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We will push key coal consuming industries to reduce and limit their coal consumption. In trans-regional transmission of power generated by new energy resources, we will strictly control the scale of supplementary coal power, and ensure in principle that no less than 50% of electricity transmitted via newly constructed lines is generated from renewable resources. We will orderly phase-out outdated coal power capacity, accelerate energy-saving upgrades and flexibility retrofits on units that remain in service, actively advance retrofits in coal-fueled heating facilities, and push forward coal’s transition into a power source that is for ensuring basic needs and serves as a system regulating source. Severe restrictions will be placed on new coal power projects, and newly constructed units will meet the most advanced international standards for coal consumption. We will pick up the pace in cutting coal consumption, strictly and rationally limit the increase in coal consumption over the 14th Five-Year Plan period and phase it down in the 15th Five-Year Plan period. We need to accelerate the shift to more environmentally friendly living patterns and modes of production, base economic and social development upon highly efficient utilization of resources and green and low-carbon growth and ensure that the goal of carbon dioxide peaking before 2030 is achieved. Work related to peaking carbon dioxide emissions must carry out in a vigorous, orderly and effective manner by setting explicit targets and tasks for different regions, fields and industries.
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We need to stick to the overarching principles of exercising nationwide planning, prioritizing conservation, leveraging the strengths of the government and the market, coordinating efforts on the domestic and international fronts, and guarding against risks. Endeavors to peak carbon dioxide emissions and achieve carbon neutrality must be incorporated into the overall economic and social development framework. Through the application of systematic thinking, we will strike a balance between development and emissions reduction, between overall and local imperatives, and between short-term and longer-term considerations, and coordinated efforts in terms of maintaining steady growth and restructuring. We need to ground our work in the new stage of development, apply the new development philosophy, and foster a new pattern of development. The Pioneer School District in Teen SL.We must follow the guidance of Xi Jinping Thought on Socialism with Chinese Characteristics for a New Era, fully implement the guiding principles from the 19th CPC National Congress and the second through fifth plenary sessions of the 19th CPC Central Committee, and thoroughly apply Xi Jinping’s thought on ecological civilization. They can develop virtual worlds for their own learning experiences and to teach others. They can work collaboratively in virtual world using problem based learning to solve real life problems as in Harvard’s River City project. They can visit places in virtual worlds that they are learning about in class and may never get the chance to see in real life. How Are Kids Currently Using Virtual Worlds? Trends in Virtual Worlds Increase in 5-15 year olds who use Virtual Worlds in 2009 Increase in girls using Virtual Worlds in 2009 An explosion of Virtual Worlds on the Internet in 2008 Teen-focused virtual worlds are huge. Why use GBL? Motivates students to learn Immerses them in the material so they learn more effectively Encourages them to learn from their mistakes It uses environments they consider fun and are currently using. In order to create a truly educational game, the instructor needs to make sure that learning the material is essential to scoring and winning. Games often have a fantasy element that engages players in a learning activity through a storyline. GBL uses competitive exercises, either pitting the students against each other or getting them to challenge themselves in order to motivate them to learn better. It uses simulation and MUVEs as the teaching tool. Game Based Learning Theory Game based learning (GBL) is a branch of serious games that deals with applications that have defined learning outcomes. A virtual world is a computer-based simulated environment intended for its users to inhabit and interact via avatars. an extension of our real world that exists only online. What is a Virtual World? MUVE (plural MUVEs) refers to online, multi-user virtual environments, sometimes called virtual worlds.
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