Mapanno mashup is a web based service providing a set of online authoring tools to create visual content by ‘mashing up’ your images from flickr or 23 into content that you can download and publish to your own website or blog.A mapanno mash can be described as – a graphic or image that has been covered with visual tags a bit like using paper post-it notes or drawing a concept map.
Adobe kuler 2.0
kuler is all about color and inspiration: explore, create, and share color themes.
These APIs allow you to submit requests to http://kuler.adobe.com/kuler/API/, which returns lists of feeds (highest rated, most popular, and newest color themes posted to the site) or searches themes.
“Thermo” is an upcoming Adobe product that makes it easy for designers to create rich Internet application UIs. Thermo allows designers to build on familiar workflows to visually create working applications that easily flow into production and development.
- Use drawing tools to create original graphics, wireframe an application design, or manipulate artwork imported from Adobe Creative Suite tools.
- Turn artwork from Adobe Photoshop, Illustrator, or Fireworks directly into functional components that use the original artwork as a “skin”.
- Define and wire up interactive behavior, such as what to do when a user clicks on something, without having to write code.
- Easily design UIs that work with dynamic data, such as a list of contacts or product information, without having access to the actual data source. Design-time sample data can be used as a realistic placeholder when laying out an application, testing interactivity, and choreographing motion.
Adobe Flash Player “Astro”
Adobe® Flash® Player is an advanced client runtime for delivering powerful and consistent user experiences across browsers, operating systems and mobile devices. The next major release of Flash Player, codename “Astro,” was first previewed at Adobe MAX 2007. The preview highlighted a few of the new capabilities the Flash Player team is working on for Astro: advanced text layout, simple 3D effects, and custom filters, blend modes and effects.
“Benjamin Bloom” created this taxonomy for categorizing level of abstraction of questions that commonly occur in educational settings. The taxonomy provides a structure in which to categorize test questions.
1. Knowledge :
- Observation and Recall of information
- Knowledge of dates, events, places
- Knowledge of major ideas
- Mastery of Subject Matter
- Question Cues:list, define, tell, describe, identify, show, label, collect, examine, tabulate, quote, name, who, when, where, etc.
- Understanding information
- Grasp meaning
- Translate knowledge into new context
- Interpret facts, compare, contrast
- Order, group, infer causes
- Predict consequences
- Question Cues: summarize, describe, interpret, contrast, predict, associate, distinguish, estimate, differentiate, discuss, extend
- Use information
- Use methods, concepts, theories in new situations
- Solve problems using required skills or knowledge
- Questions Cues: apply, demonstrate, alculate, complete, illustrate, show, solve, examine, modify, relate, change, classify, experiment, discover
- Seeing patterns
- Organization of parts
- Recognition of hidden meanings
- Identification of components
- Question Cues: analyze, separate, order, explain, connect, classify, arrange, divide, compare, select, explain, infer
- Use old ideas to create new ones
- Generalize from given facts
- Relate knowledge from several areas
- Predict, draw conclusions
- Question Cues:combine, integrate, modify, rearrange, substitute, plan, create, design, invent, what if?, compose, formulate, prepare, generalize, rewrite
- Compare and discriminate between ideas
- Assess value of theories, presentations
- Make choices based on reasoned argument
- Verify value of evidence
- Recognize subjectivity
- Question Cues: decide, rank, grade, test, measure, recommend, convince, select, judge, explain, discriminate, support, conclude, compare, summarize
Web-based teaching materials, multimedia CD-ROMs or web sites, discussion boards, collaborative software, e-mail, blogs, wikis, computer aided assessment, educational animation, simulations, games, learning management software, electronic voting systems and more.
Ah! The list is endless. For good or bad, all computer-based educational applications are grouped under e-learning. E-learning is an all-encompassing term generally used to refer to computer-enhanced learning often extended to include the use of mobile technologies such as PDAs and MP3 players. Before we delve greater into e-learning, the history of professional learning tools needs to be understood. There are currently three groups of learning tools: training, e-learning and coaching. Of these, coaching makes up less than 1% of the total spend in organizations, with training being the main spend, followed by e-learning.
Having undergone training at some point of time or other little about it needs to be explained. Coaching, while seemingly similar to training, is a relatively different and new learning tool. It is personalized ‘just in time’ learning, delivered one-to-one over time.
In the array of learning tools available, e-learning is an important, upcoming learning tool.
E-learning applications are generally build around the interactive multimedia. Learners see text, graphics and animations in e-learning courses. Other mediums that may be present primarily include video and sound. There is usually a feedback mechanism built-in for students to respond. This could be through the keyboard, the mouse, or through the microphone. The instructional approach varies widely from having plain multiple-choice questions to complex simulations.
Another important question is around which areas e-learning applications can be developed. The answer is everywhere!
E-learning can contribute to any business area, with any nature of content and performance outcomes. It can easily and effectively be used for building cognitive skills -procedures, facts, and conceptual knowledge. It has been remarkably successful in the area of soft skills – management, leadership, interrelationship management, etc – as well. Psychomotor skills such as playing baseball or swimming need practice. E-learning may not be able to teach you these skills but can definitely help you learn critical knowledge components.
E-learning is an omnipotent tool in the area of new emerging learning methodologies. Given the right designers and technology, e-learning will continue to grow to be an effective part of training programs.