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L3T Lehrbuch für Lehren und Lernen mit Technologien

L3T is a comprehensive textbook on teaching and learning with technology. It covers various aspects of ICT and media in education. E.g. it covers trends in mobile learning, distance learning, the framework for e-learning at universities, quality assurance for e-learning etc.
The book was edited by Martin Ebner and Sandra Schön. More than 200 people were involved in writing this state of the art textbook.
It is structured in three parts: an introduction to learning and teaching with and through media, an in-depth analysis and a part dealing with specialized applications (see: table of content). Each of the individual chapters and parts can be read on its own.. Consequently, the reader can chose the most relevant ones.
It can be viewed on the L3T webpage, freely downloaded as pdf and on iTunes and even a hardcopy of this book was released in 2011.

Table of contents: 

Einführung

Einleitung zum Lehrbuch und zu dem etwas anderen Lehrbuchprojekt
Martin Ebner, Sandra Schön

Einführung Das Themenfeld "Lernen und Lehren mit Technologien"
Martin Ebner, Sandra Schön, Walther Nagler

Vom Overhead-Projektor zum iPad Eine technische Übersicht
Clemens Kroell, Martin Ebner

Hypertext Geschichte, Systeme, Strukturmerkmale und Werkzeuge
Rolf Schulmeister

Geschichte des Fernunterrichts Vom brieflichen Unterricht zum gemeinsamen Lernen im Web 2.0
Olaf Zawacki-Richter

Informationssysteme Technische Anforderungen für das Lernen und Lehren
Anja Lorenz, Christian Safran, Martin Ebner

Webtechnologien Technische Anforderungen an Informationssysteme
Christian Safran, Anja Lorenz, Martin Ebner

Interaktive, multimediale Materialien Gestaltung von Materialien zum Lernen und Lehren
Michael Tesar, Robert Pucher, Kerstin Stöckelmayr, Johannes Metscher, Frank Vohle, Martin Ebner

Human-Computer Interaction Usability Engineering im Bildungskontext
Andreas Holzinger

Didaktisches Design Von der Lerntheorie zur Gestaltungsstrategie
Gabi Reinmann

Medienpädagogik Strömungen, Forschungsfragen und Aufgaben
Mandy Schiefner

Systeme im Einsatz Lernmanagement, Kompetenzmanagement und PLE
Marco Kalz, Sandra Schön, Martin Lindner, Detlev Roth, Peter Baumgartner

Kommunikation und Moderation Internetgestützte Kommunikation zur Lernunterstützung
Gabriela Bäuml-Westebbe, Ilona Buchem, Martin Ebner, Marc Egloffstein, Christian Lehr, Birgit Peterson, Sandra Schön

Planung und Organisation Technologieeinsatz von der Bedarfsanalyse bis zur Evaluation
Taiga Brahm, Tobias Jenert

Literatur und Information Datenbanken, Fachliteratur, Literaturrecherche und -verwaltung
Lambert Heller, Rolf Kretschmann, Markus Linten

E-Learning-Kompetenzen entwickeln Deutschsprachige Aus- und Weiterbildungsprogramme
Johannes Maurek, Wolf Hilzensauer

Vertiefung
Die „Netzgeneration“ Empirische Untersuchungen zur Mediennutzung bei Jugendlichen
Patricia Arnold

Multimedia und Gedächtnis Kognitionspsychologische Sicht auf das Lernen mit Technologien
Tanja Jadin

Mobiles und ubiquitäres Lernen Technologien und didaktische Aspekte
Marcus Specht, Martin Ebner

Prüfen mit Computer und Internet Didaktik, Methodik und Organisation von E-Assessment
Susanne Gruttmann, Claus Usener

Blogging und Microblogging Anwendungsmöglichkeiten im Bildungskontext
Ilona Buchem, Ralf Appelt, Sascha Kaiser, Sandra Schön, Martin Ebner

Vom Online-Skriptum zum E-Book Lehr- und Lernunterlagen als elektronische Bücher
Walther Nagler

Educasting Wie Podcasts in Bildungskontexten Anwendung finden
Isabel Zorn, Andreas Auwärter, Marc Krüger, Heike Seehagen-Marx

Game-Based Learning Spielend Lernen?
Son Le, Peter Weber

Einsatz kollaborativer Werkzeuge Lernen und Lehren mit webbasierten Anwendungen
Stefan Karlhuber, Günter Wageneder
Qualitätssicherung im E-Learning Veränderungen durch derzeitige Technologien und Konzepte
Ulf Ehlers

Offener Zugang Open Access, Open Educational Resources und Urheberrecht
Katja Mruck, Günter Mey, Peter Purgathofer, Sandra Schön, Nicolas Apostolopoulos

Lernen mit Videokonferenzen Szenarien, Anwendungen und Praxistipps
Bernhard M. Ertl, Kathrin Helling, Ilona Herbst, Manuela Paechter, Gergely Rakoczi

Simulationen und simulierte Welten Lernen in immersiven Lernumgebungen
Susan Jolie, Uwe Katzky, Klaus Bredl, Frank Kappe, Dirk Krause

Spezial
Die Akteur-Netzwerk-Theorie Eine Techniktheorie für das Lernen und Lehren mit Technologien
Andréa Belliger, David J. Krieger, Erich Herber, Stephan Waba

Barrierefreiheit Grundlage gerechter webbasierter Lernchancen
Klaus Reich, Klaus Miesenberger

Designentwicklung Anregungen aus Designtheorie und Designforschung
Heidrun Allert, Christoph Richter

Geschlechterforschung Ihr Blick auf das Lernen und Lehren mit neuen Technologien
Sabine Zauchner

Zukunftsforschung und Innovation… wissen was kommt
Sandra Schön, Mark Markus

Kognitionswissenschaft Ihre Perspektive auf Lernen und Lehren mit Technologien
Brigitte Römmer-Nossek, Markus F. Peschl, Elisabeth Zimmermann

Lernservice-Engineering Eine ökonomische Perspektive auf technologiegestütztes Lernen
Corinna Fink, Roland Gabriel, Martin Gersch, Christian Lehr, Peter Weber

Medientheorien Ein Beitrag zum medienbasierten Lernen
Stefanie Panke

Spielend Lernen im Kindergarten Neue Technologien im Einsatz
Elisabeth Schallhart, Andreas Eitel, André Lenich, Claudia Gartler, Diana Wieden-Bischof

Technologieeinsatz in der Schule Zum Lernen und Lehren in der Primar- und Sekundarstufe
Peter Babnik, Johannes Dorfinger, Martin Ebner, Klaus Meschede, Ursula Mulley, Marc Widmer

Hochschule Strukturen, Rahmen und Modelle für die Lehre mit Technologien
Philipp Budka, Martin Ebner, Walther Nagler, Claudia Schallert

Webbasiertes Lernen in Unternehmen Entscheider/innen, Zielgruppen, Lernformen und Erfolgsfaktoren
Christian Böhler, Conrad Lienhardt, Jochen Robes, Werner Sauter, Maria Süß, Kirsten Wessendorf

Erwachsenen- und Weiterbildung Technologieeinsatz beim Lernen und Lehren mit Erwachsenen
Erich Herber, Bernhard Schmidt-Hertha, Sabine Zauchner, Severin Kierlinger-Seiberl

Entwicklungszusammenarbeit Technologieeinsatz beim Lernen und Lehren
Thorsten Trede, Günter Podlacha, Volker Lichtenthäler

Human- und Tiermedizin Technologieeinsatz im Gesundheitswesen
Kai Sostmann, Jacqueline Henning, Jan P. Ehlers

Online-Labore Formen, Einsatz in der Lehre, Beispiele und Trends
Andreas Pester, Michael E. Auer

Mehr als eine Rechenmaschine Computer im mathematisch-naturwissenschaftlichen Unterricht
Steffen Schaal, Christian Spannagel, Markus Vogel

Bildungstechnologien im Sport Forschungsstand, Einsatzgebiete und Praxisbeispiele
Rolf Kretschmann, Andreas Hebbel-Seeger, Frank Vohle

Fremdsprachen Mit Technologien Sprachen lernen und lehren
Gerlinde Buchberger, Johanna Chardaloupa, Georgios Perperidis, Verena Heckmann

Literaturverzeichnis aller Kapitel
Martin Ebner, Sandra Schön

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Martin Ebner, Sandra Schön et al.

Year

2011

Length

452 pages (hardcopy)

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Teach Yourself VISUALLY Digital Video - 2nd Edition

The second edition of the book "Teach Yourself VISUALLY Digital Video" contains tips and techniques for shooting and sharing digital videos. Never before has video been more popular-or more accessible to the home videographer. Now you can create YouTube-worthy, professional-looking video, with the help of this guide. With colorful screenshots and illustrations plus step-by-step instructions, the book explains the features of the camera and their capabilities, and shows how to go beyond "auto" to manually adjust the settings for just the wanted effect.

Table of contents: 

chapter 1 Understanding Digital Video.
chapter 2 What You Need to Get Started.
chapter 3 Preparing to Shoot Video.
chapter 4 Recording Great Audio.
chapter 5 Controlling Exposure and Focus.
chapter 6 Exploring the Color of Light and Lighting.
chapter 7 Basic Principles and Event Videography.
chapter 8 Shooting Great Footage Through Composition.
chapter 9 Reviewing and Transferring Video.
chapter 10 Editing Video and the Postproduction Process.
chapter 11 Creating Transitions, Titles, and Other Video Effects.
chapter 12 Sharing Your Video with the World.

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Author

Lonzell Watson

Year

2010

ISBN

978-0-470-57097-5

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Filmmaking For Dummies, 2nd Edition

With all the recent advancements in filmmaking technology, more people than ever are trying their hand at filmmaking. Keeping up with the newest information in this booming field, this updated edition of Filmmaking For Dummies features up-to-the-minute coverage of the latest and greatest hardware, software, accessories, and trends - including high-definition technology and new outlets for films such as YouTube and MySpace. It demystifies the nuts-and-bolts of filmmaking, from developing a project and securing financing to hiring a cast and crew, editing, and getting distribution.

This new edition also provides new movie examples and updated contacts and resources. Whether people want to become professional filmmakers or simply shoot quality home movies, this practical guide has all the advice and tips needed to succeed.

You can read more here: http://eu.dummies.com/store/product/Filmmaking-For-Dummies-2nd-Edition.p...

Table of contents: 

Part I: Filmmaking and Storytelling.
Chapter 1: So You Want to Be a Filmmaker.
Chapter 2: Genres in General.
Chapter 3: Penning and Pitching a Great Story.

Part II: Gearing Up to Make Your Film.
Chapter 4: Scheduling and Budgeting Your Film.
Chapter 5: Financing Your Film.
Chapter 6: Location, Location, Location.
Chapter 7: Crewing Up: HiringYour Crew.
Chapter 8: Assembling Your Cast of Characters.
Chapter 9: Storyboarding Your Film.

Part III: Ready to Roll: Starting Production on Your Film.
Chapter 10: Shooting through the Looking Glass.
Chapter 11: Let There Be Lighting!
Chapter 12: Sound Advice: Production Sound.
Chapter 13: Directing Your Actors: … And Action!
Chapter 14: A Sense of Direction: Directing Your Film.

Part IV: Finishing Your Film in Post.
Chapter 15: Cut to: Editing Your Film Frame by Frame.
Chapter 16: Posting Your Film’s Soundtrack: Adding Music & Effects to the Mix.
Chapter 17: Conjuring Up Special Effects.
Chapter 18: Giving Credit and Titles.

Part V: Finding a Distributor for Your Film.
Chapter 19: Distributing Your Film.
Chapter 20: Exploring and Entering Film Festivals.

Part VI: The Part of Tens.
Chapter 21: Ten Tips for Discovering New Talent.
Chapter 22: Ten Ways to Get Publicity for Your Film.
Chapter 23: Ten Ways to Avoid Murphy’s Law.
Chapter 24: Ten Best Filmmaking Periodicals.

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Author

Bryan Michael Stoller

Year

2008

ISBN

978-0-470-38694-1

Length

384 pages

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What Video Games Have to Teach Us About Learning and Literacy. Second Edition

A controversial look at the positive things that can be learned from video games by a well known professor of education. James Paul Gee begins his new book with 'I want to talk about video games- yes, even violent video games - and say some positive things about them'. With this simple but explosive beginning, one of America's most well-respected professors of education looks seriously at the good that can come from playing video games. Gee is interested in the cognitive development that can occur when someone is trying to escape a maze, find a hidden treasure and, even, blasting away an enemy with a high-powered rifle. Talking about his own video-gaming experience learning and using games as diverse as Lara Croft and Arcanum, Gee looks at major specific cognitive activities:
* How individuals develop a sense of identity
* How one grasps meaning
* How one evaluates and follows a command
* How one picks a role model
* How one perceives the world

Table of contents: 

Introduction: 36 Ways to Learn a Video Game
Semiotic Domains: Is Playing Video Games a 'Waste of Time'?
Learning and Identity: What Does It Mean to Be a Half-Elf?
Situated Meaning and Learning: What Should You Do after You Have Destroyed the Global Conspiracy?
Telling and Doing: Why Doesn't Lara Croft Obey Prof. Von Croy?
Cultural Models: Do You Want to be the Blue Sonic or the Dark Sonic?
The Social Mind: How Do You Get Your Corpse Back after You've Died?
Conclusion: Duped or Not?
Appendix: The 36 Learning Principles

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James Paul Gee

Year

2008

ISBN

#ISBN-10: 1403961697#ISBN-13: 978-1403961693

Length

256 pages

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Making Video Dance: A Step-by-Step Guide to Creating Dance for the Screen

This is the first workbook to follow the entire process of video dance production: fro having an idea, through to choreographing for the screen, filming and editing, and distribution. In doing so it explores and analyses the creative, practical, technical and aesthetic issues that arise when making video dance.

The book is written by award-winning director Katrina McPherson, whose passion for the genre combines with her wide experience of choreographing directing and teaching video dance.

Table of contents: 

Author’s Acknowledgements.
Introduction Katrina McPherson.
Notes on Using the Exercises in this Book.
How did We Get Here – An Introductory Chapter Bob Lockyer
1. First Steps
2. Dance and the Camera
3. Developing the Work
4. Creating you On-Screen World
5. Making Strides
6. When the Shoot Comes
7. Light and Sound on the Shoot
8. Preparation for the Edit
9. Choreography of the Edit Feedback time
10. Final Stages
11. Out on the Road Diary – The Making of The Truth
Glossary References and Resources.
Notes on Contributors.
Index

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Katrina McPherson

Year

2006

ISBN

ISBN (SB): 0-415–37950-4 ISBN (HB): 0-415-37942-3

Length

296

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Using Video in Teacher Education, Volume 10 (Advances in Research on Teaching)

This book features contribution from people who have developed and used video in teacher education. The focus is on video as opposed to other technology (e-mail, etc.) and its use in teacher education. The video can be stored on videotapes, CD-Rom, DVD, or computer drives, and it can be used in either preservice or inservice teacher education/professional development programs.

Contributors explain the nature of the video they use in their teacher education programs or courses and talk about how they use it, focusing in particular on principles for: (1) making the videos (decisions about how and what to capture on video, the degree to which the teaching should be scripted, whether it should be shown uninterrupted or segmented and edited, and so on), and (2) principles for using the video in the teacher education program (why and how it is used at what points in the program, how viewings are structured and scaffolded by the teacher educator, and so on).

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Author

Jere Brophy (Editor)

Year

2003

ISBN

# ISBN-10: 0762310480 # ISBN-13: 978-0762310487

Length

330 pages

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Participatory Video A Practical Approach to Using Video Creatively in Group Development Work

"Video can be a powerful tool for stimulating self-expression and interaction in group development work. Used in a participatory way, video encourages clients to examine the world around them, raising awareness of their situation and helping them to become more actively involved in the decisions which affect their lives. Based on an innovative approach researched over twelve years, Participatory Video offers a comprehensive guide to using video with groups.
The book includes over 60 step-by-step exercises, explaining clearly the procedure to follow, time needed and value of each activity. It provides basic information about video equipment and how to operate it, techniques for teaching skills to group members and advice on planning a series of workshops and longer-term video projects. Jackie Shaw and Clive Robertson place the use of video within a coherent theoretical framework and show how to maximise its effectiveness in groups with a range of different needs.
Participatory Video will be of particular interest to group leaders looking for new ways to enhance and amplify the group development process. It is aimed at a wide range of professionals, including social workers, youth and community workers, teachers, development educationalists, extension workers, therapists, community artists and video trainers."

"Participatory Video is a comprehensive guide to using video in group development work. Used in a participatory way, video can be a powerful tool, which allows clients to examine the world around them, gain awareness of their situation and become more actively involved in decisions which affect their lives.
Based on an innovative approach researched over twelve years, the book sets out a complete programme for workers in a range of social work, community, education and health settings. It features over 60 exercises, explaining clearly the procedure to follow, the time needed and the value of each activity. It includes practical advice on:
* workshop planning
* video equipment and how to use it
* teaching technical skills to group members
* running long-term projects
Participatory Video is a practical handbook for a wide range of professionals, including social workers, teachers, extension workers, therapists, community artists and video trainers. "

Table of contents: 

List of figures
Preface
Acknowledgements
Introduction
CONTEXTS
1 Background, approach and benefits
Participatory video checklist
WORKSHOPS
2 Basics
Basics checklist
3 Initial contact
Initial contact checklist
4 Playing games
Games index
5 Creating video sequences
Creating video sequences checklist
PROJECTS
6 Applications and project outcomes
Benefits checklist
7 Setting up a project
Setting up a project checklist
8 Developing project plans
Example project plan
EQUIPMENT
9 Technical teaching and video operation
Teaching checklist
Putting it into practice
Appendix
Bibliography
Index

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Clive Robertson, Jackie Shaw, directors of Real Time Video

Year

1997

ISBN

ISBN-10: 0415141052, ISBN-13: 978-0415141055

Length

304 pages

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VIDEO Y EDUCACIÓN

¿Por qué hay que integrar el vídeo en la escuela? ¿Cómo ha de ser esta integración? ¿Qué concepción del vídeo debe sustentarla? ¿Qué funciones didáctica puede cumplir el vídeo? ¿Puede pensarse en unas fórmulas diferenciadas de uso en el aula? Respondiendo a estas y otras cuestiones, el libro Vídeo y educación pretende contribuir a una reflexión teoricopráctica sobre la integración del vídeo en el proceso de enseñanza aprendizaje. En el libro se analizan los motivos que justifican en realidad habría que decir que exigen la integración del vídeo, se pone el acento en lo audiovisual como forma diferenciada de procesamiento de las informaciones, se proponen modalidades diferenciadas de uso y una taxonomía de las diversas funciones didácticas que puede cumplir, se hacen propuestas metodológicas para el aprovechamiento de los programas didácticos en el aula, se propone igualmente un método para la realización de videogramas y unas pautas para su evaluación, se hacen sugerencias para el uso de la cámara, etc. Este libro es una segunda edición, corregida y aumentada, del que publicó la editorial Laia en 1988.

Philosophy Through Video Games

How can Wii Sports teach us about metaphysics? Can playing World of Warcraft lead to greater self-consciousness? How can we learn about aesthetics, ethics and divine attributes from Zork, Grand Theft Auto, and Civilization?

A variety of increasingly sophisticated video games are rapidly overtaking books, films, and television as America's most popular form of media entertainment. It is estimated that by 2011 over 30 percent of US households will own a Wii console - about the same percentage that owned a television in 1953.

In Philosophy Through Video Games, Jon Cogburn and Mark Silcox - philosophers with game industry experience - investigate the aesthetic appeal of video games, their effect on our morals, the insights they give us into our understanding of perceptual knowledge, personal identity, artificial intelligence, and the very meaning of life itself, arguing that video games are popular precisely because they engage with longstanding philosophical problems.

Topics covered include:
* The Problem of the External World
* Dualism and Personal Identity
* Artificial and Human Intelligence in the Philosophy of Mind
* The Idea of Interactive Art
* The Moral Effects of Video Games
* Games and God's Goodness

Games discussed include: Madden Football, Wii Sports, Guitar Hero, World of Warcraft, Sims Online, Second Life, Baldur's Gate, Knights of the Old Republic, Elder Scrolls, Zork, EverQuest Doom, Halo 2, Grand Theft Auto, Civilization, Mortal Kombat, Rome: Total War, Black and White, Aidyn Chronicles

Table of contents: 

1 The Game inside the Mind, the Mind inside the Game (The Nintendo Wii Gaming Console)
2 I, Player: The Puzzle of Personal Identity (MMORPGS and Virtual Communities)
3 Artificial and Human Intelligence (Single-Player RPGs)
4 The Metaphysics of Interactive Art (Puzzle and Adventure Games)
5 Do Video Games Make us Evil? (First-Person Shooters)
6 Games and God’s Goodness (World-Builder and Tycoon Games)
7 Epilogue: Video Games and the Meaning of Life

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Assoc. Prof. Jon Cogburn, Louisiana State University, USA; Assoc. Prof. Mark Silcox University of Central Oklahoma, USA

Year

2008

ISBN

ISBN-10: 0415988586, ISBN-13: 978-0415988582

Length

216 pages

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Teaching for Understanding : A Guide to Video Resources

This book describes and illustrates recent videos portraying teaching practices that are consistent with the most recent research on learning and teaching and with professional standards. The guide serves effectively as a stand-alone resource or as a companion to the Theories of Learning and Teaching report and summary, for those who wish to use videos in support of instructional improvement and teacher professional development.

Table of contents: 

Section I: Overview of Types and Uses
Section II: Things to Keep in Mind
Section III: Resources and Research

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Author

Judith W. Segal, Elizabeth J. Demarest, Andrea I. Prejean

Year

2006

ISBN

# ISBN-10: 0810611503# ISBN-13: 978-0810611504

Length

35 pages

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Sponsors and Exhibitors

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Ubicast WebClip2Go Kalyzée
Matrox Rapidmooc Crowdbeamer

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