It has resources for teaching that give advice / guides for: - Creating moodboards, - Making effective research - Advice / prompts for writing about your research and development Good / bad research examples How to make effective artist connections in your work /
development of ideas There are 30 slides in this PowerPoint resource - that I continually use again and again in lesson..
Not exact matches
Though Musk has temporarily shelved the
idea of a Tesla solar roof for its fleet
of vehicles,
there's no telling how new
developments could impact the EV market as a whole.
Biblical
ideas of atonement root back in this basic soil and stem out from it; and while the
development later carried them to branches far distant from the roots,
there is no understanding the topmost twig — for example, «as in Adam all die, so also in Christ shall all be made alive» --(I Corinthians 15:22.)
Later the
idea gained ground that we can not «speak
of nature apart from human perception in the historical
development of knowledge», that all knowledge is «a creative interaction between the known and the knower» and that therefore
there is no System
of scientific knowledge or
of technology which does not have the subjective purposes and faith - presuppositions
of humans built into it.
I think
there is a lot
of development of this
idea, but it does fit with the
idea of being the «second - first» the second Adam.
In the same way that we are ignorant
of our distant future; they had no knowledge, no
idea, no vision, no dream, no fantasy that two millennia hence
there would be an increasingly global and interconnected culture and economy
of 7 billion people, world wars and holocausts encompassing and killing and making refugees
of millions, staggering accomplishments in medicine and engineering and transportation and communication, and the
development of sciences and mathematics and technologies that did not and could not exist in their time and that they could not have comprehended.
The fact being as long as one abides by
ideas / beliefs then
there will always be dispute conflict
ideas beliefs can change with
development of one's brain / as one's
ideas beliefs may strengthen in the brains
development.
Only where historical
developments have led to a degeneration in the life
of the fellowship, and hence to a weakening
of this feeling, will
there be a rationalistic or mystic or spiritualist protest against the actual manifestation, or against the very
idea of a communion and community in religion.
«
There are tensions between day - to - day immediate coping strategies and
ideas of long - term survival,» reported Mariz Tadros, a fellow at the Institute
of Development Studies at Sussex University.
When
there is progress in the
development of favorable order, we find conduct protected from relapse into brutalization by the increasing agency
of ideas consciously entertained.
If change really involves self - transcendence even, in certain circumstances, to a new essence, even though only in virtue
of the dynamism
of absolute Being, which
of course does not, let it be repeated, alter the fact that it is a question
of self - transcendence; if matter and spirit are not simply disparate in nature but matter is in a certain way «solidified» spirit, the only significance
of which is to serve to make actual spirit possible, then an evolutionary
development of matter towards spirit is not an inconceivable
idea.15 If
there exists at all by virtue
of the motion
of absolute Being, a change in the material order whereby this rises above itself, then this self - transcendence can only occur in the direction
of spirit, because the absolute Being is spirit.
Somewhere along this line
of development of the pagan national - god
idea into the ethical doctrine
of the covenant
there entered the concept
of the divine choice
of Israel that was destined to become the distinctive feature
of the nation's thought
of itself.
A special musical rhythm runs equally through all parts
of the speech;
there is a common, harmonious style, and a logical plan in the
development of the
ideas expressed.
On the other side, despite the desire
of many Buddhists to avoid any entanglement with the
idea of God,
there are
developments in Buddhism that suggest an openness to the kind
of deity
of which I have spoken.
There comes a point in the tenure
of every head coach at which he must transition from selling fresh
ideas, new hope and abundant playing time to selling winning and a history
of development.
«I think
there are several implications about thinking
of self - regulation in this way and fostering child
development — particularly for families in poverty,» said Blair, «and [about] the
idea that maternal sensitivity and parenting behavior is changeable» (Blair et al., 2011).
«Reasonable people can and do disagree on just how negative the impacts may be, or whether
there are benefits
of development which outweigh its impacts, but the
idea that
there are NO negative impacts is, frankly, ridiculous,» Elizabeth Lorris Ritter, president
of the Hudson Heights Owners Coalition, wrote in an email.
And actually in academia, you know,
there are — I don't think
there's one really good academic journal in China, for example, because it's so corrupt right now and so, you know, whether without a, you know, free flow
of information exchange
of ideas, if everyone is always being careful about what they say, you know, in a kind
of environment like that really faster innovation, real research and
development, China hasn't been able to show that yet.
«If you're working in a field like medicine, software
development or art, where
there are a huge number
of ideas with unknown potential, it is often good to be surrounded by imitators.»
«
There's this whole
idea that grew out
of past research that dads really don't have direct effects on their kids, that they just kind
of create the tone for the household and that moms are the ones who affect their children's
development,» said Claire Vallotton, associate professor and primary investigator on the research project.
Sitting in the hotbed
of online dating
development and watching new
ideas fly around the conference rooms,
there are three notable shifts in online dating that companies are taking in 2015.
But besides those two,
there really isn't anything else worth mentioning that is worthy
of returning as a retro
idea onto Mario Party 9's
development other than a couple mini-games.
There have actually been plenty
of improvements and generally interesting derivations on the
idea of transformable robots to suggest
development of the concept on the scale a big - budget feature film should be able to offer, and «Dark
of the Moon» offers several new iterations.
There were a couple of points in the demo that didn't make a huge amount of sense (saving a soul isn't always the best idea, apparently) but hopefully further plot development will iron out any issues t
There were a couple
of points in the demo that didn't make a huge amount
of sense (saving a soul isn't always the best
idea, apparently) but hopefully further plot
development will iron out any issues
therethere.
Even if the level
of other characters» own
development decreases as they move down the food chain
of plot importance (Some speak
of their lack
of feelings
of worth and act upon them, others give themselves neat nicknames and show off their abilities, and one seemingly appears only as fodder for the villain (After the pronouncement that said character is dead, we half expect the follow - up to be «And we have killed him»)-RRB-,
there is at least this conflict
of ideas between its central characters playing out as though it, instead
of nifty superhuman talents, is what matters the most.
despite the seismic changes in critical fashion during the past half century, auteurism — at its most basic, the
idea that
there is an author to a film — has been central to the historical
development of both popular film and serious film criticism and theory... aspects
of auteurism have overlapped with virtually every subsequent critical theory and paradigm.
There's a lot of people calling them the best post-credits stingers ever for a Marvel Comics film and you'd be hard - pressed to argue, but according to the film's scribes there were two ideas they had for the scenes that didn't make the cut — one nixed early in development, the other which was actually shot and then edited
There's a lot
of people calling them the best post-credits stingers ever for a Marvel Comics film and you'd be hard - pressed to argue, but according to the film's scribes
there were two ideas they had for the scenes that didn't make the cut — one nixed early in development, the other which was actually shot and then edited
there were two
ideas they had for the scenes that didn't make the cut — one nixed early in
development, the other which was actually shot and then edited out.
This means that not only will
there be a new faction and new ships / modules / content to be explored here but this deadspace can be used as a testing ground for any sort
of development ideas without directly affecting the main game world.
The conference highlighted three main points around STEM education: firstly,
there is a common global issue
of the need for more young people to choose to study STEM subjects and move into STEM - related careers in the future; secondly,
there is very limited implementation advice available for anything beyond the extremes
of small projects and school - wide transformation; and, lastly, that the
idea of STEM is firmly rooted in the
development of 21st Century skills.
As developmental psychologists bringing the field
of adult learning to organizational life, Robert Kegan and Lisa Laskow Lahey are best known for championing the
idea that
there is life after adolescence; that adults» mental
development, unlike our physical
development, need not end at age twenty; that adults may continue growing and developing in adulthood.
Ahead
of the award ceremony, ACER's Australian STEM Video Game Challenge Project Director, Liam Hensel told Research
Developments that any student with an
idea can make a game, but
there are specific skills that help students create a good game.
«I became convinced that
there should be a place, an organization
of some kind, where critical exploration is the first priority — where engaging students with primary sources, and finding out their
ideas about them, guides teaching and curriculum
development,» McKinney says.
The Millenium
Development Goals may sound like abstract
ideas, but
there is an army
of activists, teachers, therapists and policy - makers committed to improving the lives
of girls and women.
There is a cost for attending such events but the sheer number
of professional
development opportunities, best - practice guidance, peer to peer training and opportunity to exchange
ideas will certainly justify the cost
of attendance.
There was a strong element
of gradual release in the
development of the actual task and rubric and a strong plug for using the DDIPP process gave me some
ideas for task review from a division level.»
By the 1960s,
there was growing interest in many
of the
ideas Hahn advocated — things like experiential education and project - based learning and social and emotional
development.
I also think that
there needs to be more support for teachers in terms
of collaboration,
ideas and curriculum
development so that every student is receiving the best education possible.
While
there were good exchanges
of valuable
ideas for how to work with teachers and principals in planning and organizing professional
development,
there was much echoing.
From
development of your
ideas all the way through the process
of holding a published book in your hand and getting distribution for that book... I am
there, every step in the way!
It's known for it's big resorts and
developments, and
there are many in the hills surrounding it, and many
of them are «failed» or inactive, with their investors waiting and disappointed that the Tambor Bay Marina project hasn't happened yet, and currently no one seems to have any
idea if it ever will.
«Konami Digital Entertainment, Inc. jumped at the opportunity to team up with Columbia Pictures and publish the Battle: Los Angeles video game,» said Careen Yapp, Vice President
of Acquisitions and Franchise
Development Konami Digital Entertainment, Inc. «We love the movie and it was a great experience working with Saber —
there were some great
ideas about how to expand the story into a game.
- for Sonic's 25th anniversary last year, Iizuka received a task to deliver some sort
of product - the target was «dormant fans» who used to play the SEGA Genesis, but haven't really played any games since - Iizuka met Christian Whitehead, which lead to the creation
of Sonic Mania -
there was talk
of another port, but Iizuka thought fans would desire something new from the old games - this is the first time Iizuka partnered with a team
of devs spread across various countries - Iizuka said this team had a greater passion to create - this was in comparison to companies that set decisions on a pre-determined schedule (in meetings, etc)- the team had so many features they still wanted to add after the beta version was complete - since
there were only a few spots with text that needed to be localized, they could bring the game to more places quicker - the game has Japanese, English, French, Italian, German, and Spanish support - the Studiopolis stage is included due to receiving the most requests from the Sonic Mania
development team - Iizuka actually considered reducing the amount
of stages at one point in order to meet the
development schedule - Sonic Mania doesn't really have much in the way
of cut content like scrapped stages - since Sonic Mania was only distributed digitally, the team was able to continue working very close leading up to launch - this let them put in practically all
ideas, and
there are currently no plans for DLC - Iizuka recommended Flying Battery Zone for inclusion becaues he likes the music - he also likes when the player goes inside and outside the ship - Iizuka likes Mirage Saloon because the stage structure will be different depending on the player character chosen - Puyo Puyo gameplay was added because
there was a Puyo Puyo game released in the west for the SEGA Genesis - this game was originally called «Dr. Robotnik's Mean Bean Machine», and the team thought it would make a fun boss battle - Iizuka didn't have plans to feature Blue Sphere in the special stages - the Blue Sphere special stages were brought over to Mania as a test, but ended up staying for the final game - the team felt the need to continuously connect stages from various eras, which is doe with the Phantom Ruby story - for Sonic Mania, it was decided that the technological limit would be set at SEGA CD, - this is higher than the Genesis but lower than Saturn - in creating a SEGA CD - grade special stage, they would intentionally make SEGA CD - grade polygons
There is some truth to the
idea of game
development as a labor
of love.
- Iizuka has received a ton
of requests from fans to have their own original characters appear in Sonic games - while that couldn't happen, Sonic Forces» custom character recognizes that fan desire - the avatar was created with the
idea of «making straight high - speed action» - this time the concept is that all three styles (Modern, Classic, Avatar) would be high - speed based - make selections for the face, mouth, body color, and gender
of custom characters - each species will also have their own unique skills, such as wolves being able to pull nearby rings - you can't change custom characters in the middle
of the game -
there is some sort
of feature that's unlocked after you've cleared the game once related to this - the new avatar style will have a speedy and rhythmic style like Modern Sonic, but also different vectors from Sonic - this includes differences in timing for pressing buttons, or the Wisps giving the avatar trickier movements - the story aims to depict heroes that would feel like Sonic - by controlling different characters, the devs hope to show a story that extends to explaining the world setting as well - the story concept has been «Hero Army vs. Eggman's Army» from the start - when wondering who should be made playable among the heroes, the
idea came up for Classic Sonic - the character setting for the avatar is a civilian in an area occupied by Eggman who stands up and fights together with Sonic - during stages, you'll hear radio contact from partners like Tails and Amy - Sonic and the rest
of the gang form a resistance to stand against Eggman's army, so they relay information from headquarters - boss characters like Chaos and Metal Sonic will appear in Eggman's army - details on the new character (Infinite) are being kept secret - the main part
of the storyline is that Eggman gathers strong enemies in the past to form an all mighty army - some people might be wondering why Shadow is on the enemy's side, but they can find out more by experiencing the story - the team thinks Japanese fans are taking a liking to the serious story and character customization features -
there were some struggles with the new engine in early stages, but now they've moved to a smooth
development process - the team knew they wanted to bring the game to Nintendo's new console before they even knew it was the Switch - the Switch info came to them during the middle
of the game's
development - SEGA knew Nintendo fans would want to play Sonic's new game, which is why they personally worked to bring it to Switch - SEGA plans to show the game in Japan at Tokyo Game Show 2017 in September - the team is also working on providing new information, including news that would be unique to Japan
But around the time that Splatoon was in its early
development stages, it's true to say that among the younger generation
of developers at Nintendo, that desire and that
idea of creating something completely new, it was definitely
there.
While
there are definite highs, such as Shovel Knight and Hyper Light Drifter, games like Mighty No. 9 have somewhat soured the romanticism behind the
idea of crowdfunded game
development.
- the game's shading mechanism has changed, which allows for increased gear texture quality - all graphical aspects and programming mechanisms have been built up from scratch for this sequel - maximum resolution is 1080p in TV mode - a bigger focus for Nintendo was the 60 frames per second - occasionally the resolution will be scaled down when
there is too much ink displaying on the screen - Nintendo reduced the CPU load and refined the way to use CPU power effectively to maintain 60 fps in all matches - weapons were tweaked to let players be more creative by thinking about unique weapon characteristics and their best uses - weapons are designed to be effective when they are used during the right occasion - Special weapons are stronger than the original ones when used in the right situation, but weaker otherwise - the damage and effect
of slowing down your movement when you step in the opponent's ink are reduced from original - you can jump up in rank if you're good enough, but only up until S - you can't jump up from C, B or A to S + - when you win battles in Ranked mode, the Ranked meter fills and your rank goes up when its fully filled - when you lose a battle, the gauge does not decrease, but the meter starts to crack - once the meter reaches its limit, it breaks - when the meter breaks, you have to start over again from the beginning or from a lower rank - highest rank is still S +, but if you fill up the Ranked meter, you get numbers after the alphabet such as «S +1», «S +2» and so on - maximum number is «S +50», but this number will not be displayed to your opponent - you are the only one to see it, and you can check it on your own status screen - Ranked Power is calculated by an algorithm to measure how strong each player is with minuteness - this will determine if a player's rank is worthy
of receiving a big jump (like from «C» to «A»)- Ranked Power has no relation to your splat rate, and is more tied into to how well you lead your team to victory - you won't drop off more than one rank even if you play poorly - stage rotation time was changed to two hours - this was done because the devs expected people to play for an hour or so, but they found people play much longer - with Salmon Run, Nintendo considered how to implement a co-op oriented mode in a player - versus - player type
of game - the devs will monitor how users are playing this mode to see if
there's some tweaks they can throw in - more Salmon Run maps will be added in the future, but Nintendo wouldn't comment on adding more enemy types to the mode - rewards are changed each time Salmon Run is played - you can obtain rewards when playing locally, but not gear - originally Nintendo had an
idea for this mode, but had no background setting, enemy designs, etc. - Inoue suggested that it should be salmon - themed - when Nintendo hosted the Splatfest that pit Callie against Marie, the
development of Splatoon 2 had started - the devs had already decided to have the result reflected in the sequel - they even had an
idea to announce the Splatfest with a phrase «Your choice will change the next Splatoon» - the timing to announce a sequel wasn't right, so they decided against this - they eventually released a series
of short stories about the Squid Sisters to show how the Splatfest affected the sequel's story - Nintendo wouldn't say if Marina is an Octoling, and noted that Inklings are not paying attention to this too much - Inklings don't care about appearances, as long as everyone is doing something fresh - the Squid Sisters had composers who produced their songs, but Off the Hook are composing their music by themselves - Pearl is genius artist, but she couldn't find a right partner because she's a bit too edgy - she eventually found Marina as a partner though, and their chemistry is sparkling right now - Nintendo is planning a year
of content updates for Splatoon 2 - when finished, the quantity
of stages will be more than the original - some
of the additional stages are totally new and some will be arranged stages from the first game - not all original stages will return and they are choosing stages based on the potential for them to be improved - Brella is shotgun-esque weapon, so the ink hits your opponent more if you are closer - it can shield damage when you open it, but the amount
of damage has a limit and once it reaches it, it breaks - you can shoot ink, but you can't use the shield feature when it breaks - the shield won't prevent your allies ink -
there are more new weapon categories which haven't been revealed yet -
there are no other ranked modes outside
of the three current options - the future holds any sort
of possibility, but the devs didn't get specific about adding more content like that - for the modes, they adjusted the rule designs so that players will experience the more interesting aspects
- Link doesn't have much
of a character in this game - they wanted players to relate to Link and play as themselves - Link's face doesn't have much expression in this game, and that was done on purpose - for Zelda games, the devs always try to make the player feel like Link - that was pushed even moreso for this entry - everytime a Zelda releases, Aonuma watches fan feedback and considers that for the future - the items Link uses to solve are always going to be important - regardless
of the tech that Nintendo provides, exploration in the series is important - Link's growth through who he meets is also an important element
of the franchise - Aonuma thought about Zelda freedom when considering Breath
of the Wild, and was brought back to the days
of the original Zelda - this was a big point
of inspiration for Breath
of the Wild - with Ocarina
of Time 3D, Nintendo wanted to really utilize the 3D and had a desire to let players enjoy Ocarina
of Time outside - the goal with A Link to the Past was creating more depth - Aonuma used to think that getting lost in a 3D world wasn't okay - this lead Aonuma to putting in tons
of hints and guiding players - he has since changed that
idea and convinced himself that it's okay to get lost - the first two years
of development the devs created a game where just running around was fun - climbing is very important, because players can climb high and see destinations they want to visit - you can place your own markers to decide where you want to go - when the devs create a Zelda title, they consider not using the name Link - since they don't have anything else to go with, they choose Link - the name Link doesn't hold much value, since the player is the one creating the journey - when Nintendo first created Link, they wanted a character that is literally the link between people - that is why his name is Link - to think that the Zelda series has been around so long that
there are all sorts
of urban legends and myths makes Miyamoto really happy
For me, that trailer was the perfect way to reveal a game that is not far enough in
development for a full demo;
there was enough gameplay to get a small
idea of what gameplay will entail.
Levine has stated several times that his team approached the
development of BioShock Infinite with the
idea that «
there are no sacred cows.»