潛在風險,強調了細緻的規劃和監測以避免意外的負面後果的重要性。
- Subjects:
- Hotel, Travel and Tourism
- Keywords:
- Hotels -- Marketing Internet marketing Social media Hospitality industry -- Marketing
- Resource Type:
- Others
-
Others
This video is made by Dr. Pearl Lin and Dr. Clare Fung's project, "Great Case of Marketing in the Hospitality and Tourism Industry." A special thanks to Huang Wenjie, who provided information and insights for this video. This case discusses the strategic brand positioning and marketing initiatives undertaken by Shunde Huaguiyuan Hotel Co., Ltd. to promote the Cantonese cuisine and food culture of Shunde, a well-known culinary destination in China. The hotel launched a high-end Cantonese restaurant called "Finding Shunde's Food," which employed a multifaceted marketing approach, including a digital strategy with online menus and social media engagement, community involvement and tourism partnerships, enhanced customer experience and service quality, as well as offline publicity and event-based promotions. The results were positive, with the restaurant's initial solid performance and positive customer feedback. However, the case also highlights the hotel's ongoing challenges in navigating a highly competitive catering market, managing costs, and adapting to rapidly changing consumer demands and market trends.
本視頻由林博士和馮博士的專案「酒店和旅遊業行銷的傑出案例」製作。特別感謝黃文傑為本視頻提供信息和見解。本案例討論了順德區華桂園酒店有限公司為推廣中國知名美食目的地順德的粵菜和飲食文化而採取的戰略性品牌定位和營銷舉措。酒店推出了一家名為「尋味順德」的高端粵菜餐廳,採用多方面的行銷方法,包括通過在線菜單和社交媒體參與、社區參與和旅遊合作的數位化策略,提升客戶體驗和服務品質,以及線下宣傳和活動式促銷。結果是積極的,餐廳的初期表現強勁,客戶反饋積極,儘管該案例也凸顯了酒店在駕馭競爭激烈的餐飲市場、管理成本以及適應快速變化的消費者需求和市場趨勢方面面臨的持續挑戰。
- Subjects:
- Food and Beverage and Hotel, Travel and Tourism
- Keywords:
- Hotels -- Marketing Caterers catering Hospitality industry -- Marketing
- Resource Type:
- Others