Online courses directory (10358)
This intermediate math course continues our free online maths suite of courses. It covers rules and applications of differentiation, straight line graphs, graphing circular functions, logs and indices, the Binomial theorem, inverse functions, and factors of polynomials. This course is ideal for second-level students, anyone studying for an exam, and those interested in re-igniting their knowledge of mathematics!<br />
Are you an instructor trying to shake things up a bit? Join us for this Australian BOSTES endorsed professional development course on differentiation and how it can be used to enhance classroom instruction and learning.
Digging Deeper: Making Manuscripts introduces you to the study of early text technologies, focusing especially on the medieval book and other written objects.
Digging Deeper: The Form and Function of Manuscripts introduces you to the ways medieval manuscripts are interpreted, conserved, and disseminated in the digital age.
Digging Deeper: Making Manuscripts introduces you to the study of early text technologies, focusing especially on the medieval book and other written objects.
Digging Deeper: The Form and Function of Manuscripts introduces you to the ways medieval manuscripts are interpreted, conserved, and disseminated in the digital age.
This course builds on the theory and foundations of marketing analytics and focuses on practical application by demystifying the use of data in marketing and helping you realize the power of visualizing data with artful use of numbers found in the digital space.
Learn the introductory theory and strategy behind marketing analytics that provides marketers with the foundation needed to apply data analytics to real-world challenges they confront daily in their professional lives.
Why do you need Digital Marketing?
With budgets for digital marketing constantly growing, organisations are facing a major skills shortage. The need for individuals who understand business combined with technical knowledge in Digital Marketing has never been greater. This course is based on European case studies showing current digital and social media marketing practices across Europe. Europe is one of the largest regions for digital and social marketing used but there are many local preferences and this course will help you to navigate these complexities. This course combines practical skills and theoretical knowledge with the goal of teaching you the skills to improve digital and social media marketing in organisations.
Who is this course for?
This course is aimed at two audiences:
- Organisations who want to establish and improve their digital and social media marketing footprint.
- Everyone interested in digital and social media marketing who might consider studying or working in the field.
What do I need to know?
Basic computer knowledge and skills are necessary and a business background would be advantageous but is not essential.
Learning Objectives
- Introduce current and core practices of Digital and Social Media Marketing that will allow learners to analyse, plan, execute and evaluate a digital marketing strategy.
- Introduce core tools currently used in Digital and Social Media Marketing that will allow learners to analyse, plan, execute and evaluate a digital marketing strategy.
- Develop an understanding of Search Engine Optimisation (SEO), Social Media Optimisation, Affiliate and other relevant communication channels for engagement of digital communities.
Course Structure
1. Why is Digital and Social Media Marketing important today and in the future?
1.1. Introduction to strategic planning
1.2 SWOT analysis
1.3. Developing SMART objectives for strategy and campaigns
1.4. Digital Business Maturity Model
1.5. The consumer journey to online purchase
1.6. Introduction to core concepts of digital and social media marketing
1.7. Introduction to online branding
2. Understanding the different nature of digital channels based on geographic, demographic and digital fit for a campaign
2.1 Search Engines - differences in countries - based on the case study examples
2.2 Social Media platforms differences in countries and how to they can be used
2.3 Email marketing and how it can be used
2.4 Affiliate marketing and how it can be used
2.5 Mobile marketing and how it could be used
2.6 Paid channels overview - search and social
2.7 Communities focused engagement
3. Buyer persona development
3.1 The importance of understanding who the target audience is and how search and social help to develop this understanding
3.2 Planning integration of search and social media
3.3 Keyword research for buyer persona
3.4 Social media channels for buyer persona
3.5 Develop keyword plan for a campaign
3.6 PPC keyword vs organic keyword plan
3.7 Develop social media editorial calendar
4. How campaigns fit into a wider implementation of the overall organisation strategy
4.1 Example company campaign plan
4.2 Key elements of campaign management - Gantt chart
4.3 Risk management
4.4 Digital project management tools and techniques
4.5 Project plan monitoring and review
4.6 Marketing automation
4.7 PPC campaign planning
5. Choosing the right digital profiles for the right audience
5.1 Facebook
5.2 YouTube
5.3 Twitter
5.4 LinkedIn
5.5 PPC optimisation
5.6 What makes content to go Viral?
5.7 How to create content viral?
6. The importance of ongoing monitoring and learning from your engagement
6.1 Understanding of Social Capital and its importance case study
6.2 Accessing data in Google Analytics
6.3 Accessing data from Facebook
6.4 Accessing data from Twitter
6.5 Using spreadsheets to analyse and populate reports
6.6 Learning from digital results
6.7 PPC report
Digital Anthropology is a Spring 2003 applied social science and media arts seminar, surveying the blossoming arena of digital-artifact enabled experimental sociology/anthropology. We will emphasize on both (a) Technology Testbeds – systematically deploying research lab prototypes and corporate pre-production products in a sample human organizational population and carefully observing the social consequences, and (b) Sociometrics – using digital artifacts to better observe and measure the complex social reality of interesting human systems.
What is the course about? What are Digital Arts? Questions to the digital.
Digital Arts focus on art that engages with, uses and is impacted by the digital. This course doesn’t focus on technology but presents it as a tool to facilitate ideas, placing emphasis upon its creative and artistic use. The program encourages students to explore the possibilities and potential of technologies within an art context. It offers the opportunity to develop a project from proposal to final exhibition. You will be asked to research content, materials and methods. Written work and practical work in the course combine as an investigation of the relationship to the subject and contemporary practice.
Let's understand Digital Arts together by exploring the topics above as well as experiencing interviews and art works from well-known artists.
Main theme of the art seminar: '90 minutes of life'
What is life? (Philosophically, artistically and conceptually)
Artistic work will be analysed from the perspective of motivation and the outcome of the work.
What message does the work communicate?
What kind of shapes or forms can you find?
What is the medium of the work?
What will you learn?
Throughout the course, you will learn the following:
• The work and concepts of contemporary photographic and video artists.
• To understand and articulate how meaning of images is visually communicated.
• The “language” of creative expression and how this can improve your own artistic work.
• The ability to identify and explain the basic visual and conceptual elements that are common to all works of art.
• The key contemporary photographic narratives.
YOU will learn to have direct access to the voice of the artist. The work of contemporary artists provides not only new art and ideas to introduce but also new approaches for making art.
Who should take this course?
If photography, video making, sound & theory based on art is your passion, then you fit perfectly to the course.
Using computers, visual artists can manipulate all forms of artefacts, whether video, photographic images, sound clips or text, to create exciting new experiences for audiences.
What do I need to know?
You do not need to be prepared. You need to be excited! Let the course experience lead you to more creative ideas.
At the end of the course, what will I make?
Create a cohesive body of exhibition-quality work that collectively explores the concept of the course “W_h_a_t_ i_s _l_i_f_e” and be able to explain the significance of subject, form, presentation and meaning your work.
Course structure
Chapter 1: (2 November - 8 November)
This chapter is an introduction to video art, performance art and photography. The starting point is: what is life? The motivation of creativity.
We are investigating each medium from its beginning through history to the present day, dissecting it to its components. What is the main motivation for artists? What message does the work communicate? What kind of shapes or forms can you find? What is the medium of the work?
Homework:
Art example in Second Life (virtual world), Video art presentation
Chapter 2: (9 November - 15 November)
What is life? Life and beauty: The work and concepts of contemporary photographic and video artists.
Starting from a philosophical viewpoint we examine the approaches on life, beauty and art illustrating our argument with various examples.
Homework:
Artistic work will be analysed from the perspective of motivation and the outcome of the work. What message does the work communicate? What kind of shapes or forms can you find? What is the medium of the work?
Chapter 3: (16 November - 22 November)
What is life? Life and death: To understand and articulate how meaning of images is visually communicated.
In this chapter we look into life, death and trauma. These moments in everybody’s life give cause to artists to delve into the core of human existence and wonder about the human condition.
Homework:
Artistic work will be analysed from the perspective of motivation and the outcome of the work.
What message does the work communicate? What kind of shapes or forms can you find? What is the medium of the work?
Chapter 4: (23 November - 29 November)
What is life? Life and documentation: The “language” of creative expression and how this can improve your own artistic work.
The boundaries of artistic expression are not confined in the studio or art gallery. Artists document life performed in its natural state and how people interact with their environment.
Homework:
Video presentation - Artistic work will be analysed from the perspective of motivation and the outcome of the work. What message does the work communicate? What kind of shapes or forms can you find? What is the medium of the work?
Chapter 5: (30 November - 6 December)
What is life? Life and Eros: The ability to identify and explain the basic visual and conceptual elements that are common to all works of art.
Many say that love is the motivating force of life. In worldwide mythology love and lust are responsible for cosmogonic events such as the birth of heroes and the beginning of wars among other circumstances. Art inspired by mythology, cinema or real (or virtual) life is a staple theme motivating artists since antiquity.
Homework:
Artistic work will be analysed from the perspective of motivation and the outcome of the work. What message does the work communicate? What kind of shapes or forms can you find? What is the medium of the work?
Chapter 6: (7 December - 13 December)
What is life? Life and memory: The key contemporary photographic and video-film narratives.
Memories are a key component of who we are. Its subjective and fragmentary nature forms our personality. It is a matter of philosophical debate since ancient times. Through art we record and preserve and try to dominate its fleeting state.
Homework:
(Plus exercises) Artistic work will be analyzed from the perspective of motivation and the outcome of the work.
What message does the work communicate? What kind of shapes or forms can you find? What is the medium of the work?
Chapter 7: (14 December - 20 December)
What is life? Celebrating life: An understanding of the history of video art and the impact of video on contemporary culture.
In this chapter, we recap on what we have discussed in the previous chapters. Life isn’t just one thing. It is beauty and death, love and memories. Here we celebrate the multifaceted thing that is life.
XMAS BREAK
Final chapter 8: Final show
Want to learn how to get people to engage with your brand, but not sure where to begin?
Digital technology has rapidly evolved in the last decade, and so too has the way people communicate. Businesses can no longer rely solely on traditional business models to build brand awareness.
In today’s interconnected, hyperaware world, brand awareness and brand engagement are synonymous. We are in the age of digital brand engagement, where brands need to participate in, and inspire, a two-way conversation with their consumers.
This course will teach you about this shift and how it has altered the way brands communicate with their audiences. You will learn about the challenges of managing a digital brand and how rich and compelling content, combined with digital distribution, are integral to brand engagement.
This course is part of the CurtinX MicroMasters Credential in Marketing in a Digital World that is specifically designed to teach the critical skills needed to be successful in this exciting field. In order to qualify for the MicroMasters Credential you will need to earn a Verified Certificate in each of the five courses.
Modern society across the world is becoming increasingly dependent on communication networks. We depend on them for the smooth operation of economic and social activities. This course examines networks as the means of interconnecting devices so that two-way communication is possible. It examines protocols like HTTP, TCP/IP and ATM as well as the OSI reference model, and provides an overview of the topic for learners who have no significant prior knowledge of the subject. The main topics covered in this course are: Internet protocol (IP), the Open Systems Interconnection (OSI) model, Transmission Control Protocol (TCP), Hypertext transfer protocol (HTTP), and Asynchronous Transfer Mode (ATM). Areas that are also covered include the layers of communication, vertical and horizontal communication, protocol architecture, Domain name system, the ATM layers, and an analysis of IP over ATM. This course will be of interest to professionals who work in information technology, network design, and network management, and will also be of interest to students who would like a greater understanding of how networks function.<br />
This course will help YOU harness digital communications for your nonprofit! We have hand-picked experts from various fi
This course will guide graduate students through the process of using rapid prototyping and CAD/CAM devices in a studio environment. The class has a theoretical focus on machine use within the process of design. Each student is expected to have completed one graduate level of design computing with a full understanding of solid modeling in CAD. Students are also expected to have completed at least one graduate design studio.
Using a variety of learning tools and methodologies, this course will help you understand the role that the internet plays in economic development, and in the lives of people and businesses in general.
Traditional development challenges are preventing the digital revolution from fulfilling its transformative potential: the opportunity to bring broader development gains in the form of faster growth, more jobs and better services to economies.
In this course, you’ll explore answers to the following key questions: What are the challenges that prevent digital dividends from spreading more rapidly? What are the most important returns to digital investments? What should be done to fully benefit from the digital revolution?
The course will benefit a broad variety of audiences, ranging from student to policymaker, and from entrepreneur to civic actor.
Introduction to rules-based drawing with software (Rhino3D and Adobe Illustrator) focusing on graphic compositions of points, lines, and curves. Exercises will introduce and utilize basic ordering systems, two-dimensional geometric operations, graphic compositional principles, and visual hierarchy and legibility with line weights, tone, and poché. Tangible outcomes from the assignments will include line and tone drawings, modulated field drawings, and graphic collage compositions.
Gamecrafting is a second-order design problem. Unlike traditional linear media, in which the form and sequence of an experience are created by the designers, game experiences are created by the players. Good game designers must be therefore be good anticipators, striving to imagine and optimize the range of interesting choices afforded by their designs. They must also anticipate the range of experiences they can afford to afford, based on the practical limits of available time and resources.
This course focuses on the basic skills of scoping a game project to keep it manageable, iterating on design details to refine and improve the player experience, and thoroughly testing game prototypes (using both automation and live subjects) to determine if experience goals are being achieved.
Software engineering and asset production are the means of digital game development, but the end is an intentional experience. Digital game design is the process of creating, implementing and iteratively refining that experience.
This hands-on course will introduce you to the theory (lehr) and practice (kunst) of digital game design. You will modify, design, build and test a number of toys and games using the Perlenspiel gameclavier, a cloud-based, abstract microgame engine programmed in JavaScript. Lectures and readings will familiarize you with key principles and vocabulary of general design, together with issues and methods specific to the development of digital games.
Nearly all devices now used to play digital games are connected to a network. This fact has revolutionized the game development process. Telemetric instrumentation can silently measure and transmit data on the behavior and performance of games and their players. Statistical analysis of the resulting databases can be a powerful tool for refining and verifying the attainment of design criteria.
This course provides experience in devising measurable experience goals, together with the basic techniques and mathematics needed to capture and analyze player behavior. It concludes with a reflection on the ethical implications of data-driven design, and the role of game designers as creators of cultural artifacts imbued with meaning and the potential for influence.
Trusted paper writing service WriteMyPaper.Today will write the papers of any difficulty.