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Zondag 02-02-2020 is het Consumenten Inspiratiedag en is ETC Design Center Europe toegankelijk voor alle bezoekers. Aansluitend zijn de Experience beurs dagen alleen toegankelijk voor branche gerelateerden. Wil je naar dit interieurplatform met 90 exposanten stuur dan een PM voor gratis toegangsbewijzen.
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rebeccadeavers · 5 years
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5 Aksesori Interior Hyundai yang Wajib Ada di Mobil Kamu
5 Aksesori Interior Hyundai yang Wajib Ada di Mobil Kamu:
Sebelumnya kami ucapkan selamat dulu bagi kamu yang sudah memiliki Hyundai Starex versi Facelift terbaru. Varian yang masih satu platfom dengan Hyundai H-1 ini jadi primadona anyar keluarga besar Hyundai. Tapi tunggu dulu. Sebelum menemani kamu menikmati perjalanan, pastikan dulu sejumlah aksesori interior Hyundai ini ada di mobil milikmu.
Seringkali banyak yang menganggap enteng kehadiran aksesori ini. Padahal, untuk kamu yang mobilitasnya tinggi, aksesoris mobil yang tepat bisa membantu kamu untuk lebih produktif, lebih menikmati perjalanan, dan juga membuat teman-teman yang menumpang memuji lengkapnya mobil kamu. Berikut aksesori interior Hyundai yang harus kamu beli untuk melengkapi interior mobilmu.
1. Tempat Sampah Mobil supaya Tetap Bersih
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5 Aksesori Interior Hyundai yang Wajib Ada di Mobil Kamu
Apa pun varian Hyundai yang kamu punya kalau mobil kamu penuh sampah berserakan tentu tidak sedap dipandang mata. Lebih tidak oke lagi bila kamu malah membuang sampah ke luar jendela. Jadi tidak perlu berpikir dua kali untuk memiliki tempat sampah di dalam mobil.
Aksesori ini sering dilupakan pengendara. Sementara kalau urusan cemilan malah tidak lupa. Karena itulah, sediakan tempat sampah portabel agar mobil kamu tetap bersih dan rapi. Apalagi sekarang sudah cukup banyak tempat sampah mobil dengan desain trendy. Bahkan, ada juga tempat sampah yang dijual satu set dengan kotak tisu dan tempat CD dalam motif yang sama. Dengan begitu, interior mobilmu pasti makin oke.
Buka juga: Tersambung Merak - Pasuruan, Ini Daftar Lengkap Tarif Tol Trans Jawa
2. Pewangi Mobil dengan Aroma yang Tidak Menyengat
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5 Aksesori Interior Hyundai yang Wajib Ada di Mobil Kamu
Bersih saja tidak cukup. Kamu tentu perlu pewangi supaya aroma mobilmu selalu segar. Aksesori ini pun sudah jadi elemen penting sebab mobil yang bau bisa membuat penumpang cenderung mudah pusing, mual, bahkan bisa menimbulkan penyakit pernapasan. Aroma tidak sedap juga bisa merusak konsentrasi pengemudi.
Karena itulah, pewangi mobil merupakan salah satu aksesori interior Hyundai yang wajib kamu dipasang. Selain menghilangkan bau tidak sedap, pewangi juga bisa mengurangi rasa pengap di dalam mobil. Sudah begitu, pilihan aromanya juga banyak sekali. Dari mulai aroma buah-buahan sampai bunga-bungaan. Dari yang fresh seperti Laguna Breeze sampai cool scent garden.
3. Sandaran Smartphone untuk Memudahkan Navigasi
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5 Aksesori Interior Hyundai yang Wajib Ada di Mobil Kamu
GPS zaman sekarang sepertinya sudah menjadi sahabat pengendara mobil. Teknologi peta digital ini bisa jadi partner terbaik selama dalam perjalanan. Namun mungkin kamu pernah merasakan kesulitan membagi konsentrasi antara menyetir dan memegang gawai untuk melihat GPS. Alhasil, karena itulah kamu butuh sandaran handphone untuk memudahkan kamu saat berkendara.
Dengan sandaran handphone, tidak cuma aplikasi peta yang bisa kamu operasikan. Meskipun kami sebenarnya sangat tidak menyarankan kamu menyetir sambil mengoperasikan aplikasi chatting, video call, atau lainnya, dengan aksesori interior ini kamu bisa melakukannya. Tapi kamu tentu tahu seberapa berbahayanya mengemudi sambil main handphone.
Buka juga: Adu Irit 3 Mobil LCGC, Mana Paling Hemat?
4. Charger Mobil Pertolongan Pertama saat Baterai Habis
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5 Aksesori Interior Hyundai yang Wajib Ada di Mobil Kamu. Foto: pexels
Lantaran smartphone sangat berguna menemani perjalanan, sudah pasti kamu membutuhkan charger di mobil. Aksesoris mobil berupa charger portabel akan sangat membantu ketika baterai gawai kamu melemah. Sementara aktivitas yang akan kamu lakukan hari itu masih panjang.
Dengan charger di mobil, kamu jadi tidak perlu lagi panik dan meminjam powerbank teman. Bahkan harus menepi untuk menumpang mengisi daya di minimarket atau tempat makan.
5. Seat organizer
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5 Aksesori Interior Hyundai yang Wajib Ada di Mobil Kamu
Ini dia, aksesori interior Hyundai yang pas untuk kamu yang sering berpergian ke luar kota. Tentunya, perjalanan yang jauh membuat kamu harus menyiapkan segala perbekalan. Nah, membawa banyak barang mulai dari botol minum sampai tisu basah tentu akan tidak sedap dilihat bila berantakan. Maka dari itu, car organizer mejadi aksesoris mobil yang praktis dan sangat berguna. Termasuk untuk kamu yang selalu traveling dengan anak kecil. Pasti banyak perlengkapan yang harus dibawa.
Buka juga: 5 Mobil LCGC Terbaik dan Terlaris 2018
Dengan car organizer, kamu cuma perlu menyimpan semua barangmu di kompartemen-kompartemen yang ada. Mobilmu pun kelihatan tetap rapi tanpa banyak barang yang tercecer ataupun hilang. Car organizer ini tersedia dalam berbagai bentuk dan ukuran. Ada yang berupa kantung jaring memanjang, ada yang memiliki nampan portabel, dan ada juga yang dilapisi aluminium foil. Itu untuk menjaga hidangan yang panas atau dingin.
Jadi, seat organizer cocok untuk menemanimu piknik liburan bersama keluarga atau sekadar jalan-jalan di dalam kota. Selamat berburu aksesori interior!
(Cindra/Yud)
from https://review.bukalapak.com/auto/5-aksesori-interior-hyundai-yang-wajib-ada-di-mobil-kamu-96199 from https://bukareview0.tumblr.com/post/181537704983
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ourcommonbowl-blog · 7 years
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Never Alone Video Game
Jas, Marcus, Laurent
Description and Rationale:
After years of research and interviews, the Truth and Reconciliation Commission has concluded that Canada’s treatment of aboriginals at residential schools not only disenfranchised generations from their heritage, but also, due to the physical and emotional abuse amounted to ‘cultural genocide’ (Curry & Galloway, 2015). The commission released 94 recommendations as part of a summary that entails concrete steps to improve the lives of aboriginal people in Canada. Educational reform is part of the reconciliation process and is calling on provincial education ministers to ensure the history of aboriginal Peoples, the residential school system and its legacy become part of the kindergarten to Grade 12 curriculum (Truth and Reconciliation Commission of Canada, 2012). Never Alone, also known as Kisima Inŋitchuŋa, "I am not alone," is a puzzle-platfomer video game constructed around the tales found in the folklore of the Indigenous Alaskan people. The interactive, student-centered game is targeted towards elementary school-aged children and progresses student learning of Indigenous cultures as they master each level of difficulty. This is a valuable resource for educators because it engages school-aged children with creative visuals, embedded feedback and a powerful narrative that makes learning an authentic experience.
A platform game, or platformer, is a video game which involves guiding an avatar, the user’s graphical representation, to jump between suspended platforms and over obstacles to advance the game. These challenges are known as jumping puzzles and the goal is to avoid letting the avatar fall from platforms or miss necessary jumps.
Research studies support the constructivist view of learning, which emphasizes the active role of the learner in building understanding and making sense of information; learning is more than just receiving and processing information, students participate in their own personal construction of knowledge (Woolfolk, Winnie and Perry 2012).
The player-character is an Iñupiaq (Inuit) girl, Nuna and her Arctic fox. The player must be able swap control between Nuna and the fox when facing environmental and physical obstacles. While the fox is fast, Nuna can pick up things and open new areas using her bola; a bola is a type of throwing weapon made of weights on the ends of interconnected cords, designed to capture animals by entangling their legs.
Along their journey to the source of the blizzard, Nuna and her fox encounter Indigenous folklore characters: Blizzard Man, the Little People (In Inuit mythology, the Ishigaq are little people, similar to fairies), Manslayer, the Rolling Heads, and the Sky People. The game is based on the intergenerational transference of wisdom and takes place on traditional territorial grounds of the Inupiaq people.
Never Alone is developed by Upper One Games in conjunction with the Cook Inlet Tribal Council, a non-profit organization that works with Indigenous groups living in Alaska's urban areas. The Council’s objective in developing this interactive video game was to “promote, share, celebrate, and extend Indigenous culture" (Matos, 2014). Furthermore, the development of an Indigenous perspective in video gaming is the First Indigenous-owned video game developer and publisher in US history"(Matos, 2014). The premise of the game is to expose Indigenous knowledge and oral histories, with a key emphasis on the importance of intergenerational story-telling. It is intended both to share the stories of Native culture as entertainment, and to revitalize interest in Alaskan Indigenous folklore. Proceeds from the game will fund the Council's education mission to funnel proceeds back into local communities for development of Indigenous resources within classrooms (Matos,2014).
The game is available on multiple platforms, including: Macintosh and PC computers, iPhone and iPad, PS3, PS4, XBoxOne, WiiU, and Nvidia Shield. The website for the game is
http://neveralonegame.com/ 
On the website one can find information about the game, how to download it, blog postings (including everything from game updates to origami fox ideas), tech support, as well as press releases.
Indigenous Knowledge:
The narrative of the game follows a story of bringing balance, restoring balance, to the environment that is mired in an “eternal blizzard.” It’s story is based around Alaskan Indigenous folklore that believes balance is restored by visiting its source. The Inupiat (Inuit) girl, and her Arctic fox companion navigate physical and geographical challenges to reach the source of the blizzard. During the obstacles, the player is exposed to the territorial and spiritual components of the Alaskan Indigenous communities; traditional territories that span Norton Sound on the Bering Sea to the Canada-United States border. Their current communities include seven Alaskan villages in the North Slope Borough, eleven villages in the Northwest Arctic Borough, and sixteen villages affiliated with the Bering Straits Regional Corporation (Craig & Taha, 1999). The Bering Straits Native Corporation, or BSNC, is one of thirteen Alaska Native Regional Corporations created under the Alaska Native Claims Settlement Act of 1971 in settlement of aboriginal land claims. Bering Straits Native Corporation is a for-profit corporation with about 7,300 Alaska Native Alaska Native shareholders primarily of Inupiat, Siberian and Yupik descent (Craig & Taha, 1999). Culturally, Iñupiat are divided into two regional hunter-gatherer groups: the Tagiugmiut, "sea people," living on or near the north Alaska coast, and the Nunamiut, "land people," living in interior Alaska (Craig & Taha, 1999).
Benefits and Challenges:
The Game’s stake-holders have made a behind the scenes the making of video, you may watch it at: https://www.youtube.com/watch?v=8yefBjvyTYM. Never Alone delivers innovative approaches to reinvigorating the teaching of aboriginal culture and celebrating the stories and mythologies of the Inupiaq people (Alaskan Inuit). Having purchased a copy from Steam, which is supporting aboriginal artists and culture, the game proved to be quite challenging at times and the experience was touching, thoughtful and beautiful to behold and really enjoyable to play. Never Alone is easily recommendable to teacher colleagues, and young people most importantly. This side-scroller adventure story follows a familiar format for those of us that grew up in the post Super Mario Brothers era (circa 1985), but it adds the more recent achievement and reward systems of more recent video games. The documentaries called rewards are cleverly labelled as Cultural Achievements, and unlocking all 24 of them provides a roughly 35 minute series of short stories / Inupiaq Culture Documentaries that instruct the player on a broad cultural survey of Inupiaq cultural practices and beliefs. These cultural insight video segments can be found at https://www.youtube.com/watch?v=E4Iqq4_hoxk.
The decision of choosing a videogame as the vehicle for storytelling as a participant observation platform for Cultural Instruction is also rather novel and speaks to a more outside the box method of reaching today’s youth. Having played Never Alone on a wall-sized screen making use of an HD projector, the visuals from both the game and the documentaries (amazing imagery of the Alaskan continent and of the Arctic) were that much more eye-popping. As for the interactivity of a game as a playable story telling experience adds depth the told and shown stories invoked in the normally only oral stories. The artistic design, the look specifically, is also unique to the Inupiaq culture and the bonus footage documentary shows the extent to which the cultural stake holders influenced the game design as well as the look and feel of the game, it should be pointed out the communities youth help test and craft the game and so too did the elders!
While reaching the next generation can be challenging for educators in general, Never Alone delivers a thoughtful hybrid of traditional cultural relevance via the dynamic stories embracing a modern flare that captivates the viewer/listener perspective. With regards to the difficulties of resisting potentially negative western cultural influence (thinking of popular music, television and motion pictures), using a video game with embedded documentaries is subtle and brilliant and really thusly, really engaging. This dimension of using modern multimedia mechanisms to get back to traditional teachings could be seen as problematic by some I suppose, however we’d ideally see the successes of this project as a collective effort to make a contemporary story vehicle that is made by the Inupiaq/Inuit people for a larger audience than a solely Inuit market.
In a Canadian Pedagogical perspective with regards to doing a better job of teaching Aboriginal Content, embodied in the aims and language of Truth and Reconciliation Recommendations, Never Alone is a monumental cultural achievement for teaching aboriginal culture. Inuit Culture whether in Alaska or here in Canada is generally not really given enough thematic primacy as we tend to study the First Nations more central to our geographic proximity along the 49th parallel, and so Never Alone is teaching Inuit Culture in a way that could potentially have strong appeal to the larger cultures in both the US and Canada. Never Alone speaks to larger themes in the over-arching Pan-Aboriginal Discourse, of course conceding the polemics of the single narrative that SFU’s PDP mandate warns against. The obvious points covered are a care for the harmonious balance of the various stake-holders in an ecosystem for one (human, animal, plants and minerals etc.), human and animal symbiosis (Nuna and her arctic fox), mindfulness of the real and symbolic sacrifices involved in subsistence hunting and trapping, the importance of respecting the subsistence / hunting rights of Indigenous Peoples who wish to practice and maintain traditional diet, seeing the interdependence in the ecosystem and in one’s community as a guide to living well, whether in Alaska or more in general.
Finally, other than the potential challenges already mentioned, the 2 main detractors are the material costs required to participate in Never Alone, it costs money to play. If all the pieces are not already owned, it therefore costs a fair bit to purchase a game system to then buy a copy of the videogame, not including the television device and electricity that would not be required in the sitting down around a fire and listening to an elder share stories. As to the book being better than the movie paradigm, good story telling in a solely oral mode, is mentioned to be the intellectual blockbuster movie experience of old, and perhaps the videogame is not doing that justice in a certain traditional perspective, this is the oral versus written conundrum. Educationally, the lessons being taught around the usage of Never Alone in a school setting should be carefully scaffolded to really do justice to the game and the documentary clips, the hidden curriculum of Never Alone. It’s worth pondering whether or not a child or youth playing the game at home might willingly watch an educational documentary in all fairness also if not prompted by a parent, teacher or elder. Nevertheless, here’s hoping that wonderful short documentaries would be watched and enjoyed for the deeper understandings the elder teachings provide.
Use in Future Teaching Practice:
Never Alone has a wide potential for incorporating Aboriginal Culture Education into one’s teaching practice, however, in order to effectively and authentically utilize the game as a teaching resource it requires a significant amount of front loading on the part of the teacher. Indigenous epistemologies and aboriginal education should be a part of the classroom culture in ways that ensure students are respecting this resource and are not simply viewing it as an opportunity to play a video game at school. Possibly one of the best ways to utilize the game would be to, as a class, take turns playing the game in a location where all students can view the game. The game provides cultural insight video segments throughout the game, which provide a great springboard or theme to base class discussions or units of study around. Cultural insights are gained as one progresses through the game, and because each one must be ‘unlocked’ as players reach certain benchmarks, they act as rewards for the player. Each cultural insight video provides a broad survey of Alaskan Inuit culture and opens up opportunities for discussion and reflection.
One way a teacher could organize game play is by video segments (for example: 3 students each take turns playing a section of the game, each concluding their section when they get to a video segment. After each video segment the class engages in a discussion around that theme. AlterNatively, the three discussions can be saved until the end of gameplay for that day). The entire game length is realistic to complete within 5-10 classes, depending on the students gaming ability.
Other Ideas for Teaching Include:
Writing a story with subtitles (in English or other language) and have voice over (again, in another language or English); good software/app may be AdobeVoice or PowToon.
Have students focus on oral language traditions by choosing an object or an event and have a story teller start, and take turns adding elements to the story. Don’t write it down intentionally. Start the story again with the same objective but allow the group to change the story if they please (or keep elements the same that they really liked).
Create a visual story through only images (e.g. events in a student’s life, perhaps just in black and white such as using black marker on paper to make connections to the Inuit carving art). Depending on age students could also potentially do carving, such as soap carving.
Have students keep a journal that includes questions, connections, predictions about the game/cultural elements and all other experiences to do with using this in the classroom. Possible prompts for journal entries may include the AEIOU method:
A = Adjective: A word or two that describes something they saw or learned
E = Emotion: Describe how a particular part of the segment made you feel
I = Interesting: Write something you found interesting about the content/topic
O = Oh!: Describe something that caused you say Oh!
U = Um?: Write a question about something you learned or want to learn more about
Have students come up with possible open ended math questions that could go along with the game/elements, and then create a book of those questions with some possible discussions/answer keys. For example, about what speed does Nuna run at? How high can the fox jump, compared to Nuna?
The game could be used to supplement, or give context to, a science unit about extreme environments and survival tools/technologies or a social studies unit about cultural practices. Many of the cultural insight videos speak to the harsh climate of the north and how the Inuit have adapted to these climates. The videos also highlight the important role that storytelling plays in this culture.
References:
Bill Curry & Gloria Galloway, Globe and Mail, June 02, 2015 –
http://www.theglobeandmail.com/news/politics/truth-and-reconciliation-report-calls-for-broad-recommendations/article24761778/
Craig, Rachel & Taha, Chholing P (1999). National Network of Libraries of Medicine. Retrieved from https://nnlm.gov/archive/20061109155450/inupiaq.html
Truth and Reconciliation Commission of Canada, 2012
Woolfolk, A., Winnie, P., & Perry, N. (2012). Educational Psychology. Upper Saddle River, NJ: Pearson Education.
Xav de Matos, 2014. Sharing legends with the world in Never Alone, a game inspired by Alaskan Native communities. Retrieved from https://www.engadget.com/2014/03/19/sharing-legends-with-the-world-in-never-alone-a-game-inspired-b/
Video Footage from the Game, (ALL in HD)
https://www.youtube.com/watch?v=Exls0Y8FSI8 Game Footage
https://www.youtube.com/watch?v=E4Iqq4_hoxk Never Alone - Cultural Insights (All 24 Pieces) 
https://www.youtube.com/watch?v=8yefBjvyTYM Research and Critical Insights of Elders
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