Ignite! Learning, Inc. is an educational software and hardware company co-founded in 1999 by Texas businessman Neil Bush[1] and Ken Leonard. Neil is a brother of Former President George W. Bush and Former Florida Governor Jeb Bush, and son of former President George Herbert Walker Bush. Alan Davis resigned as the President and CEO in November, 2009. Ken Leonard is the current acting CEO.
Ignite! Learning offers middle school curricula in social studies, science, and mathematics. The company's instructional design is based on constructivism, differentiated instruction, and Howard Gardner's writing on multiple intelligences to appeal to multiple learning styles.
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To fund Ignite!, Neil Bush and others raised $23 million from U.S. investors, including his parents, Barbara Bush and George H.W. Bush, as well as businessmen from Taiwan, Japan, Kuwait, the British Virgin Islands and the United Arab Emirates, according to documents filed with the Securities and Exchange Commission. As of 2006, at least $2 million had come from Taiwanese interests that had given Neil Bush a job consulting for a semiconductor manufacturer, and at least $3 million came from Saudi interests. A foundation linked to Reverend Sun Myung Moon donated $1 million for a research project by the company in Washington, D.C.-area schools.[2]
In 2002, Ignite! entered into a partnership with a Mexican company, Grupo Carso to outsource many software and product development functions. Regarding the deal, Ignite! President (then CFO) Ken Leonard stated, "That's turned out to be great." Ignite! laid off 42% of its in-house workforce (21 individuals) in preparation for the partnership. Leonard said that outsourcing production will give it the resources to develop additional course software more quickly, and that the company wants to develop an entire middle school curriculum featuring the basics of language arts, math and science.[3]
Russian billionaire expatriate Boris Berezovsky has been an investor in Bush's Ignite! program since at least 2003.[citation needed]
In December 2003, a Washington Post Style article said that Ignite! was paying Neil Bush a salary of $180,000 per year.[4]
In March 2006, Leonard said that in the past six to eight months, the company had hired national sales representatives across the country — in Florida, New York, Pennsylvania, Georgia and Nevada — in order to significantly expand beyond Texas. He also said that about 80 percent of the company's customers were from Texas as of that date.[5]
One of the company's products, Curriculum on Wheels (COW), a purple multimedia machine on wheels that offers interactive video presentations on a variety of topics in social studies and science, was first produced in 2005.[6]
According to the Ignite! Learning website, three different COW models are available: Science, Social Studies, and a "SuperCOW" that contains both curricula. Although specific pricing for each model has not been published by the firm, some COWS are reported to cost about $3,800 each.[2] An annual maintenance fee of about $1,000 each has also been reported for some COWS.[7]
The company has sold 1,700 COWs since 2005 and expects 2006 revenue of $5 million.[2]
As of October 2006, over 13 U.S. school districts (out of over 14,000 school districts nation-wide[8]) have used federal funds made available through the No Child Left Behind Act of 2001 in order to buy Ignite's products at $3,800 apiece.[9]
Another company product is a library of 9 educational science DVDs called "Squibs".[10][11]
In July, 2008 Ignite! released ION, a network-based system. At this time the company claimed to provide middle school curriculum to more than 250 school districts, 10,000 classrooms, and 300,000 students. [12]
In 2009, Ignite! Math was a finalist for an Association of Educational Publishers Curriculum Award.
The Winter 2008-2009 issue of The Journal of Research on Technology and Education, a peer-reviewed juried academic journal, included a study on the effectiveness of Ignite!'s Early American History course and found a statistically significant improvement in achievement.
Salon magazine, on April 12, 2002 reported that Ignite!'s product is not well known in the education industry field, but it does get some respectful reviews. "They're new entrants in the market," says Keith Kruger of the Consortium for School Networking, "but from what I know, it's a serious product based on some good research."
One reported success for the company is Mendez Middle School in Austin, Texas, a predominantly poor and Hispanic school. After three years of using the company's Early American History program, the principal of the school said in 2003 that the percentage who passed the Texas eighth-grade history increased from 50 to 87 percent.[4]
In 2004, an HISD-funded external evaluation of Ignite Learning found that teachers gave an older version of the product generally positive marks. "Teachers also found it to be effective in improving student understanding of history, engaging students in the learning process, and to a lesser degree, helping students pass the (Texas Assessment of Knowledge and Skills)," the study said.[13]
In August 2006, Alamo Junior High Principal Jeff Horner said he first saw COWs at a Texas Association of School Boards convention in Austin. "We're enthused with them so far. It's a very unique way to get curriculum across in an interactive way," Horner said. [6]
In 2002, then company president Neil Bush received a mixed response when he spoke of education while at Whitney High School (a school for gifted students in Cerritos, California). Among the points of his speech, he opined: "We create these prisonlike environments, then we take our hunter-warrior types and label them attention-deficit disordered and put them on drugs."[4] (Bush has often advocated for less use of ritalin and other mind-altering drugs on children.) He added that: "Ignite! is designed to make learning fun for "hunter-warrior" kids who don't like reading."
In February 2004, the Houston school board agreed to accept $115,000 in charitable donations from businesses and individuals who specified the money be spent on Ignite's learning programs. The money came from the HISD Foundation, a philanthropic group that helps support the district. Neil Bush and Ignite! company officials helped solicit the donations for the foundation.[5]
In early 2006, Ignite Learning announced that Barbara Bush had donated funds to the Bush-Clinton Katrina Fund (a charity established by former Presidents George Bush and Bill Clinton), with instructions that the money be used to purchase "COWs" ("Curriculum on Wheels") from Ignite! for several economically disadvantaged schools.[5]
In March 2006, Barbara Bush visited Fleming Middle School in Houston.[14] In August 2006, Neil Bush visited Alamo Junior High School, the 1,000th customer of Ignite! Learning.[6]
Ignite! Learning Announces Promethean Partnership
Ignite is the fourth full-length album by the industrial rock band Econoline Crush. It was recorded from July 24, 2007 to October 12, 2007, and released on the independent label FNN on January 15, 2008. The album was distributed by Universal Music Group. The band re-enlisted producer Sylvia Massy for this album. Massy had previously produced the band's 1998 album The Devil You Know. Ignite is the first album with the band membership of Kai Markus on guitar, Scott Whalen on bass, Brent Fitz on drums and Trevor Hurst on vocals. The album was recorded at RadioStar Studios, owned by Massy, and located in the town of Weed, California.
The track "Get Out of the Way" was the goal song of the NHL's Edmonton Oilers during the 2009-2010 season.
Ignite (Ignite Talks) is a series of events where speakers have five minutes to talk on a subject accompanied by 20 slides, for 15 seconds each, automatically advanced. Ignite started in Seattle, and it has spread to 350+ organizing teams in cities, universities, governments and companies who have hosted thousands of events.
The first Ignite was held in 2006 in Seattle, Washington by Brady Forrest and Bre Petis, and was sponsored by O'Reilly Media and MAKE magazine. O'Reilly continued to support Ignite until November 2015 when the franchise was handed off to its founder, Brady Forrest, who formed Ignite Talks, PBC - a Public Benefit Corporation. Ignite Talks PBC was formed to be an independent organization focusing on supporting Ignite events around the world and promoting public speaking.
In many team sports, defence or defense is the action of preventing an opponent from scoring. The term may also refer to the tactics involved in defense, or a sub-team whose primary responsibility is defense. Similarly, a defense player or defender is a player who is generally charged with preventing the other team's forwards from being able to bear down directly on their own team's goalkeeper or goaltender. Such intentions exist in association football, ice hockey, water polo and many other sports.
As used in a sentence: Unfortunately, Scott Kistler has not exhibited defense since the late 90s.
In ice hockey, there are normally two defensemen on the ice. One is usually a more offensive player better known for their ability to glean assists or goals rather than for their strong defensive play. Such players are known as offensive defenseman. The other is usually in a more defensive role and rarely show-up on the score sheet but are important for their defensive prowess; these players are known as stay-at-home defense.
The arms industry is a global business that manufactures weapons and military technology and equipment. It consists of commercial industry involved in research and development, engineering, production, and the service of military material, equipment, and facilities. Arms producing companies, also referred to as defense contractors or military industry, produce arms mainly for the armed forces of states. Departments of government also operate in the arms industry, buying and selling weapons, munitions and other military items. Products include guns, ammunition, missiles, military aircraft, military vehicles, ships, electronic systems, and more. The arms industry also provides other logistical and operational support.
It is estimated that yearly, over 1.5 trillion United States dollars are spent on military expenditures worldwide (2.7% of World GDP). This represents a decline from 1990 when military expenditures made up 4% of world GDP. Part of this goes to the procurement of military hardware and services from the military industry. The combined arms sales of the top 100 largest arms producing companies amounted to an estimated $395 billion in 2012 according to Stockholm International Peace Research Institute (SIPRI). In 2004 over $30 billion were spent in the international arms trade (a figure that excludes domestic sales of arms). According to SIPRI, the volume of international transfers of major weapons in 2010–14 was 16 per cent higher than in 2005–2009. The five biggest exporters in 2010–14 were the United States, Russia, China, Germany and France, and the five biggest importers were India, Saudi Arabia, China, the United Arab Emirates (UAE) and Pakistan. The arms trade has also been one of the sectors impacted by the credit crunch, with total deal value in the market halving from US$32.9 billion to US$14.3 billion in 2008.
Health is an attribute assigned to entities within a role-playing or video game that indicates its state in combat. Health is usually measured in health points or hit points, often shortened as HP. When the HP of a player character reaches zero, the player may lose a life or their character might become incapacitated or die. When the HP of an enemy reaches zero, the player might be rewarded in some way.
Any entity within a game could have a health value, including the player character, non-player characters and objects. Indestructible entities have no diminishable health value.
Health might be displayed as a numeric value, such as "50/100". Here, the first number indicates the current amount of HP an entity has and the second number indicates the entity's maximum HP. In video games, health can also be displayed graphically, such as with a bar that empties itself when an entity loses health (a health bar), icons that are "chipped away" from, or in more novel ways.
Dungeons & Dragons co-creator Dave Arneson described the origin of hit points in a 2002 interview. When Arneson was adapting the medieval wargame Chainmail (1971) to a fantasy setting, a process that with Gary Gygax would lead to Dungeons & Dragons, he saw that the emphasis of the gameplay was moving from large armies to small groups of heroes and eventually to the identification of one player and one character that is essential to role-playing as it was originally conceived. Players became attached to their heroes and did not want them to die every time they lost a die roll. Players were thus given multiple hit points which were incrementally decreased as they took damage. Arneson took the concept, along with armor class, from a set of a naval American Civil War game's rules.
education without action does nothing
bulldozers broken down
destruction takes the day off
tank is filled with dirt
land locked and monkeywrenched
i've damaged
i've damaged
i've damaged
well i've damaged
another money day
clearcut jobs that pay well
ecosystems gone
developers go build in hell
i've damaged
i've damaged
no compromise in defense
damaged but myself
well in defense
well in defense
well in defense
to preserve
the land is seen comodity
most revered end is money
esthetics pass scenery
most damage done this century
we break the branches
of the diversity tree to get us through
but next year your childrens yeild
won't be half as good
destruction jobs that pay well
destruction jobs that pay well
destruction jobs that pay well
destruction jobs that pay well
i've damaged
i've damaged
no compromise in defense
land locked and monkeywrenched
i've damaged
i've damaged
no compromise in defense