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Presentation Powerpoint.Com Education 3
Presentation Powerpoint.Com Education 3
cuyongnes
Fête des Marais à Bourges dans le Cher 5 et 6 septembre 2009 Les 5 et 6 septembre 2009, les marais fêteront la Saint-Fiacre, le patron des maraichers. Cet évènement convivial et familial célèbre aussi la fin de l’été et les récoltes abondantes. Cette fête annuelle a lieu à Bourges, à quelques minutes du centre ville, et du pied de la cathédrale Saint Etienne, classée au patrimoine mondial de l’UNESCO.
Marais
Marais
jmfer
Many countries are seeking a radical transformation of the process and outputs of skill formation as solutions to the economic crisis are sought. One of the consequences of the reality of exponential technological change for the VET curriculum, which has been the cornerstone of skills formation, is that it is already outdated by the time students start their course as the pace and impact of technological change in the workplace removes the need for previously taught skills. Skills obsolescence therefore needs to become a factor in the planning and delivery of the VET curriculum so that it is reviewed and changed on a more regular and routine basis than hitherto. This means more than deploying digital technologies to the aims, objectives, content, activity and assessment of traditional skills formation but reframing skills education itself so that it is presented to the students as a ‘curriculum of problems’ around which resources become available as required. What we see emerging is a heuristics-based model defined by the skills of search, critiquing, collaboration and curation and the practice of real-time application of knowledge. Over the course of the last year Cathy Ellis has been working with Professor Sugata Mitra and more recently with associates at Harvard School of Education, MIT Media Lab and EdX exploring the implications of this approach and planning a series of controlled curriculum experiments which will be conducted in a number of VET settings over the coming academic year. These experiments will seek to examine the following questions: Have we reached the point where learning to learn has become a fundamental capability for the VET student and what does this mean in practice? Can we take the concept of Self-Organised Learning as pioneered by Sugata Mitra in the primary sector and apply it to VET? Will Self-Organised Learning better equip our students to manage the challenges of continual change in the workplace as previously sought after vocational competencies are rendered obsolete in a world characterised by ‘plug and play’? In her demo Cathy will outline the work done to date and share the initial findings from the first round of experiments which are planned to take place in October 2012.
Self-organised Learning in the context of Vocational Education and Training (...
Self-organised Learning in the context of Vocational Education and Training (...
UNESCO Chair in Education & Technology for Social Change
CW2008 EDM Data Sheet
CW2008 EDM Data Sheet
Solis
The role of narrative storytelling is central to almost any creative learning activity involving children. Whether through words or images, or a combination of both, children create and communicate their unique stories through the use of narrative. Innovations in technology over the last few decades and, especially, within the last few years are becoming a regular part of the educational experiences for children. Children, by virtue of their age, are the earliest early-adopters of new technology. However, there is a lack of education and training on how to use digital video technology in order to expand the creative possibilities of children and their imagination. Our research attempts to address that deficiency by providing children with the tools and environment to apply the knowledge they possess through the utilization of digital video technology. In our research, we focus on the use of digital video technology in children’s play activities. Digital video technology can be used to enhance both the learning activities as well the creative output. The effects of mixing traditional tools of learning with new instruments – particularly through the use of video technology - in a group setting illustrates the importance of the creative process, as well as creative output, in children.
Enhancing the creativity of children through the use of digital video technol...
Enhancing the creativity of children through the use of digital video technol...
UNESCO Chair in Education & Technology for Social Change
Slide deck from an Alfresco Webinar. Event info can be found at http://blogs.alfresco.com/wp/webcasts/2009/05/alfresco-webcast-developers-guide-3-web-scripts-surf-cmis-optaros/ This presentation discusses web scripts and Surf.
Intro To Alfresco Part 3
Intro To Alfresco Part 3
Jeff Potts
CURSO: DISEÑO DE UNIDADES DIDÁCTICAS PARA SECUNDARIA Y PREPARATORIA INCORPORANDO LA TECNOLOGÍA
A1 S3 Hortencia Chihuahua
A1 S3 Hortencia Chihuahua
nancyrios
Malshej Ghat Route Map
Malshej Ghat Route Map
Amitabha Ghosh
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asasasasas
Presentation Powerpoint.Com Education 3
Presentation Powerpoint.Com Education 3
cuyongnes
Fête des Marais à Bourges dans le Cher 5 et 6 septembre 2009 Les 5 et 6 septembre 2009, les marais fêteront la Saint-Fiacre, le patron des maraichers. Cet évènement convivial et familial célèbre aussi la fin de l’été et les récoltes abondantes. Cette fête annuelle a lieu à Bourges, à quelques minutes du centre ville, et du pied de la cathédrale Saint Etienne, classée au patrimoine mondial de l’UNESCO.
Marais
Marais
jmfer
Many countries are seeking a radical transformation of the process and outputs of skill formation as solutions to the economic crisis are sought. One of the consequences of the reality of exponential technological change for the VET curriculum, which has been the cornerstone of skills formation, is that it is already outdated by the time students start their course as the pace and impact of technological change in the workplace removes the need for previously taught skills. Skills obsolescence therefore needs to become a factor in the planning and delivery of the VET curriculum so that it is reviewed and changed on a more regular and routine basis than hitherto. This means more than deploying digital technologies to the aims, objectives, content, activity and assessment of traditional skills formation but reframing skills education itself so that it is presented to the students as a ‘curriculum of problems’ around which resources become available as required. What we see emerging is a heuristics-based model defined by the skills of search, critiquing, collaboration and curation and the practice of real-time application of knowledge. Over the course of the last year Cathy Ellis has been working with Professor Sugata Mitra and more recently with associates at Harvard School of Education, MIT Media Lab and EdX exploring the implications of this approach and planning a series of controlled curriculum experiments which will be conducted in a number of VET settings over the coming academic year. These experiments will seek to examine the following questions: Have we reached the point where learning to learn has become a fundamental capability for the VET student and what does this mean in practice? Can we take the concept of Self-Organised Learning as pioneered by Sugata Mitra in the primary sector and apply it to VET? Will Self-Organised Learning better equip our students to manage the challenges of continual change in the workplace as previously sought after vocational competencies are rendered obsolete in a world characterised by ‘plug and play’? In her demo Cathy will outline the work done to date and share the initial findings from the first round of experiments which are planned to take place in October 2012.
Self-organised Learning in the context of Vocational Education and Training (...
Self-organised Learning in the context of Vocational Education and Training (...
UNESCO Chair in Education & Technology for Social Change
CW2008 EDM Data Sheet
CW2008 EDM Data Sheet
Solis
The role of narrative storytelling is central to almost any creative learning activity involving children. Whether through words or images, or a combination of both, children create and communicate their unique stories through the use of narrative. Innovations in technology over the last few decades and, especially, within the last few years are becoming a regular part of the educational experiences for children. Children, by virtue of their age, are the earliest early-adopters of new technology. However, there is a lack of education and training on how to use digital video technology in order to expand the creative possibilities of children and their imagination. Our research attempts to address that deficiency by providing children with the tools and environment to apply the knowledge they possess through the utilization of digital video technology. In our research, we focus on the use of digital video technology in children’s play activities. Digital video technology can be used to enhance both the learning activities as well the creative output. The effects of mixing traditional tools of learning with new instruments – particularly through the use of video technology - in a group setting illustrates the importance of the creative process, as well as creative output, in children.
Enhancing the creativity of children through the use of digital video technol...
Enhancing the creativity of children through the use of digital video technol...
UNESCO Chair in Education & Technology for Social Change
Slide deck from an Alfresco Webinar. Event info can be found at http://blogs.alfresco.com/wp/webcasts/2009/05/alfresco-webcast-developers-guide-3-web-scripts-surf-cmis-optaros/ This presentation discusses web scripts and Surf.
Intro To Alfresco Part 3
Intro To Alfresco Part 3
Jeff Potts
CURSO: DISEÑO DE UNIDADES DIDÁCTICAS PARA SECUNDARIA Y PREPARATORIA INCORPORANDO LA TECNOLOGÍA
A1 S3 Hortencia Chihuahua
A1 S3 Hortencia Chihuahua
nancyrios
Malshej Ghat Route Map
Malshej Ghat Route Map
Amitabha Ghosh
Presentation for the VII International Seminar of the UOC UNESCO Chair in e-Learning: Mobile Technologies for Learning & Development. The project mobile Game Based Learning (mGBL) is coordinated by evolaris next level GmbH and: has been implemented from October 2005 until December 2008, has been conducted by 30 researchers from 11 project partners from 5 European countries (Great Britain, Italy, Croatia, Austria and Slovenia), used nearly 600 person-moths resources with a budget of 2.5 Mio EUR, was supported by the EU under the FP6 IST. The overall goal of the project was to improve the effectiveness and efficiency of learning in the target group of young people (aged 16 – 24) through the development of innovative learning models based on mobile games. The biggest challenge in this project was to communicate content from different fields in a motivational, inclusive and emotional way. As the most personal and emotional communication channel the mobile phone was used to establish the link between learners and teachers. The specific aim of the project was to design, develop and pilot a prototype game platform that might be used to efficiently develop games for m-learning. The basic idea is to use the mobile phone to implement games bridging the real and virtual world. These games are firstly intended to directly support learning via opportunities to develop knowledge and cognitive skills in an exciting and inspiring – and hence in a highly emotional – way, and secondly to indirectly motivate users to refer to other media (e.g. “classic” libraries, scripts, etc.) for learning purposes.
The Project "Mobile Game Based Learning" (By Thomas Putz)
The Project "Mobile Game Based Learning" (By Thomas Putz)
UNESCO Chair in Education & Technology for Social Change
CW2008 Overview
CW2008 Overview
Solis
CW2008 Mill Turn Data Sheet
CW2008 Mill Turn Data Sheet
Solis
Presentation for the VII International Seminar of the UOC UNESCO Chair in e-Learning: Mobile Technologies for Learning & Development. In 2009, the m4Lit (mobile phones for literacy) project set out to explore the viability of using mobile phones to support reading and writing by teenagers in South Africa (SA). Two m-novels, part of a series called Kontax, were published on a mobisite www.kontax.mobi as well as on SA's most popular mobile instant messaging platform, MXit. In the seven months following launch the stories had been read over 34,000 times, users had submitted over 4,000 entries in writing competitions for the stories, and over 4,000 comments had been left by readers on chapters.
mLearning in Africa: Lessons from the m4Lit project (By Steve Vosloo)
mLearning in Africa: Lessons from the m4Lit project (By Steve Vosloo)
UNESCO Chair in Education & Technology for Social Change
Tideway Foundation For Ms Operations Manager
Tideway Foundation For Ms Operations Manager
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Tabela De Pesagem As1407
Tabela De Pesagem As1407
guest5358e8
Presentation for the VII International Seminar of the UOC UNESCO Chair in e-Learning: Mobile Technologies for Learning & Development. In recent years there have been amazing advances in consumer technology. The Mobile Learning Network (MoLeNET) initiative has enabled colleges and schools to harness some of this technology in order to modernise aspects of teaching, learning and training. The result has been improvements in learner engagement, retention, achievement and satisfaction. This presentation draws on the experiences of approximately 40,000 learners and over 7,000 staff who have been involved in MoLeNET mobile learning projects during 2007/08, 2008/09 and 2009/2010.
Mobilising Technology for Learning – Lessons from MoLeNET (By Jill Attewell)
Mobilising Technology for Learning – Lessons from MoLeNET (By Jill Attewell)
UNESCO Chair in Education & Technology for Social Change
1ère expomobile de véhicules de collection à Bourges,dans le Cher 5 et 6 septembre Pour la première année, le Club Rétromobile du Berry propose un week-end autour des voitures anciennes, les 5 et 6 septembre 2009, à la Halle au blé de Bourges, dans le Cher. Au programme : le samedi une visite guidée de la ville, ou un rallye à Menetou-Salon, et le dimanche une exposition de voitures anciennes (1900/1960), une bourse d’échange de pièces automobiles, de la documentation ou encore des miniatures.
Retromobile
Retromobile
jmfer
Csb Act. 3 New
Csb Act. 3 New
grace12691
Supported by FESR (ERDF) EU funds and managed by the University of Naples Federico II, “Federica” – the weblearning platform of University Federico II ( www.federica.unina.it ) - is an initiative systematically and organically structured around the concept of Openess. Designed to facilitate access and inclusiveness using a graphic format that ensures homogeneity and coherence for all the materials, Federica makes available courseware from 13 faculties, e-resources and learning materials in different formats thus connecting students to a more flexible, rich in content learning environment, etc. Starting from the experience of Federica, this presentation aims at promoting a general debate around the open education practices moving from some critical points: the lack of a strong political and academic commitment, the limiting effects of the copyrights laws, the still difficult access to scientific and cultural resources.
An open education model for teaching and learning: The Federica System (By Ro...
An open education model for teaching and learning: The Federica System (By Ro...
UNESCO Chair in Education & Technology for Social Change
Presentation for the VII International Seminar of the UOC UNESCO Chair in e-Learning Literacy levels in most poor countries remain shockingly low and formal education is making little progress. MILLEE improves literacy through language learning games on cellphones – the “Personal Computers of the developing world” – which are a perfect vehicle for new kinds of out-of-school language learning. The project focuses on developing scalable, localizable design principles and tools for language learning. The challenges are (i) to integrate sound learning principles, (ii) to provide concrete design patterns that integrate entertainment and learning, and (iii) to understand cultural and learning differences in children in developing regions.
Mobile Phones and Language Literacy in Rural Developing Regions (By Matthew ...
Mobile Phones and Language Literacy in Rural Developing Regions (By Matthew ...
UNESCO Chair in Education & Technology for Social Change
A nice little overview of some fundamental ideas around User Research Readings: Don't Make Me Think!
BUS40 User Research Introduction
BUS40 User Research Introduction
Christina Wodtke
Presentation to 50 selected Telecoms students. Three topics covered: 1. Who I am (not the most interesting one). 2. US Mobile Market. 3. Mobile Trends in 2009.
US Mobile Market and Mobile Trends in a nutshell
US Mobile Market and Mobile Trends in a nutshell
sdelbecque
Tillväxt i kluster, tre exempel från Dalarna, Gävleborg och Värmland
Made in Sweden
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Presentation for the VII International Seminar of the UOC UNESCO Chair in e-Learning: Mobile Technologies for Learning & Development. The project mobile Game Based Learning (mGBL) is coordinated by evolaris next level GmbH and: has been implemented from October 2005 until December 2008, has been conducted by 30 researchers from 11 project partners from 5 European countries (Great Britain, Italy, Croatia, Austria and Slovenia), used nearly 600 person-moths resources with a budget of 2.5 Mio EUR, was supported by the EU under the FP6 IST. The overall goal of the project was to improve the effectiveness and efficiency of learning in the target group of young people (aged 16 – 24) through the development of innovative learning models based on mobile games. The biggest challenge in this project was to communicate content from different fields in a motivational, inclusive and emotional way. As the most personal and emotional communication channel the mobile phone was used to establish the link between learners and teachers. The specific aim of the project was to design, develop and pilot a prototype game platform that might be used to efficiently develop games for m-learning. The basic idea is to use the mobile phone to implement games bridging the real and virtual world. These games are firstly intended to directly support learning via opportunities to develop knowledge and cognitive skills in an exciting and inspiring – and hence in a highly emotional – way, and secondly to indirectly motivate users to refer to other media (e.g. “classic” libraries, scripts, etc.) for learning purposes.
The Project "Mobile Game Based Learning" (By Thomas Putz)
The Project "Mobile Game Based Learning" (By Thomas Putz)
UNESCO Chair in Education & Technology for Social Change
CW2008 Overview
CW2008 Overview
Solis
CW2008 Mill Turn Data Sheet
CW2008 Mill Turn Data Sheet
Solis
Presentation for the VII International Seminar of the UOC UNESCO Chair in e-Learning: Mobile Technologies for Learning & Development. In 2009, the m4Lit (mobile phones for literacy) project set out to explore the viability of using mobile phones to support reading and writing by teenagers in South Africa (SA). Two m-novels, part of a series called Kontax, were published on a mobisite www.kontax.mobi as well as on SA's most popular mobile instant messaging platform, MXit. In the seven months following launch the stories had been read over 34,000 times, users had submitted over 4,000 entries in writing competitions for the stories, and over 4,000 comments had been left by readers on chapters.
mLearning in Africa: Lessons from the m4Lit project (By Steve Vosloo)
mLearning in Africa: Lessons from the m4Lit project (By Steve Vosloo)
UNESCO Chair in Education & Technology for Social Change
Tideway Foundation For Ms Operations Manager
Tideway Foundation For Ms Operations Manager
Peter Grant
Tabela De Pesagem As1407
Tabela De Pesagem As1407
guest5358e8
Presentation for the VII International Seminar of the UOC UNESCO Chair in e-Learning: Mobile Technologies for Learning & Development. In recent years there have been amazing advances in consumer technology. The Mobile Learning Network (MoLeNET) initiative has enabled colleges and schools to harness some of this technology in order to modernise aspects of teaching, learning and training. The result has been improvements in learner engagement, retention, achievement and satisfaction. This presentation draws on the experiences of approximately 40,000 learners and over 7,000 staff who have been involved in MoLeNET mobile learning projects during 2007/08, 2008/09 and 2009/2010.
Mobilising Technology for Learning – Lessons from MoLeNET (By Jill Attewell)
Mobilising Technology for Learning – Lessons from MoLeNET (By Jill Attewell)
UNESCO Chair in Education & Technology for Social Change
1ère expomobile de véhicules de collection à Bourges,dans le Cher 5 et 6 septembre Pour la première année, le Club Rétromobile du Berry propose un week-end autour des voitures anciennes, les 5 et 6 septembre 2009, à la Halle au blé de Bourges, dans le Cher. Au programme : le samedi une visite guidée de la ville, ou un rallye à Menetou-Salon, et le dimanche une exposition de voitures anciennes (1900/1960), une bourse d’échange de pièces automobiles, de la documentation ou encore des miniatures.
Retromobile
Retromobile
jmfer
Csb Act. 3 New
Csb Act. 3 New
grace12691
Supported by FESR (ERDF) EU funds and managed by the University of Naples Federico II, “Federica” – the weblearning platform of University Federico II ( www.federica.unina.it ) - is an initiative systematically and organically structured around the concept of Openess. Designed to facilitate access and inclusiveness using a graphic format that ensures homogeneity and coherence for all the materials, Federica makes available courseware from 13 faculties, e-resources and learning materials in different formats thus connecting students to a more flexible, rich in content learning environment, etc. Starting from the experience of Federica, this presentation aims at promoting a general debate around the open education practices moving from some critical points: the lack of a strong political and academic commitment, the limiting effects of the copyrights laws, the still difficult access to scientific and cultural resources.
An open education model for teaching and learning: The Federica System (By Ro...
An open education model for teaching and learning: The Federica System (By Ro...
UNESCO Chair in Education & Technology for Social Change
Presentation for the VII International Seminar of the UOC UNESCO Chair in e-Learning Literacy levels in most poor countries remain shockingly low and formal education is making little progress. MILLEE improves literacy through language learning games on cellphones – the “Personal Computers of the developing world” – which are a perfect vehicle for new kinds of out-of-school language learning. The project focuses on developing scalable, localizable design principles and tools for language learning. The challenges are (i) to integrate sound learning principles, (ii) to provide concrete design patterns that integrate entertainment and learning, and (iii) to understand cultural and learning differences in children in developing regions.
Mobile Phones and Language Literacy in Rural Developing Regions (By Matthew ...
Mobile Phones and Language Literacy in Rural Developing Regions (By Matthew ...
UNESCO Chair in Education & Technology for Social Change
A nice little overview of some fundamental ideas around User Research Readings: Don't Make Me Think!
BUS40 User Research Introduction
BUS40 User Research Introduction
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Presentation to 50 selected Telecoms students. Three topics covered: 1. Who I am (not the most interesting one). 2. US Mobile Market. 3. Mobile Trends in 2009.
US Mobile Market and Mobile Trends in a nutshell
US Mobile Market and Mobile Trends in a nutshell
sdelbecque
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CW2008 Overview
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Mobilising Technology for Learning – Lessons from MoLeNET (By Jill Attewell)
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Csb Act. 3 New
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An open education model for teaching and learning: The Federica System (By Ro...
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Mobile Phones and Language Literacy in Rural Developing Regions (By Matthew ...
Mobile Phones and Language Literacy in Rural Developing Regions (By Matthew ...
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Den 25-26 februari 2010 samlades Sveriges positioneringselit i Karlshamn för att samtala om möjligheter och snårigheter med tillämpningar av positioneringsteknik inom vitt skilda tillämpningsområden som logistiklösningar och nearfield communications, locasion based games, grävmaskinsstyrning, mobila applikationer och Facebook-applikationer. Avsikten var att skapa ett gränsöverskridande möte mellan forskning och företag, mellan teori och praktik och vad kunde då vara bättre än att samla människor som är bra på att förstå kartan. Målet var att hitta konkreta saker och projekt att göra tillsammans och att hjälpas åt att skapa uppmärksamhet, möjligheter och affärsutveckling inom positioneringsområdet.
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