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College Board's AP® Computer Science Female Diversity Award
College Board’s AP® Computer Science Female Diversity Award College Board’s AP Computer Science Female Diversity Award recognizes schools that are closing the gender gap and engaging more female students in computer science coursework in AP Computer Science Principles (AP CSP) and AP Computer Science A (AP CSA). Specifically, College Board is honoring schools who reached 50% or higher female representation in either of the two AP computer science courses in 2018, or whose percentage of the female examinees met or exceeded that of the school's female population in 2018. Out of more than 18,000 secondary schools worldwide that offer AP courses, only 685 have achieved this important result. College Board's AP Computer Science Female Diversity Award Award in 2018 School State AP CSA Academy for Software Engineering NY AP CSA Academy of Innovative Technology High School NY AP CSA Academy of Notre Dame MA AP CSA Academy of the Holy Angels NJ AP CSA Ann Richards School for Young Women Leaders TX AP CSA Apple Valley High School CA AP CSA Archbishop Edward A. McCarthy High School FL AP CSA Ardsley High School NY AP CSA Arlington Heights High School TX AP CSA Bais Yaakov of Passaic High School NJ AP CSA Bais Yaakov School for Girls MD AP CSA Benjamin N. Cardozo High School NY AP CSA Bishop Guertin High School NH AP CSA Brooklyn Amity School NY AP CSA Bryn Mawr School MD AP CSA Calvin Christian High School CA AP CSA Campbell Hall CA AP CSA Chapin School NY AP CSA Convent of Sacred Heart High School CA AP CSA Convent of the Sacred Heart NY AP CSA Cuthbertson High NC AP CSA Dana Hall School MA AP CSA Daniel Hand High School CT AP CSA Darlington Middle Upper School GA AP CSA Digital Harbor High School 416 MD AP CSA Divine Savior-Holy Angels High School WI AP CSA Dubiski Career High School TX AP CSA DuVal High School MD AP CSA Eastwood Academy TX AP CSA Edsel Ford High School MI AP CSA El Camino High School CA AP CSA F. -
General Info.Indd
General Information • Landmarks Beyond the obvious crowd-pleasers, New York City landmarks Guggenheim (Map 17) is one of New York’s most unique are super-subjective. One person’s favorite cobblestoned and distinctive buildings (apparently there’s some art alley is some developer’s idea of prime real estate. Bits of old inside, too). The Cathedral of St. John the Divine (Map New York disappear to differing amounts of fanfare and 18) has a very medieval vibe and is the world’s largest make room for whatever it is we’ll be romanticizing in the unfinished cathedral—a much cooler destination than the future. Ain’t that the circle of life? The landmarks discussed eternally crowded St. Patrick’s Cathedral (Map 12). are highly idiosyncratic choices, and this list is by no means complete or even logical, but we’ve included an array of places, from world famous to little known, all worth visiting. Great Public Buildings Once upon a time, the city felt that public buildings should inspire civic pride through great architecture. Coolest Skyscrapers Head downtown to view City Hall (Map 3) (1812), Most visitors to New York go to the top of the Empire State Tweed Courthouse (Map 3) (1881), Jefferson Market Building (Map 9), but it’s far more familiar to New Yorkers Courthouse (Map 5) (1877—now a library), the Municipal from afar—as a directional guide, or as a tip-off to obscure Building (Map 3) (1914), and a host of other court- holidays (orange & white means it’s time to celebrate houses built in the early 20th century. -
School Report by Zip Based on 2009 - 2010 School Progress Reports - All Schools
school report by zip Based on 2009 - 2010 School Progress Reports - All Schools DBN DISTRICT SCHOOL 01M015 1 P.S. 015 Roberto Clemente 01M019 1 P.S. 019 Asher Levy 01M020 1 P.S. 020 Anna Silver 01M034 1 P.S. 034 Franklin D. Roosevelt 01M063 1 P.S. 063 William McKinley 01M064 1 P.S. 064 Robert Simon 01M110 1 P.S. 110 Florence Nightingale 01M134 1 P.S. 134 Henrietta Szold 01M137 1 P.S. 137 John L. Bernstein 01M140 1 P.S. 140 Nathan Straus 01M142 1 P.S. 142 Amalia Castro 01M184 1 P.S. 184m Shuang Wen 01M188 1 P.S. 188 The Island School 01M292 1 Henry Street School for International Studies 01M292 1 Henry Street School for International Studies 01M301 1 Technology, Arts, and Sciences Studio 01M315 1 The East Village Community School 01M332 1 University Neighborhood Middle School Page 1 of 1222 10/01/2021 school report by zip Based on 2009 - 2010 School Progress Reports - All Schools PRINCIPAL PROGRESS REPORT TYPE Thomas Staebell EMS Jacqueline Flanagan EMS James Lee EMS Joyce Stallings Harte EMS Darlene Despeignes EMS Marlon L. Hosang EMS Karen Feuer EMS Loretta Caputo EMS Melissa Rodriguez EMS Esteban Barrientos EMS Rhonda Levy EMS Ling Ling Chou EMS Mary Pree EMS Erin Balet HS Erin Balet EMS George Morgan EMS Robin Williams EMS Laura Peynado EMS Page 2 of 1222 10/01/2021 school report by zip Based on 2009 - 2010 School Progress Reports - All Schools SCHOOL LEVEL* PEER INDEX* Elementary 62.65 Elementary 48.94 Elementary 57.68 K-8 66.75 Elementary 57.55 Elementary 61.5 Elementary 42.47 Elementary 53.05 Elementary 58.66 K-8 61.9 Elementary -
The Internet As Playground and Factory November 12–14, 2009 at the New School, New York City
FIRST IN A SERIES OF BIENNIAL CONFERENCES ABOUT THE POLITICS OF DIGITAL MEDIA THE INTERNET AS PLAYGROUND AND FACTORY NOVEMBER 12–14, 2009 AT THE NEW SCHOOL, NEW YORK CITY www.digitallabor.org The conference is sponsored by Eugene Lang College The New School for Liberal Arts and presented in cooperation with the Center for Transformative Media at Parsons The New School for Design, Yale Information Society Project, 16 Beaver Group, The New School for Social Research, The Change You Want To See, The Vera List Center for Art and Politics, New York University’s Council for Media and Culture, and n+1 Magazine. Acknowledgements General Event Support Lula Brown, Alison Campbell, Alex Cline, Conference Director Patrick Fannon, Keith Higgons, Geoff Trebor Scholz Kim, Ellen-Maria Leijonhufvud, Stephanie Lotshaw, Brie Manakul, Lindsey Medeiros, Executive Conference Production Farah Momin, Heather Potts, Katharine Trebor Scholz, Larry Jackson Relth, Jesse Ricke, Joumana Seikaly, Ndelea Simama, Andre Singleton, Lisa Conference Production Taber, Yamberlie Tavarez, Brandon Tonner- Deepthie Welaratna, Farah Momin, Connolly, Jolita Valakaite, Cynthia Wang, Julia P. Carrillo Deepthi Welaratna, Tatiana Zwerling Production of Video Series Voices from Registration Staff The Internet as Playground and Factory Alison Campbell, Alex Cline, Keith Higgons, Assal Ghawami Geoff Kim, Stephanie Lotshaw, Brie Manakul, Overture Video Lindsey Medeiros, Heather Potts, Jesse Assal Ghawami Ricke, Joumana Seikaly, Andre Singleton, Deepthi Welaratna, Tatiana Zwerling Video -
Toward an Ecology of Gaming Katie Salen Institute of Play; Parsons the New School for Design, Design and Technology
Citation: Salen, Katie. “Toward an Ecology of Gaming." The Ecology of Games: Connecting Youth, Games, and Learning.Edited by Katie Salen. The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning. Cambridge, MA: The MIT Press, 2008. 1–20. doi: 10.1162/dmal.9780262693646.001 Copyright: c 2008 Massachusetts Institute of Technology. Published under Creative Commons Attribution-Noncommercial-No Derivative Works Unported 3.0 license. Toward an Ecology of Gaming Katie Salen Institute of Play; Parsons the New School for Design, Design and Technology A time is marked not so much by ideas that are argued about as by ideas that are taken for granted. —Jonathan Letham1 1954. West Germany gains an unexpected 3-2 victory over Hungary in the World Cup, known from then on as The Miracle of Bern. Officials announce that an American hydrogen bomb test had been conducted on Bikini Atoll in the Pacific Ocean. Marilyn Monroe weds Joe DiMaggio. The Geneva Conference partitions Vietnam into North Vietnam and South Vietnam. Mathematician Alan Turing commits suicide. “Gaming as a Technique of Analysis” is released, praising games as designed models with which to think. When viewed from this perspective, 1954 looks a lot like 2007: a year of instability and transformation on the world stage, a year shadowed by the promise and threat of competing ideologies, a year colored by fear, hope, and the advent of new technology. 1954 was also a year, like this year, when games entered the popular lexicon and man the player was seized upon as a harbinger of change. -
LEARNING in the 21ST CENTURY Author Photograph : © Monsitj/Istockphoto
FRANÇOIS TADDEI LEARNING IN THE 21ST CENTURY Author photograph : © Monsitj/iStockphoto © Version française, Calmann-Lévy, 2018 SUMMARY FRANÇOIS TADDEI with Emmanuel Davidenkoff LEARNING IN THE 21ST CENTURY Translated from French by Timothy Stone SUMMARY SUMMARY To all those who have taught me so much. SUMMARY SUMMARY If you want to build a ship, don’t drum up people to collect wood and don’t assign them tasks and work, but rather teach them to long for the endless immensity of the sea...” Antoine de SAINT-EXUPÉRY, Citadelle SUMMARY Summary Prologue ......................................................................................................................................................... 11 Introduction .................................................................................................................................................13 1. Why will we learn differently st in the 21 century? ................................................................................................21 2. What i’ve learned ...........................................................................................55 3. New ways of teaching .........................................................................79 4. Before you can learn, you have to unlearn ...................................................................................113 5. Learn to ask (yourself) good questions ........................................................................................................201 6. A how-to guide for a learning planet -
High-Performance Play: the Making of Machinima
High-Performance Play: The Making of Machinima Henry Lowood Stanford University <DRAFT. Do not cite or distribute. To appear in: Videogames and Art: Intersections and Interactions, Andy Clarke and Grethe Mitchell (eds.), Intellect Books (UK), 2005. Please contact author, [email protected], for permission.> Abstract: Machinima is the making of animated movies in real time through the use of computer game technology. The projects that launched machinima embedded gameplay in practices of performance, spectatorship, subversion, modification, and community. This article is concerned primarily with the earliest machinima projects. In this phase, DOOM and especially Quake movie makers created practices of game performance and high-performance technology that yielded a new medium for linear storytelling and artistic expression. My aim is not to answer the question, “are games art?”, but to suggest that game-based performance practices will influence work in artistic and narrative media. Biography: Henry Lowood is Curator for History of Science & Technology Collections at Stanford University and co-Principal Investigator for the How They Got Game Project in the Stanford Humanities Laboratory. A historian of science and technology, he teaches Stanford’s annual course on the history of computer game design. With the collaboration of the Internet Archive and the Academy of Machinima Arts and Sciences, he is currently working on a project to develop The Machinima Archive, a permanent repository to document the history of Machinima moviemaking. A body of research on the social and cultural impacts of interactive entertainment is gradually replacing the dismissal of computer games and videogames as mindless amusement for young boys. There are many good reasons for taking computer games1 seriously. -
March 2010 Schools and Status Added Information
School Accountability Status for the 2009-10 School Year Based On 2008-09 School Year Data All Schools County/District/School 2009-10 School Year Status Subject Additional Information County: ALBANY ACHIEVEMENT ACAD CHARTER SCHOOL * ACHIEVEMENT ACAD CHARTER SCHOOL In Good Standing ALBANY CITY SD * MONTESSORI MAGNET SCHOOL In Good Standing * PINE HILLS ELEMENTARY SCHOOL In Good Standing * DELAWARE COMMUNITY SCHOOL In Good Standing * NEW SCOTLAND ELEMENTARY SCHOOL In Good Standing * NORTH ALBANY ACADEMY Improvement (year 1) - Basic Elementary-Middle Level English Continuing in Language Arts improvement * ALBANY SCHOOL OF HUMANITIES In Good Standing * EAGLE POINT ELEMENTARY SCHOOL In Good Standing * THOMAS S O'BRIEN ACAD OF SCI & TECH In Good Standing * GIFFEN MEMORIAL ELEMENTARY SCHOOL Improvement (year 1) - Basic Elementary-Middle Level English Continuing in Language Arts improvement * WILLIAM S HACKETT MIDDLE SCHOOL Restructuring (advanced) - Focused Elementary-Middle Level English Continuing in Language Arts improvement ALBANY HIGH SCHOOL Restructuring (year 1) - Comprehensive Secondary-Level English Language Continuing in Arts improvement Secondary-Level Mathematics * ARBOR HILL ELEMENTARY SCHOOL In Good Standing * P J SCHUYLER ACHIEVEMENT ACADEMY In Good Standing * SHERIDAN PREP ACADEMY In Good Standing * MYERS MIDDLE SCHOOL In Good Standing ALBANY COMMUNITY CHARTER SCHOOL * ALBANY COMMUNITY CHARTER SCHOOL In Good Standing ALBANY PREP CHARTER SCHOOL All Schools Status- Alpha Order (County, District, School) Page 1 of 194 * This school receives Title I funding. Title I schools that are not in Good Standing must offer Supplemental Education Services. Title I Thursday, March 04, 2010 schools that are in Improvement (year 2), Corrective Action, or Restructuring must also offer Public School Choice, if available. -
Middle School Survey 2019
MIDDLE SCHOOL SURVEY 2019 How do you use NY State ELA and Math test scores in your admissions process? What is the application process for students without State test scores?* DISTRICT SCHOOL CONTACT INFO NOTES (including source of information) Manhattan D01 East Side Community 420 E 12th St, New State test scores are not used at all to evaluate any applicants to ESCHS. High School York, NY 10009 Middle School Directory M450S (212) 460-8467 Manhattan D01 Tompkins Square Middle 600 East 6th Street, State test scores are not used at all to evaluate any applicants to TSMS. School 3rd Floor School Website and Parent Coordinator M839 New York, NY 10009 (212) 995-1430 Manhattan D01 University Neighborhood 220 Henry Street, State test scores are not used at all to evaluate any applicants to UNMS. Middle School 3rd Floor Middle School Directory M332S New York NY 10002 (212) 267-5701 Manhattan D02 The Clinton School 10 E 15th Street, New Admissions criteria: attendance/punctuality (30%), grades (35%), ELA test M260S York, NY 10003 scores if available (17.5%), and Math test scores if available (17.5%). For (212) 524-4360 applicants without State test scores, ELA and Math grades will generally be used in place of scores. Parent Coordinator Manhattan D02 NYC Lab School 333 West 17th Street Admissions criteria: 4th grade State ELA and Math scores (if available), M312M New York, NY 10011 academic and personal behaviors, attendance/punctuality, and final 4th grade (212) 6 91-6119 report card. Students without State test scores are not penalized; in the absence of test scores, admission is based instead on the other criteria. -
Physical Education and Athletics at Horace Mann, Where the Life of the Mind Is Strengthened by the Significance of Sports
magazine Athletics AT HORACE MANN SCHOOL Where the Life of the Mind is strengthened by the significance of sports Volume 4 Number 2 FALL 2008 HORACE MANN HORACE Horace Mann alumni have opportunities to become active with their School and its students in many ways. Last year alumni took part in life on campus as speakers and participants in such dynamic programs as HM’s annual Book Day and Women’s Issues Dinner, as volunteers at the School’s Service Learning Day, as exhibitors in an alumni photography show, and in alumni athletic events and Theater For information about these and other events Department productions. at Horace Mann, or about how to assist and support your School, and participate in Alumni also support Horace Mann as participants in HM’s Annual Fund planning events, please contact: campaign, and through the Alumni Council Annual Spring Benefit. This year alumni are invited to participate in the Women’s Issues Dinner Kristen Worrell, on April 1, 2009 and Book Day, on April 2, 2009. Book Day is a day that Assistant Director of Development, engages the entire Upper Division in reading and discussing one literary Alumni Relations and Special Events work. This year’s selection is Ragtime. The author, E.L. Doctorow, will be the (718) 432-4106 or keynote speaker. [email protected] Upcoming Events November December January February March April May June 5 1 3 Upper Division Women’s HM Alumni Band Concert Issues Dinner Council Annual Spring Benefit 6-7 10 6 2 6 5-7 Middle Robert Buzzell Upper Division Book Day, Bellet HM Theater Division Memorial Orchestra featuring Teaching Alumni Theater Games Concert E.L. -
The University of Chicago Playfulness 1947-2017
THE UNIVERSITY OF CHICAGO PLAYFULNESS 1947-2017: HERMENEUTICS, AESTHETICS, GAMES A DISSERTATION SUBMITTED TO THE FACULTY OF THE DIVISION OF THE HUMANITIES IN CANDIDACY FOR THE DEGREE OF DOCTOR OF PHILOSOPHY DEPARTMENT OF ENGLISH LANGUAGE AND LITERATURE BY PETER DOUGLAS MCDONALD CHICAGO, ILLINOIS JUNE 2018 Copyright © 2018 by Peter McDonald All Rights Reserved For those who pretended a world into being, and those who made belief. TABLE OF CONTENTS LIST OF FIGURES v ACKNOWLEDGEMENTS vi ABSTRACT ix Introduction Interpreting Play 1 Chapter One Replayability: Play without Truth 32 Chapter Two Secrecy: Play without Reason 87 Chapter Three Trickiness: Play without Rules 142 Chapter Four Fairness: Play without End 200 BIBLIOGRAPHY 262 iv LIST OF FIGURES Figure 1.1. A still from Video Chess depicting Duchamp in sepia. .............................................. 40 Figure 1.2. A still from Video Chess depicting overlaid photos. .................................................. 42 Figure 1.3. A still from Video Chess depicting outlined bodies. .................................................. 42 Figure 1.4. A still from Video Chess depicting abstract outlines.................................................. 43 Figure 1.5. A still from Video Chess depicting blurred areas of color. ........................................ 44 Figure 1.6. Two stills depicting Duchamp and Kubota playing against nude opponents. ............ 47 Figure 1.7. Specrtum Holobyte’s 1987 release of Tetris for the Amiga computer. ...................... 79 Figure 1.8. SexTetris (1993), a variant on the theme of Tetris. .................................................... 80 Figure 2.1. Takako Saito, Spice Chess (1977). ............................................................................. 92 Figure 2.2. A line of empty green blocks leads to a secret exit in Super Mario World. ............. 132 Figure 2.3. Secret exit in “Cheese Bridge,” from Super Mario World. -
Copyright by Kaitlin Elizabeth Hilburn 2017
Copyright by Kaitlin Elizabeth Hilburn 2017 The Report Committee for Kaitlin Elizabeth Hilburn Certifies that this is the approved version of the following report: Transformative Gameplay Practices: Speedrunning through Hyrule APPROVED BY SUPERVISING COMMITTEE: Supervisor: Suzanne Scott Kathy Fuller-Seeley Transformative Gameplay Practices: Speedrunning through Hyrule by Kaitlin Elizabeth Hilburn, B.S. Comm Report Presented to the Faculty of the Graduate School of The University of Texas at Austin in Partial Fulfillment of the Requirements for the Degree of Master of Arts The University of Texas at Austin May 2017 Dedication Dedicated to my father, Ben Hilburn, the first gamer I ever watched. Abstract Transformative Gameplay Practices: Speedrunning Through Hyrule Kaitlin Elizabeth Hilburn, M.A. The University of Texas at Austin, 2017 Supervisor: Suzanne Scott The term “transformative” gets used in both fan studies and video game studies and gestures toward a creative productivity that goes beyond simply consuming a text. However, despite this shared term, game studies and fan studies remain fairly separate in their respective examination of fans and gamers, in part due to media differences between video games and more traditional media, like television. Bridging the gap between these two fields not only helps to better explain transformative gameplay, but also offers additional insights in how fans consume texts, often looking for new ways to experience the source text. This report examines the transformative gameplay practices found within video game fan communities and provides an overview of their development and spread. It looks at three facets of transformative gameplay, performance, mastery, and education, using the transformative gameplay practices around The Legend of Zelda: Ocarina of Time (1998) as a primary case study.