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    University Burdwan

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    1 The University of Burdwan Syllabus of B.Ed. Course of Study With effect from 2013-14 Detailed Course Structure A. Foundations of Education 100 (80-written + 10 (tutorial – one from each paper) + 10 (test examination) ×3=300 Paper I. Philosophical Foundations of Education Paper II. Sociological Foundations of Education Paper III. Contemporary Issues and Development in Education B. Pedagogical knowledge 100 (80 -written + 10 (tutorial - one from each

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    An Online Article

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    & Ben Colayco (Online Gaming- Level Up) 3.Joey Gurango (Software Development- Webworks OS) 4. Danilo Manayaga (Biotechnology- Servac Philippines) 5.Dennis Mendiola (Wireless Technology- Chikka Asia) 6. Manny Pangilinan (Telecommunications- First Pacific‚ PLDT‚) 7. Dr. William Torres (RP Internet Pioneer- Mozcom) 8. Peter Valdes (software development- Vinta Systems ) 9. Orlando Vea (Mobile Communications/New Media – SMART founder‚ MediaQuest) 10. Jaime Augusto Zobel de Ayala II (Diversified

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    fidedigna (digna de fe y crédito)‚ para entender‚ verificar‚ corregir o aplicar el conocimiento. A su vez‚ es una actividad orientada a la obtención de nuevos conocimientos y‚ por esa vía‚ ocasionalmente dar solución a problemas o interrogantes de carácter científico. • Idea de investigación- es un proceso sistemático y honesto‚ que busca la verdad contenida en un problema (o situación problemática)‚ debidamente delimitado‚ el cual amerita ser entendido o corregido a la luz de la correcta interpretación

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    Conceptual Paradigm The proposed Enrollment System for Brainshire Science School will have its target users like Administrator. There will be also staffs like registrar and cashier. The faculty members will be also included and the students as well. The proposed system will handle the transactions like enrollment of students‚ encoding of grades‚ scheduling‚ payment and other transactions. For the website‚ its function is to show the grades of the students and also to show the announcements of the

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    Integrating Constructive Feedback in Personalised E-Learning Jude T. Lubega1 and Shirley Williams2 1 Makerere University‚ Faculty of Computing and Information Technology‚ P.O. Box 7062‚ Kampala‚ Uganda‚ East Africa jlubeg@cit.mak.ac.ug 2 Department of Computer Science‚ University of Reading‚ P.O. Box 225‚ Whiteknights‚ Reading‚ Berkshire‚ RG6 6AY‚ United Kingdom shirley.williams@reading.ac.uk Abstract. When using e-learning material some students progress readily‚ others have difficulties

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    Online Gaming

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    Online Gaming It ’s highly likely you ’ve played a game before on a computer or a console‚ against the artificial intelligence of the computer as your only obstacle. And while gaming this way is still (as it has been for a very long time) very popular‚ your broadband connection gives you instant access to a whole new world of gaming... If you fancy developing and testing your gaming techniques against 1000 ’s of REAL people‚ then online gaming is the way forward. You ’ll find loads of popular

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    University and Research

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    Universities‚ governments and industry: Can the essential nature of universities survive the drive to commercialize? Simon N. Young Author information ► Article notes ► Copyright and License information ► Having spent 40 years in universities‚ I have had sufficient time to consider some of the idiosyncrasies‚ foibles and problems of these academic institutions. The purpose of this editorial is to discuss the current state of university research and explain why I find some aspects of the current

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    Online Shopping

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    Submitted in partial fulfilment of the requirements of University Visvesvaraya College of Engineering for the degree of Master of Engineering with Honours in Software Engineering. Contents Abstract The Internet has become an essential part of our daily life‚ and companies realise that the Internet can be a shopping channel to reach existing and potential consumers. With this consensus Online Shopping as a whole has rapidly grown. The biggest surprise is

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    Online Gaming

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    Effects of Online Games Chapter 1 PROBLEM AND ITS BACKGROUND INTRODUCTION When the internet was first created programmers from all over the world created different games that could be play over the internet. Internet games (also known as online games) are games that are played online via the Internet. They are distin Premium4322 Words18 Pages Effects of Online Games on Teenagers INTRODUCTION Development in technology brings many things that people don’t have many years back. One of these things

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    University Library Research GEN/105 8/22/12 Distance Learning This is an issues related to distance learning for women ’s studies in America. This study analyzed pedagogical strategies for the use of multimedia technologies to teach storytelling via distance education to an online learning community. These strategies and technologies offer an alternate paradigm that moves away from text-based online learning to the more experiential-based instruction extant in real-time storytelling courses

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