viernes, 29 de marzo de 2019

Top 9 Highest Paying URL Shortener 2019: Best URL Shortener to Earn Money

  1. Clk.sh: Clk.sh is a newly launched trusted link shortener network, it is a sister site of shrinkearn.com. I like ClkSh because it accepts multiple views from same visitors. If any one searching for Top and best url shortener service then i recommend this url shortener to our users. Clk.sh accepts advertisers and publishers from all over the world. It offers an opportunity to all its publishers to earn money and advertisers will get their targeted audience for cheapest rate. While writing ClkSh was offering up to $8 per 1000 visits and its minimum cpm rate is $1.4. Like Shrinkearn, Shorte.st url shorteners Clk.sh also offers some best features to all its users, including Good customer support, multiple views counting, decent cpm rates, good referral rate, multiple tools, quick payments etc. ClkSh offers 30% referral commission to its publishers. It uses 6 payment methods to all its users.
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  2. LINK.TL: LINK.TL is one of the best and highest URL shortener website.It pays up to $16 for every 1000 views.You just have to sign up for free.You can earn by shortening your long URL into short and you can paste that URL into your website, blogs or social media networking sites, like facebook, twitter, and google plus etc.
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    • Payout for 1000 views-$16
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  3. Linkbucks: Linkbucks is another best and one of the most popular sites for shortening URLs and earning money. It boasts of high Google Page Rank as well as very high Alexa rankings. Linkbucks is paying $0.5 to $7 per 1000 views, and it depends on country to country.
    The minimum payout is $10, and payment method is PayPal. It also provides the opportunity of referral earnings wherein you can earn 20% commission for a lifetime. Linkbucks runs advertising programs as well.
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  4. Wi.cr: Wi.cr is also one of the 30 highest paying URL sites.You can earn through shortening links.When someone will click on your link.You will be paid.They offer $7 for 1000 views.Minimum payout is $5.
    You can earn through its referral program.When someone will open the account through your link you will get 10% commission.Payment option is PayPal.
    • Payout for 1000 views-$7
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  5. Short.am: Short.am provides a big opportunity for earning money by shortening links. It is a rapidly growing URL Shortening Service. You simply need to sign up and start shrinking links. You can share the shortened links across the web, on your webpage, Twitter, Facebook, and more. Short.am provides detailed statistics and easy-to-use API.
    It even provides add-ons and plugins so that you can monetize your WordPress site. The minimum payout is $5 before you will be paid. It pays users via PayPal or Payoneer. It has the best market payout rates, offering unparalleled revenue. Short.am also run a referral program wherein you can earn 20% extra commission for life.
  6. Adf.ly: Adf.ly is the oldest and one of the most trusted URL Shortener Service for making money by shrinking your links. Adf.ly provides you an opportunity to earn up to $5 per 1000 views. However, the earnings depend upon the demographics of users who go on to click the shortened link by Adf.ly.
    It offers a very comprehensive reporting system for tracking the performance of your each shortened URL. The minimum payout is kept low, and it is $5. It pays on 10th of every month. You can receive your earnings via PayPal, Payza, or AlertPay. Adf.ly also runs a referral program wherein you can earn a flat 20% commission for each referral for a lifetime.
  7. CPMlink: CPMlink is one of the most legit URL shortener sites.You can sign up for free.It works like other shortener sites.You just have to shorten your link and paste that link into the internet.When someone will click on your link.
    You will get some amount of that click.It pays around $5 for every 1000 views.They offer 10% commission as the referral program.You can withdraw your amount when it reaches $5.The payment is then sent to your PayPal, Payza or Skrill account daily after requesting it.
    • The payout for 1000 views-$5
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  8. Ouo.io: Ouo.io is one of the fastest growing URL Shortener Service. Its pretty domain name is helpful in generating more clicks than other URL Shortener Services, and so you get a good opportunity for earning more money out of your shortened link. Ouo.io comes with several advanced features as well as customization options.
    With Ouo.io you can earn up to $8 per 1000 views. It also counts multiple views from same IP or person. With Ouo.io is becomes easy to earn money using its URL Shortener Service. The minimum payout is $5. Your earnings are automatically credited to your PayPal or Payoneer account on 1st or 15th of the month.
    • Payout for every 1000 views-$5
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  9. Short.pe: Short.pe is one of the most trusted sites from our top 30 highest paying URL shorteners.It pays on time.intrusting thing is that same visitor can click on your shorten link multiple times.You can earn by sign up and shorten your long URL.You just have to paste that URL to somewhere.
    You can paste it into your website, blog, or social media networking sites.They offer $5 for every 1000 views.You can also earn 20% referral commission from this site.Their minimum payout amount is only $1.You can withdraw from Paypal, Payza, and Payoneer.
    • The payout for 1000 views-$5
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A Fistful Of Turkey

     So, having some free time on our Thanksgiving Holiday, Ali and I decided to get in a game for our This Is Not A Test campaign, with a decidedly festive bend. After all, what better way to celebrate the holidays in the Wasteland than with a Tribals vs. Settlers battle report?
     What? What are settlers?  Well, they're an upcoming warband we're helping to playtest. Don't worry, I won't give away much in the way of their special rules, although you might find some of the model names interesting.  So, to start in, here's my warband.


Pine Lodge Settlement:

---"The Manager" (Settlement Leader. Has the Scavenger, Resourceful, and Haggler skills. Armed with an Assault Rifle with Bayonet.)
---Lucky (Mysterious Stranger. Has the Hard as Nails and Unfazed skills. Armed with Mesh Armor, a Light Weapon, a Plasma Pistol, and a Shiny Object.)
---Sheriff Jones (Sheriff. Armed with a Shotgun and Light Weapon.)
---The Preacher (Missionary. Armed with an Assault Rifle with Bayonet and Mesh Armor.)
---Johnny McHenry (Militia. Armed with an Assault Rifle and Light Weapon.)
---Dr. Kilpatience (Citizen Medic. Armed with a Pistol, Mesh Armor, and a Light Weapon.)
---Dr. Rory Lakes (Citizen Medic. Armed with a Pistol, Mesh Armor, and a Light Weapon.)

     My plan was to bring seven models because the math rounds most favorably at that point. The wealth of assault rifles is because we've found them to be very successful at clearing out undesirables, particularly because of the Burst rule. Now, this force isn't terribly optimized verses Tribals (armor is all anti-ranged instead of anti-melee), however as they were based for the campaign and not the game, that's reasonable. Also, Lucky as the Mysterious Stranger isn't terribly optimized with the plasma pistol... but I just love the model, and was excited to be able to use her in a second game.

     Ali's plan from inception was to beef her Tribals out with as many pets as she could manage, so her force is geared towards herding from the start. 


The Stormbringers:

---Chief Thunderstrike (War Leader. Has the Brute, Spring Heeled, and Motivator skills. Armed with Scrap Armor, a Light Weapon, and a Blast Hammer.)
---Distant Thunder (representative. Has the Ranger and Haggler skills. Armed with a Sniper Rifle with Large Caliber upgrade and a BFF)
---Nightfire (Lesser Shaman. Has the Psyker and Brute Skills. Psychic Mutation is Cloud Mind. Armed with a Heavy Weapon.)
---Bonedancer (Tribal Warrior. Has the Rag tag special rule. Armed with a Light Weapon, Pistol, and Scrap Armor)
---Battering Ram Cleave (Tribal Warrior. Has the Rag tag special rule. Armed with a Heavy Weapon and Scrap Armor)
---Stinger of the Rad Wasp (Tribal Warrior. Has the Rag tag special rule. Armed with a Spear and Riot Armor)
---Little Rad Rat (Tribal. Has the Rag tag special rule. Armed with a bow, two Light Weapons, and Scrap Armor)
---Fangs (Warbeast. Has the Brave skill and Natural Weapons)

     Our scenario rolled out to be Cold Turkey...er, I meant Vengeance... which only added to the feel we were going for.  For Encounters we rolled Creatures of the Waste, and then rolled Trouble! In this case, the Trouble was four wastewolves.  I deployed heavily to one side, hoping that either I would have grouped firepower near them, or they'd be on the other side and decide to go for gamier meat first.  As luck would have it, the wolves went to the other side. 
Dead before he
heard the echo.

     Turn one begins with me starting to move models up to combat ready positions- specifically, the concrete wall and collection of heavy vehicles in front of me.  Sheriff Jones is in position and in heavy cover, when Distant Thunder gets him in her crosshairs, and puts one .50 cal round in the ten ring. Sheriff Jones goes down on the spot. Both sides start jockeying their advances.  Dr. Kilpatience begins trucking over to Sheriff Jone's body to see if he's really dead or only mostly dead.  The Tribals try to keep to the massive cover blinds as much as possible, which means a lot of spreading out.  Fangs starts sprinting up the field with his massive 7" movement speed. Nightfire uses Cloud Mind to make about half of the tribals in heavy cover, just in case. One wastewolf is close enough to charge Stinger, but the armor does it's job.  The rest of the wolves circle in, making it feel like a three player game. 




Turn two, like always, is where the real action begins. Bonedancer charges a wastewolf and cuts it to ribbons. Little Rad Rat climbs up the ladder to the top of the bus to take a pot shot as the Manager, and misses. Dr. Kilpatience tries to revive the Sheriff, but doesn't.  Distant Thunder tries to pop a shell into Dr. Kilpatience, but doesn't manage that either. Fangs creeps up under cover. The Preacher steps out to try to blast him full of holes, but misses. The Manager burns down a wastewolf. Stinger and the wastewolf exchange misses. The rest of the Tribals begin moving up into positions- there's a lot of table to cover when your opponent has multiple ARs. 




Turn three gets stuck in.  I'm desperately trying to force the Tribals to keep their heads down and slow their approach, while being forced to keep my head down because of the sniper. The Preacher lays waste to a knee-high spider. Stinger finishes off the wastewolf that was threatening to come up under the Tribals. Little Rad Rat takes aim at the Manager once more, and misses. Johnny McHenry takes a shot at the advancing Chief Thunderstrike, but misses. Unfortunately for him, Distant Thunder has no such problems, and plants a .50 caliber lead seed in his skullpot. Fortunately for Johnny, Dr. Rory Lakes is able to get him back up again. The Manager and Lucky put tokens on the last Wastewolf, and it's just too many shots from too many high firepower weapons. Dr. Kilpatience gets Sheriff Jones back on his feet and into the fight. Little Rad Rat aims and fires at the Manager, but comes up short. 






Turn Four begins with Distant Thunder dropping another round into Sheriff Jones. Not willing to walk past him just in case it wasn't enough, Chief Thunderstrike charges Jones and flattens him with the Blast Hammer. Battering Ram Cleave charges up and kills McHenry again. Lucky returns the favor and puts a pair of plasma blasts into Battering Ram Cleave from point blank range (Editor's note: make little green glowing pile of goo tokens.) The Preacher gets Chief Thunderstrike in his sights... and jams. Dr. Rory Lakes maneuvers to try to rescue the Sheriff again, and Distant Thunder punches one through his chest instead. Dr. Kilpatience tries to revive Dr. Lakes, but no dice. Little Rad Rat takes another shot at the Manager, and you guess it- misses. 

Turn Five is really uneventful.  Chief Thunderstrike crushes the Preacher, which forces a morale test. EVERYONE FAILS, meaning the all fall back five inches.  On my activations, I don't have clean lines to anyone.

Turn Six is another round of consolidation for the Tribals, coming in hard and fast.  I've got my remaining models (The Manager, Dr. Kilpatience, and Lucky) consolidated under/near the billboard. Tribals keep pouring in.  Lucky takes aim at Bonedancer and plasmas her into oblivion. 

Turn Seven there's no more room to run. Chief Thunderstrike scores a "squish" result on Dr. Kilpatience, and Stinger vaults in taking out Lucky. Little Rad Rat gets a line on The Manager and... misses.


Turn Eight: At this point everything is resolved aside from if it's a table wipe or not. And, not for nothing, but that's pretty important in this one: I really don't want to risk loosing a leader so early, as there's no possible way I'll have enough to replace him. The Manager levels a wound into Chief Thunderstrike, but isn't able to finish her off.  Thunderstrike wiffs against the wily Manager. Stinger of the Rad Wasp charges in and takes a stab, but the Manager blocks it away. Nightfire takes a swing, but can't connect.  The last possibility is Little Rad Rat who takes aim an.... misses again.  Poor, poor Little Rad Rat. The Manager escapes!


Post Game Results for Pine Lodge: So, everyone but The Manager needed to check for possible injury. Lucky catches a lucky break, and gains an extra XP. Sheriff Jones gets captured by the Tribals, and <fill in remainder>. The Preacher and McHenry suffer close calls from the encounter. Dr. Kilpatience doesn't survive the encounter (sad trombones).   Dr. Lakes is seriously wounded, and now has Vengeance against the Stormbringers.   

Experience Totals: 
The Manager +5 (80)
Lucky +5 (51)
Sheriff Jones +2 (23)
Preacher +3 (24)
McHenry +2 (2)
Dr. Lakes +2 (23)
Not enough for an advance yet, but it's only one game, so that's fine. 

The Manager's Resourcefulness nets an extra 4 script, and his Scavenger means he'll have no upkeep of his own later (effectively netting the settlers 3 more).  Lucky, Dr. Lakes, the Preacher, and McHenry head out to scavenge in the wasteland.  Lucky, true to her name, finds a minigun laying about in an old roboturret (Queen of Hearts). Dr. Lakes gathers 27 script, the Preacher only scrounges 6 script, and McHenry brings in another 24 script. That brings the total to 61 script and a minigun.  Ransoming back Sheriff Jones leaves me with 31.  Upkeep comes in at 10 (2 each for Lucky, Jones, the Preacher, and Dr. Lakes, 1 for the plasma pistol, one for McHenry), knocking me down to 21.  With that mini-gun in the stores, I'm really interested in picking up a Gunsmith to use it, which means not replacing the fallen Doctor just yet even if I had the script, which I don't. I do  need to replace Sheriff Jones' weaponry, and the success of Distant Thunder convinced me some long-range punch is needed.  The Sniper Rifle normally costs 20, and the Large Caliber upgrade would add 5. The Manager successfully haggles that down by 9, making the cost 16 script. 5 BS left going into next round.

Post Game Results for The Stormbringers  Not a lot of injury checks for the Storm Bringers, but I made them count. Bondancer was outright killed. Battering Ram Cleave got pretty Banged Up, and Fangs got mugged....mugged...because somebody shook down a giant spider for cash...or something.  Good news for Ali is that a Mugging result doesn't injure the model, just steals all their gear, and warbeasts don't have any. 

Experience Totals:
Chief Thunderstrike +7 (82)
Distant Thunder +5 (51)
Nightfire +2 (48)
Battering Ram Cleave +3 (3)
Stinger of the Rad Wasp +3 (3)
Little Rad Rat +2 (2)
Fangs +2 (2)
Also not enough for any advances, but close. 

Distant Thunder finds a locked box with 35 script, Nightfire finds 18 script, Stinger finds 18, and Little Rad Rat finds 6. Whomp whomp.  Total of 73 Plus the 30 for ransom is 103. Ali also keeps the sheriff's Shotgun and light weapon.

Upkeep is Chief Thunderstrike (3+1 for relic), Distant Thunder (2+1 for relic), Nightfire (2) Battering Ram Cleave (1), Stinger (1), LRR (1), and Fangs (1). 13 upkeep. 90 remaining. Ali decides that money in the bank isn't as useful to her as money shooting and stabbing and looting, so she goes on a hiring spree.  She picks up another Tribal and gives her the shotgun and light weapon recently acquired, a Tribal with a crossbow (mostly because she had a model she really wanted to field), and another warbeast. She rolls for Relics and can find anything she wants, so sends Distant Thunder to buy a Thunder Gun, saving 6 BS because of DT's Haggler skill. With 4 script left, she opts to buy Battering Ram Cleave a case of Berserker Brew to offset the Banged Up penalty, leaving her a whopping 1 barter script remaining.  

And there we go! Plenty of fun, plenty of new models coming in, and looking forward to seeing where the Campaign spreads to.

Review - Book, AFM Volume 2, Part 2, A Treatise On Soviet Operational Art



This was a truly great find by Andy Miles who kindly posted it onto the Red Storm Rising facebook page.  It's not quite the British equivalent to the FM 100 series, it was written in 1991 from the perspective of understanding Soviet Operational Art as the British along with most Western Nations had given this particular subject a stiff ignoring for most of the Cold War. As the author puts it, the Western Nations experience of operations during WW2 was at a different order of Magnitude to the Soviet and points out that whilst the Western allies deployed some 3 Army Groups comprising 91 Divisions on a front of 400 km, in 1944 the Red Army had 10 fronts with 57 Armies and over 560 Divisions and Corps deployed on a frontage of 3200 km.

AFM Volume 2 was produced in 3 parts and whilst this review focuses on Part 2, I will look to pick up on parts 1 and 3 at a later date, for completeness the parts are:
So what's different between this and the FM 100 series, its based on a similar variety of sources including the Vorisilov Lectures, which it contextualises against a late 80s Force structure and is fundamentally focused on the conduct of operations at Army and Front level, and the general Force Composition and task orginisation required to deliver that. I think it does this well focusing on the Soviet Approaches to Offensive and Defensive Operations, it also provides a variety of commentary on effectiveness and some interesting discussion around both drivers for change and the future, which is where it differentiates itself from the FM 100 series.

Equipment and Organisation is considered at a high level and with only sufficient detail to facilitate the main discussion and demonstrate the mapping between doctrine technology and force structures, which frankly the Soviets were masters of.



 It  broadly follows the structure of the Vorisilov Lectures material and includes a deal of informed comment, the main chapters cover:
  • Equipment and Organisation
  • Operational Planning, Context and Concepts
  • Strategic and Operational Marches
  • Offensive Operations
  • Operations in the Enemys Depth
  • Defensive Operations
  • Combat Support
  • Air Operations
  • Amphibious Operations
  • Logistics
  • Command Control and Communications
Annexes include High level org charts and Broad equipment TOEs for Divisions, Armies and Fronts both within and outside of the Western Group of Forces

This is a book that you can either read or dip into, having said that the approach to dipping into it is likly to be go read the whole section on offensive opps and related elements on combat support. The Upside over reading the Vorisilov Lecture material is that the hard work of placing it in the context of the late 80s has been done and this work draws on wider material as well.



The author CJ Dick of the Soviet Studies Research Centre understands his subject well and attempts to explain the Soviet concepts as they stand rather than trying to equate Soviet military thought to  western ideas, an approach taken in a number of the US manuals which generates some very confusing discussions on echelonment and reserves amoungst others. These subjects are covered with far more clarity in this volume.

I particularly like the categorisation of the Cold War period into a number of Eras based on the prevailing doctrine and the discussion around its impact on force structures and organisation. These are articulated as:
  • The Nuclear Era. Doctrine and force structures dominated by the concept of Combat under nuclear conditions
  • The Era of a Conventional Phase. This period was dominated by the impact of two ideas.  The first was driven by the NATO's adoption of flexible response, which would lead to a Conventional Phase at the start of any war and if surprise could be achieved and Soviet Operational art delivered offered the potential of a conventional victory. The other was the vulnerability of tank heavy formations in conventional war demonstrated during the 1973 Yom Kippur War. 
  • The Era of Conventional War. The result of the INF treaty and the failure by both the Warsaw Pact and NATO to upgrade their nuclear capabilities, lead to a belief in the increasing likelihood of an extended conventional phase or the possibility of a wholly conventional war
This is then neatly mapped to the evolution of the organisations and structures that occured over this period.  The rate of change that was feasible for an organisation the size of the Soviet Army also receives some attention. All of this starts to provide a degree of clarity to the variation in content of key sources on the organisations and structures employed within the WGF at different points in time.

Looking at the diagrams and discussion it seems clear that this work fundamentally underpins The Genforce Mobile Force Handbooks written in 1997 as OPFOR guides which provide excellent commentary on what was essentially Soviet organisation and practice but which because they are OPFOR guides I have always had concerns over how they were adapted and how representative they were of what was rather than what was aspired to.



Some of the organisational structures proposed in both this and AFM volume 2 part 3, Soviet Tactics are quite different from what is discussed elsewhere and I have yet to digest what that means and how or whether to reflect it into my current projects. 

As well as this post I have updated the Post on free resources on Soviet Organisation and Doctrine.  All up an excellent find, resource and for free well worth a read. I have a physical copy of the Vorisilov Lectures Operational Art and would love to find a physical copy of this to add to the collection but so far have looked without success. An excellent perspective on Soviet Operational Art

References:

Red Banner The Soviet Military System in Peace and War, C Donnelley, (1988) @ amazon
AFM Volume 2, Part 2, A Treatise on Soviet Operational Art
AFM Volume 2, Part 3, Soviet Tactics
Voroshilov Academy Lectures
Review-Web Resources, The Essentials of Cold War Soviet Doctrine and Organisation for Free
Genforce Handbook, Mobile Force Part 1, Operational Art and Tactical Doctrine, 1997
Genforce Handbook, Mobile Force Part 2, Tables of Organisation and Equipment, 1997







jueves, 28 de marzo de 2019

Addicted!

What's going on everyone!?


Today was spent the same as usual lately by loading up the truck so I can get some more stuff moved to our new place.

All day I couldn't stay away from the Zombies in my pocket app and played 15+ games of it today losing most and winning few but having a blast playing 

I seem to be heavily addicted to the game in my free time like I used to be long ago, lol. 

As always, thank you for reading and don't forget to stop and smell the meeples!  :)

-Tim

Parachute Games, Sink The Ship & Pinball

Mushroom- they learned how to do this together without my help!
The month of May is always one of my favorites because I am done with testing and we play a lot of fun games.   The 4th &5th graders completed their fitness testing, and they did a great job beating their scores!  I'm really proud of their hard work this year!

My classes have been participating in a variety of activities this month, including:
Parachute Games
Sink the Ship
Scooter Relays
Pinball
Capture the Flag
Prepping for Field Day

Squatting like a frog before lifting it up.  Great exercise and fun!
See below for a few videos, and even more on my youtube channel.

Parachute Games:
This year I gave my 1st & 2nd graders a "parachute test" where they had to use teamwork and cooperation to make an umbrella and a mushroom without my help.  The student leader was in charge inside the mushroom.  We have a "secret" way to make the mushroom go higher up (everyone sits on their handle and takes 3 scooches in at the same time).  They think it's the coolest thing!  We also played "Under the Sea", "Jellyfish", "Firecracker", Switcharoo and Popcorn.  Lots of fun and laughs!

Scooter Relays:
We have several different kind of races - riding the scooter on your knees, belly, bottom, "turbo speed", and then pushing a partner.  Check out some samples below and more on my youtube channel.

Pinball:
This game is great exercise!  It gives us a chance to practice many skills such as rolling a ball, defense, and teamwork.  Here is a short video sample.
Sink the Ship:
This game is always a favorite in my class.  Player practice a variety of skills including catching, throwing, rolling, scooters, defense, and teamwork.  Check out this video demo and more on my youtube channel.
https://youtu.be/GAFc2kPf_WU

Hide Out Game:
Thanks to Kyle Bragg for this great game!  The students always love this game and get a lot of exercise!  They leave the gym dripping with sweat.  We use soft yarn balls so they do not hurt at all.  This is a great opportunity to practice throwing and increase aerobic endurance. 

Field Day Prep:
I did this very simple "baton relay" with my students to let them practice doing a relay.  They learned how to encourage their teammates, take turns, finish the race by sitting down, and cooperation.  It's so simple but they really enjoyed it!

May Daily Dozen
Here is our  May Daily Dozen, which every class does for a warm-up.  I thought it was SO CUTE when a Kindergarten student asked me to write down all of the Daily Dozen exercises on a piece of paper so she could do it at home!  Several of my students tell me they do this at home, which makes me so happy!  Way to go kids, you are awesome!


Digital Illiteracy & Vitamin D

Vitamin D (VITAD)

Five Essential Domains: VITAD: video, image, text, audio, data - 'Vitamin D' 

Just like all subject domains, tech has its own overarching domains or strands that are an efficient way to organise the essential skill sets needed for true digital literacy.  We should not neglect opportunities to read and write, for example, realistic fiction, or physics or shape and space in Mathematics, I believe the same applies to what could be called the 'digital domains' or modes of digital technologies: text, image, video, audio, and data handling.

Digital Illiteracy... 

An easy easy way to recall these essential areas is with the acronym 'VITAD', 'vitamin digital', now when you're considering whether not you can consider yourself, your students or any 21st century citizen to be truly digitally literate, how do they measure up to VITAD?
  1. Can they view, edit, create, compose with video?
  2. Can they organise, edit, resize, manipulate, incorporate image?
  3. Can they browse/read/search text? Are they proficient at word processing, commenting, curating  texts?
  4. Can the manage audio files, organise, edit, create, compose audio using multiple audio tracks/sound effects?
  5. Do they know their way around a spreadsheet? Can they organise data efficiently, perform basic calculations, use functions and formulae, analyse, synthesise, and model data? Can they think computationally? 
When, and only when you can confidently answer a confident yes to all the above, then, and only then can you call yourself digitally literate!





To put it another way - we're talking about students becoming holistically literate, that literacy has to incorporate 'multiliteracies' including language, scientific/methodological ways of thinking, mathematical literacy and of course digital literacy. ALL of these can be defined as 'subjects', all of these could also be (and arguably should/could be) taught in an integrated way. Just because we've chosen to integrate a subject, does not mean it should be treated less rigorously - integration should not mean invisibility - at least not for teachers. (I'd argue invisibility would be great from a student's perspective, but so would it be for maths and science et al - they don't see it as a 'subject' it's just another natural (for them) way of thinking and working)


WWPP,  a pragmatic compromise: WP, WWW, PPT & PDFs

WWPP

However... if there is one thing I've learned in my now 8 years as a DLC, and from now over 20 years working with 'edtech' or the integration of digital technologies in the classroom from K-12, it's that there is a fundamental shift, in terms of how these domains are experienced as students move though the school lives. A shift from VITAD to WWPP, what is WWPP? stakes examinations. 

  • Word Processing
  • Websites/Web Search
  • PowerPoint Slideshows (or similar)
  • PDFs & Posters 

WWPP describes the fundamental domains that are the norm for most teachers, and represent the actual reality in most secondary school classrooms, especially those that are organised around the premise of preparing students for high stakes examinations. The fact is that, like it or not, what studies repeatedly show as 'effective' use, is use that can be translated into evidence that is represented by a standardised test score, and if that is the only metric we are prepared (or able) to consider, then WWPP is the model that works, for more on the practical ramifications of this in high school classrooms, read my post: PDFs, Pragmatism & WWPP. 

miércoles, 27 de marzo de 2019

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martes, 26 de marzo de 2019

Google Mobile Developer Day At Game Developers Conference 2019

Posted by Kacey Fahey, Developer Marketing, Google Play & Android

We're excited to host the Google Mobile Developer Day at Game Developers Conference 2019. We are taking this opportunity to share best practices and our plans to help your games businesses, which are fuelling incredible growth in the global mobile games market. According to Newzoo, mobile games revenue is projected to account for nearly 60% of global games revenue by 2021. The drivers of this growth come in many forms, including more developers building great games, new game styles blurring the lines of traditional genres, and the explosion of gaming in emerging markets - most notably in India.

Image Source: GamesIndustry.biz

To support your growth, Google is focused on improving the game development experience on Android. We are investing in tools to give you better insights into what is happening on devices, as well as in people and teams to address your feedback about the development process, graphics, multiplayer experiences, and more.

We have some great updates and new tools to improve game discovery and monetization on Google Play, which we also shared today during our Mobile Developer Day:

Pre-registration now in general availability

Starting today, we are launching pre-registration for general availability. Set up a pre-registration campaign in the Google Play Console and start marketing your games to build awareness before launch. Users who pre-register receive a notification at launch, which helps increase day one installs.

Google Play Instant gaining adoption

We have seen strong adoption of Google Play Instant with 3x growth in the number of instant games and 5x growth in the number of instant sessions over the last six months. Instant experiences allow players to tap the 'Try Now' button on your store listing page and go straight to a demo experience in a matter of seconds, without installing. Now, they're even easier to build with Cocos and Unity plug-ins and an expanded implementation partner program. Discover the latest updates on Google Play Instant.

Android App Bundles momentum and new large download size threshold

Over 60K apps and games on Google Play are now using the Android App Bundle publishing format, which is supported in Android Studio, Unity, and Cocos Creator. The app bundle uses Google Play's Dynamic Delivery to deliver a smaller, optimized APK containing only the resources needed for a specific device.

To better support high quality game experiences and reflect improved devices, we've also increased the size limit for APKs generated from app bundles to 150MB and raised the threshold for large download user warnings on the Google Play Store to 150MB, from 100MB.

Improved tools in the Google Play Console

Store listing experiments let you A/B test changes to your store listing on actual Play Store visitors. We recently rolled out improvements, introducing two new metrics - first time installers and D1 retained users - to more accurately reflect the performance of your store listings. These two new metrics are now reported with hourly intervals and are available via email notifications, letting you see results faster and track performance better.

Country targeted store listings allow you to tailor your app's store listing to appeal to users in different countries. You can customize the app title, icon, descriptions and graphic assets, allowing you to better appeal to users in specific target markets. For example, you can now tailor your store listing with different versions of the English language for users in India versus the United States.

Rewarded ads give players the choice to watch an advertisement in exchange for in-app items. With rewarded ads in Google Play, you can now create and manage rewarded ads through the Google Play Console. No additional SDK integrations are required.

We hope you try some of these new tools and keep sharing ideas so we can make Android and Google Play a better place to grow your business. We are committed to continue improving the platform and building tools that better serve the gaming community.

Get started today by visiting two new resources, a hub for developers interested in creating games on Android and games.withgoogle.com, for developers looking to connect and scale their business across Google. Many of these updates and resources come from community suggestions, so sign up for our monthly newsletter to stay informed.

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