Even if you don't know German, the functionality will become apparent to you from the demonstration. The timeline has more functions which you can see in the videos linked above. Changes in one representation of your story automatically affect all the other representations. ( 2), in the chapter overview ( 3), and the timeline ( 4). Items in the mindmap automatically appear on a freeform corkboard, where you can add a synopsis etc. In Patchwork, you can begin brainstorming a story in a mindmap tool ( 1). You can use the default Gregorian calendar or create your own "fantasy" calendar ( 5). Periods without events are collapsed (here: the three brown lines) and show a count of days (here, in yellow: 1 month 29 days). You can store different preferences as "skins".) (By the way, you can change all the colors in Patchwork, including the background color (and font) of the windows. Weekends are represented in a different color (here skin color and pink). In Patchwork, there can be an unlimited number of storylines ( 2). Each chapter is represented in the timeline on the larger left-central window ( 1). An overview of (in this case) the chapters is on the right. Similar to Scrivener, a story in Patchwork is divided into parts, chapters, and/or scenes. I'll try and give a rough overview, using images from the blog. The Patchwork timeline feature is well explained in two videos and two blog posts ( one and two) by the creator of the software. * The same spell and style checker is available in Papyrus, another German language writing software. For German, it provides the best spell and style checker the planet has seen.* Patchwork has two major drawbacks, though: it looks ugly (like an old Windows program) and it is only in German (although I think you would be able to learn and use it even if you don't know the language). On top of that it has an integrated timeline functionality that is, in my opinion, superior to using Aeon Timeline with Scrivener, as well as a nice character development tool. It has the same functionality and document structure as Scrivener (invcluding "scrivenings", "corkboard" and outlining view – I'm using the Scrivener terms here). Curie persisted twice as long at the sink-or-float game, playing just as much as the boys did (about 12 trials on average).Patchwork is a specialized writing software created by Austrian programmer Martin Danesch. Without being exposed to Marie Curie, girls called it quits after six trials. That includes associations about science and gender, and the false notion that boys are more adept at science than girls. Earlier studies have shown this age span is around the time kids first develop their sense of identity and capabilities. The researchers recruited 240 four- to seven-year-olds for the experiment. After making their choice, they learned if they made the right choice as they watched the object either plunge or stay afloat. Kids then had to predict whether that object-be it an anchor, basketball, balloon or other object-would sink or float. The game itself was simple yet challenging: a computer screen projected a slide with an object in the center hovering above a pool of water. So Kushnir and several other researchers devised an experiment to test if assuming the role of a successful scientist would improve girls’ persistence in a 'sink or float' science game. 'I was teaching a class on the psychology of imagination and several students who are frustrated by the gap in STEM education approached me with the idea,' said Tamar Kushnir, Ph.D., Professor of Psychology and Neuroscience at Duke. This science role-playing study is a variation of what is known as the 'Batman Effect,' in which students pretending to be superheroes did better at self-control tasks. And if the fascination with science continues, it follows that girls may pursue further study and careers in the sciences, and therefore help tighten the gender gaps seen in STEM education and career fields later in life. However, a new study in the journal Psychological Science suggests that science role-playing among children may help girls better identify as scientists. Nationally, women made up 48% of the workforce in 2019 but just 27% of STEM workers. That’s especially true for girls. It’s no secret that women are underrepresented in science, technology, engineering and math, or STEM, fields. Role-Playing Goes a Long Way in STEM Education □□□ "It turns out that pretending encourages children to pursue science fields.
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