This is a two day course held on Monday 9th and Tuesday 10th March 2020. Please note ASIST starts at 9am and finishes at 5pm.
Aims of the course The Applied Suicide Intervention Skills Training course is a nationally recognised course designed to help people learn how to recognise the signs of suicidal thoughts and how to intervene to prevent the immediate risk of suicide. The course covers personal attitudes, values and feelings about suicide. The course is designed to help all in communities to become more willing, ready and able to help persons at risk of suicide.
Objectives of the course Participants will learn how to :
- Identify cues indicating risk of suicide
- Discuss suicide with a person at risk
- Develop the skills to intervene with that person using the unique and effective ASIST suicide intervention model.
- Provide ‘suicide first aid’.
ASIST is delivered with up to 24 participants.
Comments from previous course participants.......
" Taught me how to ask the suicide question and put me at ease"
"All of it was excellent and after considerable trepidation, I found the role play/practice invaluable"
"Made us feel very safe and supported in our role".
Please note: ASIST is not suitable for those who are currently vulnerable and/or recently affected by issues relating to suicide.
Trainers
Simon Miller is the Choose Life Development Worker in Midlothian and works as part of Health in Mind's community services across Midlothian. Simon has many years’ experience of working in suicide prevention and mental health improvement. He has considerable experience of delivering training in this field to a wide range of participants.
Brian Glass is a fully qualified trainer in Scotland’s Mental Health First Aid and the Living Works Suicide Prevention courses. He has delivered these courses for a number of years. As someone with lived experience of mental illness, his open, honest talk enhances the quality of each course.
Terms and conditions
This course is held in the Media Suite at Heart of Midlothian Football club at Tynecastle Stadium. Enter via the Main Stand reception off McCleod Street. Please note there is no car parking facilities, however there is free on street parking in surrounding areas.The venue is served well by LRT buses and there are many local cafes and shops for lunch. Tea, coffee will be served throughout the day.
Training bookings on Eventbrite are paid for by credit or debit card using Visa, Mastercard or American Express.
If you need to cancel your booking and give more than 28 days’ notice, we will refund 50% of your fee. If due to unforeseen circumstances we have to change the course date, and it is not suitable for you, we will refund 100% of the payment.
ProgramBoarding starts at 7.00 pm.
Welcome drink at arrivalNew Year’s Eve gala dinnerOpen barFolklore PerformanceRaffle GameStuffed cabbage and sparkling wine at midnight
PerformancesThe music entertainment will be provided by the „Zoltán Kodály” price awarded Rajkó Orchestra and Folk Ensemble
Cruising1,5 hour cruising starts at ~ 20:00 and once again before midnight so the guests can celebrate the New Year on the Danube
Program fee: 179 €/ pax
It contains the gala - and midnight dinner, open bar, the programs mentioned above, cruising, and transfer back to your accommodation (buses are leaving in every hour starting at 01:00 am)
DETAILED PROGRAM
19:00-19:30Boarding starts at 7.00 pm.
20:00-21:30Gala dinner with sightseeing cruise
21:30 - 22:00 or 22:00 - 22:30Performance of the professional dancers from the Rajkó Orchestra and Folk Dance Ensemble
22:30Raffle game
22:45The ship sails out and our guests spend the New Year’s Eve on the Danube. The midnight dinner will be served on buffet table. Party starts after midnight (with DJ and possibility to dance) During the whole event the music will be provided by the Rajkó Orchestra and Folk Ensemble
NEW YEAR’S EVE MENU
„A”
Basil butter with roast Jerusalem artichoke chips and Black Forest ham
Home-cured salmon mignon with smoked salmon, lobster jelly, trout caviar salad and celery cream with glasswort
Clear veal goulash soup with salted lemon, lovage and ginger
Whole roasted beef tenderloin with rosemary and fried pullet breast coated with saffron breadcrumbs, served with duck liver sauce enhanced with lavender vinegar, potato gratin with truffle and a tender vegetable bouquet
Hazelnut chocolate cake with white chocolate mousse and quince compote with blood orange
„B”
Basil butter with roast Jerusalem artichoke chips and marinated tofu
Home-cured salmon mignon with smoked salmon, lobster jelly, trout caviar salad and celery cream with glasswort
Porcini mushroom consommé with beetroot, salted lemon and ginger
Breast of Guinea fowl stuffed with rosemary-scented goose liver, served with duck liver sauce enhanced with lavender vinegar, potato gratin with truffle and a tender vegetable bouquet
Hazelnut chocolate cake with white chocolate mousse and quince compote with blood orange
Vegetarian menu
Basil butter with roast Jerusalem artichoke chips and marinated tofu
Herbed goat cheese with zucchini tartare, stuffed quail's egg and celery cream with glasswort
Porcini mushroom consommé with beetroot, salted lemon and ginger
Eggplant “sausage” with saffron breadcrumbs, tomato curry, potato gratin with truffle and a tender vegetable bouquet
Hazelnut chocolate cake with white chocolate mousse and quince compote with blood orange
MIDNIGHT MENU
Vegetarian lentil soup, boiled sausage and debrecener sausage with horseradish and mustard, mini Transylvanian stuffed cabbage rolls.
Fruit platter
+ OPEN BAR!
After booking please send us your meal preference for the following e-mail address: frontoffice@hungariagroup.com
+3613171377
Cash; Check up to $100.00 w/Mass. Driver License; AMEX; Visa; MC; Discover; Diners Club
Pick up tickets starting 2 hours prior to event time. Customer must present the actual credit card used to place order and a photo I.D.
General Info Number:(617) 624-1000 Group Sales (only!): (617) 624-1805/1806 Bruins (617) 624-BEAR (Groups = 25+) Celtics (617) 523-3030 (Groups = 20+) Please do not contact Group Sales regarding sold out games!
TD Garden - Boston | Tickets, Schedule, Seating Chart, Directions (ticketmaster.com) The box office will open 2 hours prior to an event and remain open until one hour after the event begins. Please note the TD Garden Box Office does not sell tickets at the public on sale. All tickets should be purchased via www.ticketmaster.com *Hours subject to change
This is an accessible venue.
Cash and credit cards may be used at the box office.
Bring Photo ID, Credit Card, and Ticketmaster confirmation number. ONLY the credit card holder may pick up will call tickets. Should someone other than the card holder need to pick up tickets it must be set up in advance. Will Call should be picked up 2 hours before event time on day of show to avoid delays.
844-646-7849 boxoffice@tmobilearena.com
T-Mobile Ticket Office: 12:00pm 6:00pm Monday - Saturday, Closed Sunday. Day of Event 12:00pm until Start of Main Event.
T-Mobile Arena is accessible to all customers. Should you have special Vision or Hearing requirements place contact T-Mobile directly at 702-692-1616.
"A Proven, Unexpectedly Powerful Approach Where Educators Will Be Able To Deliver Highly Effective Teaching, Fulfill Learning Objectives & Students Will Able To Achieve Their Learning Outcomes – All At The Same Time."
To be trained personally by Anm who has the experiences in Education for 12 years + Games Design for 16 years
Already adapted in many countries such as China, Japan, Finland & the US, Gamification is the next Best way in helping Educators & students level Up & achieve > 90% increase in accelerating learning, boosting retention, achieving Content Mastery practical learning that sticks, in today’s Education Landscape.
Conducted by Singapore’s Leading Gamification Specialist, Educator, Researcher & Best Selling Author Anm Pek, Educators, Teachers, Learning Designers & Curriculum Developers can look forward to a whole new experience with less stress in nurturing students effectively & preparing them for the real world.
A passionate educator herself for over 10 years, Anm has experienced the very same problems & challenges all educators face. Problems & challenges that are largely centered around a single core – Student Engagement in class.
Thoughtfully designed to help other Educators, she has specially created this Course to counter the BIGGEST problems that hinder progress Educators & Curriculum Instructional Designers in fulfilling their learning objectives.
With Gamification, Educators, Trainers & Curriculum Designers will be able to apply Gamification to increase the value & effectiveness of their teaching by 90%, sustain students' interest & attention span in fulfilling their perspectives.
With this 1-Day Course, Educators will be able to awaken the learning genius in each student using a proven step-by-step Gamification Framework with the following outcomes:
1. Understand Gamification As A Critical Element In Shaping The Future of Today’s Learning Worldwide, In Achieving Learning That Sticks & Content Mastery In A Shorter Time, While Keeping Students Engaged & Motivated.
2. Differentiate Between Gamification In Learning, Game-Based Learning & Games. And Why Gamification Is The #1 Learning Tool That Works Powerfully For Educators & Students Of All Ages - In Achieving Learning Objectives With Minimum Effort.
3. Understand Our Proven “EduGamification” Framework As An Effective Tool For Educators to Easily Engage Students, Stimulate Creativity, Lock In Focus, Strengthen Understanding & Develop Soft Skills.
4. Discover How Our “Jumanji” Trans-Disciplinary Approach To Gamification Piques Learning Interest & Sustains Students’ Attention Span By Triggering 10 Emotions All At Once For A Holistic Learning Experience!
5. Unlock “Speed Learning” Even For Slow Learners, With Our Proprietary Approach Based On Game Design, In 3 Simple Steps By Using 7 Game Design Principles To Overcome Learning Problems & Achieve Fast Absorption & Retention In Each Student.
6. Learn Gamified “Learning to Learn” Techniques & Discover A Renewed Interest In Teaching for Educators & Learning For Students - That Newly-Found Sense of Purpose & Achievement.
7. Achieve Positive Personal Development By Combining Story-Showing, Aesthetics & Replay To “Questify” Students’ Learning Journey, Especially For Preparing Every Student For The Real World!
BEST OF ALL: Whether you’re an Educator or Student, Everyone In Class Is Happy – As A Result!
Be Among the Asia's Batch of Educators and Trainers to Embark On This Journey of Gamification with Anm, Achieve Your Learning Objectives & Set The New Trend To Drive Student Engagement & Easily Achieve Practical Learning That Sticks.
NOTE: GAMIFICATION IS NOT: Playing Games During Learning, Game-Based Learning, e-Learning.
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Course Title:
Gamification Solution For Your Class: A Quick Guide for Educators and Trainers to Transform Your Teaching into Exciting Game*
Course Code: LC01
(SkillsFuture Course Code: CRS-N-0041227)
Duration: 8 hours
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Raving Reviews:
“My first time meeting Anm and she wowed me totally. Her depth of understanding of gamification was amazing!!! Her ability to stand on stage and share with a group of youngsters and capture their attention was impressive! We have organized our industry talk for 5 months and this is the first time I have seen my staff so engaged! Thank you Anm on sharing. I'm sure now we will all be able to level up because of you!”
- Tay Ling, Client Services Director, Singapore
“Cannot wait to implement gamification in my teaching approaches. I’m confident my students will be more engaged in lessons!”
– Juzailah, Educational Therapist, Dyslexia Association of Singapore, Singapore
“Amazing session where I learnt there are different things I need to consider more in class, example, “students-to-contribute” by letting them co-create content.”
– Jonathan, Lecturer, Singapore Polytechnic, Singapore
“Didn’t expect that we, as a team, could actually design a game within an hour, Nice : )”
– Terence Kwok, Project Management Consultant/Trainer, The ARC Approach, Singapore
“I find this programme interesting. I would like it to engage patients and caregivers.”
– Sonali Das, Executive Healthcare, Saint Andrew’s Community Hospital, Singapore
"Understanding the principles of gamification helps me plan my lesson better."
- Ahmad Ramli, University Lecturer, Malaysia
"Anm inspired me to produce quality Edu-Gamification to level up participants' learning experience!"
- Ms. Chew, Instructional Designer, Malaysia
"A very interesting session that guides participants to create simple card game for learning. Inspiring presentation by Anm."
- Ms. Azita, Learning Designer, Malaysia
“Easy to understand & implement.”
– Leo Baptist, Trainer, Malaysia
"Interesting and engaging. Thank you so much, Anm and Meow Ling!"
- Trishnu Kaur, Teacher & Curriculum Developer, Scholars’ Inc, Singapore
"Great course! Had a lot of fun!"
- Shaun Low, Educational Therapist, Swords & Stationery, Singapore
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Course Material Provided:
- Gamification Course Booklet
Fast Action-Taker Bonuses:
- FREE First-time Mentorship on Your Gamification Project – Anm Pek [Worth S$7,897]
- FREE 1 Hour Online Coaching – Anm Pek [Worth S$697]
- FREE 1 Autographed Paperback Copy of The Secret Code Book written by Anm [Worth S$27]
- FREE Gamification Community of Network to Learn from One Another
- Surprise Reward for Each Team Member in The Winning Team
- and More Surprises (FREE Tools) that you will receive and takaway from this Course
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Fee: S$297 inclusive of Course Material, Certificate and Many Bonuses! (Scroll below to find out more details)
* Non-WSQ course funded by the SkillsFuture Singapore Agency
* This course is approved for SkillsFuture Credit Claims (Only for Singaporeans, of 25 years old and above)
We welcome participants from other countries (beside Singapore) as well
Register free with us now and pay at the later date. - Note: We will follow-up with an email for ticket fee payment of S$297 (per pax) when a minimum number of participants have registered. After payment, you will receive a confirmation email and details of the course from us.
Click on the above course infographic image to download
Description:
Gamification is an underutilized element in the instructional design, but it's crucial to engaging today's learners and enabling content mastery. This course is solidly packed with essential knowledge on gamification for education and training. Educators and Trainers will learn why and how gamification can help their students increase their interests; improve engagement and motivation towards learning and skills development. In this course, Educators and Trainers will also gain experiences on gamification design through hands-on implementation of gamification principles and add game elements to their training and teaching.
Learning Outcomes:
Educators and Trainers are able to apply core gamification principles, techniques and games elements into their training and teaching to fulfill their objectives:
✓ Accelerating Learning Engagement, Internalization & Content Mastery By Over 90%
✓ To fulfill their teaching syllabus, lesson plan & learning objectives in a less-stressful manner that reduces stress by 75%.
Course Outline:
Introduction on Gamification
Games vs Gamification
Benefits of Gamification towards learning and skill development
Successful case studies of Edugamification
The missing piece of Edugamification puzzle revealed
First 3 Essential Steps of Edugamification application to learning
Two powerful mechanics of Edugamification
Gamification principles and process to training and education
Game elements application to training and education
How to prepare Edugamification design document
Hands-on practice: Create your Edugamification game
Power of Reality Gamification
Recommend Especially For:
Passionate Educators i.e. Teachers, Lecturers, Trainers, Tutors, Professors, Learning Designers, Curriculum Developers, Trainers, Educational Therapist who:
- Are Under Pressure To Deliver, Fulfill Lesson Plans & Ensure Students Score Well In Exams But Face Problems With Student Engagement & Achieving Learning That Sticks.
- And Wish To Achieve For Their Students: Accelerate & Boost Learning Ability, Invoke Higher-Order Thinking, Invoke a Love For Learning & Subsequently Score Good Exam Results - Even For ‘Slower’ Students.
- We have professionals from other fields in HR & Recruitment and Healthcare that have found this course relevant and useful. They are ready to implement what they have learnt into their jobs.
Pre-requisites:
NONE. You don't need to be a gamer to understand gamification!
Participants:
We have participants from Singapore university, Malaysia university, Malaysia Finance Agency, Singapore Training and Consultation Company, Singapore Government Agency, Singapore Private School and Tuition Centre to Hong Kong Game Company.
We are invited to share our gamification framework and solution to Educators in Penang at the Colloquium, Southeast Asian Ministers of Education Organisation Regional Centre For Education in Science and Mathematics, Penang on 27-30 Aug 2018:
taken on 28 Aug 2018
taken on 15 Mar 2019
taken on 10 Aug 2017
taken on 11 Dec 2017
taken on 20 Jan 2017
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Note: We reserve the rights to alter the course content, materials, class schedule, fee structure and bonuses without prior notice.
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Prefer to attend this course as Online Course? The content of the training and training fees are the same as the Live Course (training fees is SGD297). Email us at courses@gamificationsolutions.asia for more details or registration confirmation.
Trainer:
Anm Pek
is the CEO (Chief Education Officer) and Researcher at Gamification Solutions Asia, Founder and VP of Strategic Business Development at QuestLife. She is devoted to provide gamification solutions to solve problems and create results in learning, empowerment and personal development. Anm has been in the game design field since year 2002.
Anm is also the gamification and design advisor for QuestLife - a mobile app for talent-matching and learning with geo-location. Together with Co-Founder, Meow Ling, they created Gamified Talent Matching Engine for QuestLife. Anm believes that individuals can be empowered and achieve their goals faster and easier than they ever imagine through the gamified characters that she has designed and developed for QuestLife. Anm also created Flashback and Recollect, learning card games to develop association skill, enhance creativity, memory, and Socratic questioning. Anm is a bestselling Author. She has written two books on gamification titled Success Today which hits 2 Amazon bestseller lists, and, The Secret Code: Is It for Real? with forewords by Asia’s Top Success Coach, Adam Khoo and Social Entrepreneur, Elim Chew. Anm received her Best Seller Quilly Award on Best Seller's Summit & Golden Gala Awards by National Academy of Bestselling Authors on 25 September 2015 in Hollywood, California. It is one of the most influential, compelling events for Best Selling Authors who are committed to recognizing their success as a stepping stone on the path to further ambitions. The Best Seller Quilly Award is to honor Bestselling Authors around the world for their contribution to education, enlightenment and the advancement of business.
Since 2016, Anm has been contributing in Serious Games industry. Anm is the executive member of Serious Games Association. Anm is the reviewer of Gamification and AR in University for EE-ICT special issue by EURASIA Journal of Mathematics, Science and Technology Education. She is also the review committee for the Serious Games Evaluation Framework with Associated Quality Label for Serious Games used for Training, Engagement and Assessments.
Anm is the pioneer to setup Games Development and Testing Centre in Institute of Technical Education which serves as a base for games innovation and enterprise creation, and, she is also the pioneer to design and develop the Game Art track of Higher Nitec Games Design & Development course in year 2007.
Anm appears on Dean’s list for her Bachelor of Science in Multimedia Technology and Design and received numerous distinctions and merit awards throughout her studies. In July 2014, she graduated with a Master of Science in Digital Media Technology (Nanyang Technological University, Singapore). Her research paper titled, Design and Development Beyond Fun: Serious Games with Social Impact has built her a strong foundation in gamification. She is also a Higher-Learning Educator since year 2008.
Free Registration, Pay Later:
Click on SELECT A DATE button now to secure your seat. Take a small first step to begin your new engaging teaching and training method that both your students or participants and you will benefit.
For any inquiry on this course, feel free to email us at courses@gamificationsolutions.asia.
Gamification Course brought to you by:
Gamification Solutions Asia, https://gamificationsolutions.asia
Please write to us at courses@gamificationsolutions.asia if you would like to be on the mailing list for further enrollment updates.
Join Chauvet Arts for “The Art of Unity” exhibit, a timely rotating show featuring the gallery's diverse roster of acclaimed artists during a time when artists are uniting more than ever. For more information about CHAUVET Arts, featured artists and upcoming exhibitions, please visit www.chauvetarts.com.
215 5th Avenue North Nashville, TN 37219
Open to the public five days a week, Tuesday through Saturday, 10 a.m. to 5 p.m.
Course Description:
Cybersecurity overview course enables you to understand various terms in cyberspace, such as cyber risks, threats, vulnerabilities, risk management, and so on. It reviews the impact of several cybercrimes committed over the past few years citing relevant real life case studies and examples.
The course emphasizes on the importance of cybersecurity and provides guidance to senior top management as well as employees on the steps to adopt cybersecurity for an organization. Along with understanding the cybersecurity lifecycle, the course identifies industry standard frameworks and best practices that help an organization to achieve a robust and mature cybersecurity posture.
Course Topics:
CyberCrimes : Concept, Impact and Examples
● Basic terminologies
● Definition of cybercrimes
● What is Crimeware?
● Cybercrimes: Main actors and their motives
● Why do cybercrimes occur?
● When, and where, and how do cybercrimes occur?
● Who are targeted by cybercrimes?
● How do cybercrimes occur? Anatomy of cyberattacks
● Elements involved in a typical cybercrime breach
● Consequences of cybercrimes
● Real life impacts of cybercrimes with case studies
Cybersecurity in focus
● Cybersecurity definition
● Benefits of Cybersecurity
● CyberSecurity considerations for management
● What the Board-of-Directors needs to ask and consider
● Cybersecurity lifecycle
● Cybersecurity frameworks
● NIST Cybersecurity Framework (CSF)
● ISO 27001 Cybersecurity Framework
● ISO 27032 Cybersecurity Framework
● COBIT 5
● Cybersecurity best practices and tips for employers and employees
● Cybersecurity vs. Cyber Resilience
Appendix A – Cybercrimes and Cybersecurity: Basic Terminologies
Learning Goals:
● Understand cyber risks, threats, vulnerabilities, and risk management.
● Understand the impact of cybercrimes with relevant real life case studies/examples.
● Understand what is cybersecurity and its relationship with IT Security.
● Understand what boards of organizations need to ask and consider for adopting or strengthening cybersecurity in their organizations.
● Understand the cybersecurity strategy lifecycle.
● Identify industry standard frameworks and best practices that help an organization to achieve a robust and mature cybersecurity posture.
● Understand why cybersecurity is not enough today and the necessity of adopting cyber resilience.
Course Agenda:
Day 1
● CyberCrimes – Concept, Impact, and Examples
● Cybersecurity in focus
Who can Attend?
The Cybersecurity Overview course is related to the Cybersecurity Foundation course and is developed to help business leaders and IT professionals understand and plan the adoption of NIST CyberSecurity Framework. For example:
● CEO, CIO, CISO and other top management executives
● Relevant administrators and IT managers
● All employees and individuals of an organization, especially those that are working in the cloud or cyberspace environment
MasterCard, Visa, Discover, Traveler's Checks, Cash, & American Express.
Pick up tickets one hour prior to show. Customer must present actual credit card used to place the order, the confirmation number and a photo I.D. Doors and plaza gates open 3 hours prior to event - seating gates - 2 hours prior to event. For non Eagles events - Will Call is on 11th St. facing the Wachovia Ctr. Will Call for the Lacrosse Event, May 28 - May 30, 2005 will be at the Chrysler Jeep Entrance/Main Ticket office.
General Info - 215.463.2500 Ticket Office - 215.463.5500 Accessible Seating - 215.463.5500
Monday - Friday 9am - 5pm Event Day - Remote ticket booth located 11th st. side of main parking lot. Non event day:Headhouse
Accessible seating is available in all levels. Limited accessible seating through Ticketmaster. Please call 215.463.5500 for accessible procedures.