El documento presenta una lista de verbos en infinitivo seguidos de sus formas afirmativas y negativas para cada persona gramatical (tú, usted/ustedes, nosotros, vosotros) en español. La lista incluye verbos comunes como preguntar, pedir, colaborar, apuntar, recomendar y otros.
Introduction to Agile Project Management and ScrumVoximate
Brief introduction to Agile Project Management and Scrum covering user stories, story points, use of Fibonacci sequence values for story points, release planning, sprints, capacity, velocity, sprint commit meetings, sprint review meetings, and burndown charts. Explains the importance of returning the product to a potentially shippable state at the end of each sprint to reduce the accumulation of technical debt and keep the assessment of project progress realistic. Summarizes the roles in Scrum of the Product Owner (who writes or facilitates the writing by customers of user stories), the ScrumMaster (who manages the Scrum), and the Team (who do the work). Discusses values and best practices in Agile/Extreme Programming ("XP") values. Explains daily standup meeting in which people share what they did yesterday, what they're doing today, and any blocking issues they're encountering. Summarizes common problems with waterfall project management including a serialized process, longer time to market, isolation of developers from customer needs, plans falling out of synch with reality, lack of visibility into rate of progress, features being slashed late in the development cycle to bring in release dates, long time to project completion, late feedback from customers, projects falling behind schedule, and projects missing their market window or being killed before launch. Summaries problems with monolithic product requirements documents including length, lack of readability, disconnection from customer needs, and lack of clarity about which features are for which customers.
Introduction to Agile Project Management and ScrumVoximate
Brief introduction to Agile Project Management and Scrum covering user stories, story points, use of Fibonacci sequence values for story points, release planning, sprints, capacity, velocity, sprint commit meetings, sprint review meetings, and burndown charts. Explains the importance of returning the product to a potentially shippable state at the end of each sprint to reduce the accumulation of technical debt and keep the assessment of project progress realistic. Summarizes the roles in Scrum of the Product Owner (who writes or facilitates the writing by customers of user stories), the ScrumMaster (who manages the Scrum), and the Team (who do the work). Discusses values and best practices in Agile/Extreme Programming ("XP") values. Explains daily standup meeting in which people share what they did yesterday, what they're doing today, and any blocking issues they're encountering. Summarizes common problems with waterfall project management including a serialized process, longer time to market, isolation of developers from customer needs, plans falling out of synch with reality, lack of visibility into rate of progress, features being slashed late in the development cycle to bring in release dates, long time to project completion, late feedback from customers, projects falling behind schedule, and projects missing their market window or being killed before launch. Summaries problems with monolithic product requirements documents including length, lack of readability, disconnection from customer needs, and lack of clarity about which features are for which customers.
ROMPECABEZAS DE ECUACIONES DE PRIMER GRADO OLIMPIADA DE PARÍS 2024. Por JAVIE...JAVIER SOLIS NOYOLA
El Mtro. JAVIER SOLIS NOYOLA crea y desarrolla el “ROMPECABEZAS DE ECUACIONES DE 1ER. GRADO OLIMPIADA DE PARÍS 2024”. Esta actividad de aprendizaje propone retos de cálculo algebraico mediante ecuaciones de 1er. grado, y viso-espacialidad, lo cual dará la oportunidad de formar un rompecabezas. La intención didáctica de esta actividad de aprendizaje es, promover los pensamientos lógicos (convergente) y creativo (divergente o lateral), mediante modelos mentales de: atención, memoria, imaginación, percepción (Geométrica y conceptual), perspicacia, inferencia, viso-espacialidad. Esta actividad de aprendizaje es de enfoques lúdico y transversal, ya que integra diversas áreas del conocimiento, entre ellas: matemático, artístico, lenguaje, historia, y las neurociencias.
Ponencia en I SEMINARIO SOBRE LA APLICABILIDAD DE LA INTELIGENCIA ARTIFICIAL EN LA EDUCACIÓN SUPERIOR UNIVERSITARIA. 3 de junio de 2024. Facultad de Estudios Sociales y Trabajo, Universidad de Málaga.
IMÁGENES SUBLIMINALES EN LAS PUBLICACIONES DE LOS TESTIGOS DE JEHOVÁClaude LaCombe
Recuerdo perfectamente la primera vez que oí hablar de las imágenes subliminales de los Testigos de Jehová. Fue en los primeros años del foro de religión “Yahoo respuestas” (que, por cierto, desapareció definitivamente el 30 de junio de 2021). El tema del debate era el “arte religioso”. Todos compartíamos nuestros puntos de vista sobre cuadros como “La Mona Lisa” o el arte apocalíptico de los adventistas, cuando repentinamente uno de los participantes dijo que en las publicaciones de los Testigos de Jehová se ocultaban imágenes subliminales demoniacas.
Lo que pasó después se halla plasmado en la presente obra.
LA PEDAGOGIA AUTOGESTONARIA EN EL PROCESO DE ENSEÑANZA APRENDIZAJEjecgjv
La Pedagogía Autogestionaria es un enfoque educativo que busca transformar la educación mediante la participación directa de estudiantes, profesores y padres en la gestión de todas las esferas de la vida escolar.