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Selasa, 22 Desember 2009

How to Read 12 Digit UPC Barcodes


Most bar codes in the US are 12-digit UPC (Universal Product Code) barcodes, with ten digits at the bottom of the code and one small number to each side. Impress your friends by asking them to select a random item from the kitchen with a removable label and cut the numbers off of the UPC barcode; you can then proceed to read the numbers encoded in the lines.

STEP

  1. Note that barcodes are made up of both white and black lines. The white spaces in between the black lines are part of the code
  2. Understand that there are four different thicknesses to the lines. Henceforth, the skinniest line will be referred to as "1," the medium-sized line as "2," the next largest line as "3." and the thickest is "4."
  3. Recognize that each UPC barcode begins and ends with 101 (thin black, thin white, thin black). In the very middle of the barcode, you will notice two thin black lines sticking down between the numbers. The thin white between them, as well as the thin whites to either side, make up a 01010. Each UPC barcode has 01010 in the middle.
  4. Recognize that each digit, including the small numbers that begin and end the barcode, has its own unique four-line set. 0 = 3211, 1 = 2221, 2 = 2122, 3 = 1411, 4 = 1132, 5 = 1231, 6 = 1114, 7 = 1312, 8 = 1213, 9 = 3112. (Note that the sum of bar widths numbers is 7 for all codes because each code is 7 units wide.
  5. So, the barcode above whose first two digits are 03 would start out "10132111411". Broken down this is "101-3211-1411" where 101 marks the beginning of the bar code and 3211 marks the digit 0

Source : www.wikihow.com



Rabu, 02 Desember 2009

How to Memorize Things Through Song


You can also memorize something in edutainment way. Here some tips :

  1. Think of what exactly you have to do or what it is you have to memorize. Know what you are going to need to memorize, like for example if you have to follow directions and you have to walk three blocks and turn left, then walk two more blocks to the supermarket. Think of the main parts of it.
  2. Summarize what you need to do to in the main and important parts.
  3. Think of a catchy tune to sing to. It can be from a song or your own imagination.
  4. Find a way to combine both things. Going back to the example of how to go to the supermarket, it can go to "Help" by The Beatles, with the wording like this: "WALK! Three blocks, now. TURN! Two blocks now! To the supermarket..."
  5. Sing it a few times. Fix it a little if it needs fixing, like change the tune a smidge, or scramble the words a bit.

Alternative Method

  1. Think of a beat. Example: tap, tap, tippity tap.
  2. Think of what you need to do and arrange the words so they match the beat.
  3. To help remind yourself when it's time to put the song to the name, tap out the beat.
Source : www.wikihow.com

Jumat, 13 November 2009

How to Reduce Newborn Morbidity and Mortality


We should thanks to people who work in WHO Making Pregnancy safer (MPS) Department for what they have done around the world to reduce maternal, perinatal, and newborn morbidity and mortality.


MPS's vision is a world in which skilled care at every birth is ensured for all women and in which mothers and their newborn babies notwithstanding their social, cultural, ethnic or religious background are assured access to comprehensive quality health services throughout all phases of their lives.


Every day, 1500 women and over 10 000 newborn babies die owing to complications in pregnancy and childbirth. 98% of these deaths occur in the developing world. Most of them could be prevented through skilled care during childbirth and the management of life-threatening complications.


MPS, with over 120 staff worldwide aims to reduce maternal, perinatal and newborn morbidity and mortality. MPS is working towards attaining the Millennium Development Goals 4 and 5 by accelerating the countries' implementation of essential interventions to make pregnancy safer. In partnership with key stakeholders, MPS also supports country efforts to strengthen their health systems.


To this end, MPS focuses on four strategic areas, in cooperation with regions and countries:



  • Advocacy: Building a conducive social, political and economic environment to support timely country actions;


  • Technical country support: Responding to country needs and providing technical support to achieve universal coverage of essential interventions that will ensure skilled care at every birth within the context of a continuum of care;


  • Partnership: Building effective partnerships across relevant programmes and partners for coordinated actions in countries;


  • Monitoring and evaluation: Strengthening assessment, monitoring and evaluation for better decision-making by policy-makers and planners in countries.
    Pregnancy is special. MPS is helping to make it safer.

Midwifery Education Modules
The six modules aim to help skilled practitioners think critically and make effective decisions on the basis of solid knowledge and understanding of these complications. When using the modules for basic midwifery programmes, it is understood that students should already be competent in most of the basic skills such as measuring blood pressure, performing a vaginal examination, conducting a normal delivery and prevention of infection.


The modules were released in 1996 and have now been updated in line with recent evidence and the WHO clinical guidelines. Each module can be taught independently of the other modules. It is however advisable to work through all of them.


Click Here for Download the Modules


Source : www.who.int

Selasa, 27 Oktober 2009

How to Count to 20 in Japanese


Are you trying to learn Japanese, yet still do not know how to count to twenty? If so, read on... :


  • The rules are = Japanese number-English Number-Pronunciation
  • Ichi 1 ee-chi
  • Ni 2 nee
  • San 3 Sahn
  • Shi/Yon 4 Shee/yohn
  • Go 5 goh
  • Roku 6 rock eww
  • Nana/Shichi 7 nah-nah/sheechi
  • Hachi 8 hah-chi
  • Kyu 9 kyue
  • Jyu 10 Jyue
  • Note: 11 starts over as Jyu-ichi Jyu-ni Jyu-san and so on....
  • Note: 20 is Ni-jyu
  • 14 is Jyu-YON.....jyu-shi is incorrect....

Jumat, 02 Oktober 2009

How to Develop Edutainment Software that is Entertaining


Wonder why developers keep rolling out those awful educational games that look like they were designed by amateurs? Educational games, known as "Edutainment", are typically purchased by school districts, teachers, and parents because of their educational value. However, many edutainment titles suffer greatly when it comes to gameplay and entertainment.

Here's how to develop edutainment titles that actually excel both as an educational tool, and as a form of entertainment :

  1. Evaluate the existing market. School staff and faculty, and parents are your target consumers, but students are your intended audience. It isn't easy to balance the two inside of one product, but it is certainly not impossible. The target consumers often purchase titles based upon a school's history with a specific title, word of mouth, and their observation of students who use the software. Students will often ask for software based purely on its entertainment factor.
  2. Define requirements. What subject will the software cover? Is it intended as a teaching aid, or a teaching replacement? How complex is the subject, and how will this affect injecting it into a form of entertainment?

    • Identify grade level. Most grade school academics are relatively easy to include in edutainment titles without detracting from their educational value, where as subjects covered in middle school and high school are much more difficult. Edutainment publishers will often sell software with specific, pre-defined categories of grade levels (ie: 4th to 5th grade).
    • Specify educational goals. For core sciences such as physics or math, what lessons should be taught inside your software? If you define clear educational goals early, you'll be able to focus more on the actual entertainment portion of the software as it accomplishes those goals.
    • Set your standards early in the development cycle. Consult educational professionals for acceptable grade levels and subjects, but be weary of generalizations and stereotypes.
    • Determine level of interactions. Some subjects such as reading, require less interaction, while others require much more. Interaction for an edutainment title that focuses on math is particularly important. For subjects that require less interaction, focus on creating software that creates an increased level of involvement. It is naturally easy to create more entertaining math software because of this interaction. For subjects requiring less, balance the ability to teach with the need to keep students engrossed within the software.
  3. Watch out for taboos. Be careful when including controversial topics or situations in edutainment titles. What is acceptable for one school may be seen as offensive at another. Keep in mind the geography of your target consumers, and their values. What works in the UK and Europe may not fly too well in the United States, and what works in public schools, may be offensive in private schools.
  4. Design with entertainment value in mind. With the academics of the software well defined, focus on making an interactive experience that draws students into the game. For example, a title that teaches physics could be modeled so that it would be necessary to solve physics equations in order to design in-game weapons and defenses to use in a tactics-oriented title.

    • Don't insult the player's intelligence. Students will grow tired with any software that isn't challenging enough to keep them guessing.
    • Avoid slow-moving stories and interrupted game play. Students will often use this software during a class or study period, so their time is limited. Shoot for a title that can be entertaining and educational within a 30 minute period of time. Utilize real-time or quick turn-based game play whenever possible, but avoid software that requires button mashing.
    • Keep the software dynamic. One style of entertainment or game play does not suit everyone. Some students may be simply fascinated with simulation games such as Civilization, while others can barely stay focused on something that doesn't require some action. If you're developing a simulation or other turn-base title, add mini-games to break up the monotony of this style.
    • Make the story entertaining. Add a little of all story elements to keep the player guessing. A little suspense, mystery, adventure, and plot twists will turn a dull story into an entertaining and involved experience.
    • Produce appropriate graphics, sound, and music tracks. Each edutainment genre and grade level is haunted by a stereotypical style. This doesn't justify the need to utilize low-quality midi music in grade-school software, nor does it justify extremes such as including rap music. Gauge the appropriate style of media for the title, but stretch the stereotypes to be creative and entertaining.