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EduTubePlus: Virtual Workshop on Creating Your Own Video

A series of online modules for creative and curious teachers who are keen on integrating video in their classroom activities. You will learn in a number of simple steps how you can complement your learning and teaching activities with (moving) images. Moreover, you will also learn how you can create these materials yourself so that they are fit for use.
This workshop was created in the framework of the EduTubePlus project (www.edutubeplus.info) along with face-to-face training sessions that took place in 2009 and 2010. The lesson plans that are mentioned in the workshop are only accessible to EduTubePlus portal users.

The EduTubePlus project aims to develop a European hybrid, multilingual video-based service for schools. This service will integrate thousands of multi-lingual curriculum-related video-clips by major European educational TV & video providers, with tools enabling educators to enrich the library with user-generated clips. The EduTubePlus service will enable users to develop, translate and share video-based learning scenarios and lessons, to search resources using terms related to their national curriculum and to use video in a pedagogically relevant manner in-class.
The EduTubePlus service will come about as a result of the effective adaptation, extension and integration of existing digital educational video resources and services, robust technical solutions, pedagogical knowledge, best practices and success stories.

Table of contents: 

This is what you can expect in those modules:
- Introduction - What do you need when making videos?
- Streaming - What is streaming video and how can you use it in the classroom?
- Shooting - How to prepare for recording our own images, how does it work, what should you do?
- Capturing - What to do once you are finished recording? How to load images into the computer for editing?
- Editing - How to edit, process, enhance your video with additional images, sound, music, text, effects...?
- Publishing - Where and how can you publish your finished movie?
- Practise - Some tests and exercises to test your video production skills.
- Showtime - Some examples of videos that were created by participants who took these workshops in the past.
- Lessons - Examples of lessons that apply video in the classroom.
- Resources - Sources and more related materials

Link

Format

Language

Country

Level

Cost

Author

ATiT, EduTubePlus

Year

2009

Tags

ExploreLearning - experience Math & Science with Gizmos

ExploreLearning offers a catalog of modular, interactive simulations in math and science for teachers and students in grades 6-12. These simulations are called Gizmos, which are flexible to support many different teaching styles and contexts and designed as supplemental curriculum materials that support state and national curriculum standards; in addition, Gizmos help teachers bring research-proven instructional strategies to their classrooms.

"Watch one of our demonstration movies. In particular, the "Introduction to ExploreLearning" movie is perfect for the first-time visitor to ExploreLearning. (It runs about 8 minutes but covers everything.) In addition, we have five Teaching with Gizmos movies that show how you might teach a specific lesson using Gizmos."

Link

Format

Language

Country

Level

Author

ExploreLearning

Year

up-to-date

Length

over 450 simulations

Tags

Video in the classroom

Video in the Classroom was founded in 2003 by Mathew Needleman to focus on video production in the elementary grades. The site was recently relaunched to showcase the work of elementary educators from across the country and provide additional how-to information, additional links, and a complete redesign.

Table of contents: 

About
View Films
Make Films
Blogs
Podcast

Past articles

The Academic Advanced Distributed Learning Co-Lab (AADLC), an independent node in the Advanced Distributed Learning Initiative (ADLI), has a vision to advance sustainable, immersive, distributed learning technology to enable global access to high-quality educational opportunities. This resource lists links to a number of publications by AADLC personnel and associated faculty written prior to 2005, containing papers and publications about video games, metadata standards, ...

Table of contents: 

Learning Object Repository Papers
SCORM and Learning Object Papers
Papers by the Games, Learning, and Society Research Group (formerly GAPPS)

Link

Format

Language

Country

Level

Author

Academic ADL Co-Lab

Year

2005

Length

link repository

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Ivy Film Festival

"The Ivy Film Festival encourages the creative efforts of undergraduate and graduate student filmmakers by acting as a quality venue for their work and by creating opportunities to learn from one another and talented professionals. The festival strives to garner recognition for student filmmakers by means of a panel of celebrity judges including: directors, producers, writers, and agents who will view the top films from the festival."

IFF has the following competitions:
- Domestic Film Competition
- Screenplay Competition
- International Film Competition
- Machinima Competition

Link

Format

Language

Country

Level

Author

Ivy Film Festival

Year

annually

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Teaching Media Literacy

This website is designed to support the book Teachingmedialiteracy.com: A Web-Linked Guide to Resources and Activities. In the book, links are cited according to a numbering system by chapter and topic.

Table of contents: 

Chapter 1: Goals and curriculum frameworks for media literacy instruction
Chapter 2: Uses of new media in media education
Chapter 3: Film techniques
Chapter 4: Critical approaches to responding to media texts
Chapter 5: Studying media representations
Chapter 6: Media ethnography
Chapter 7: Film, television & music genres
Chapter 8: Studying advertising
Chapter 9: Studying the news
Chapter 10: Integrating media into the English curriculum

Teaching Video Games (Teaching Film and Media Studies)

In the past 40 years, videogames have become one of the most economically, socially and culturally significant form of popular media. As any player knows, videogames are rich, diverse experiences characterised by interactivity and immersiveness. However, they are often discussed only in terms of their potentially harmful effects. Teaching Videogames challenges common prejudices and outlines recent developments in the study of videogames. The guide considers methods for analysing the structures, asthetics, forms and modes of engagement, and issues of audience, creativity and sociality.

Table of contents: 

* Introduction: assessment contexts and schemes of work
* Ways to approach the study of video games
* Forms and conventions
* Audiences
* Institutions
* Analysing video games
* Case studies: Viewtiful Joe; GTA San Andreas; Halo 2; Buffy: Chaos Bleeds

Link

Format

Language

Country

Level

Author

Barney Oram and James Newman

Year

2006

ISBN

# ISBN-10: 1844570789 # ISBN-13: 978-1844570782

Length

88 Pages

Tags

¿ PRODUCCION O PRODUCCIONES AUDIOVISUALES EN EL TERRENOEDUCATIVO ?

This publication is about the production of audiovisual productions in the educational field.

Link

Format

Language

Country

Level

Author

Julio Cabero Almenara

Year

1992

ISBN

ISSN: 02114-3216

Length

8 pages

Tags

The Media Literacy of Children and Young people

This document provides a comprehensive review of the academic literature relating to children's and young people's media literacy. It focused primarily on television, radio, the internet and mobile telephony; and specifically addresses the various barriers to, and enablers of, media literacy.

Table of contents: 

• Executive summary

• Introduction

• Dimensions of media literacy
o Access
o Understand
o Create
o Conclusion

• Barriers and enablers
o Barriers
o Enablers

• Conclusion: filling the gaps

• References

System requirements: 
Adobe Reader

Link

Format

Language

Country

Level

Author

David Buckingham

Year

2005

Length

75 pages

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Video Goes to School, Part I. Whether watching or recording, students find video engaging

"This is the first of a three-part series on the use of video in education. Part Two of the series focuses on the use of streaming video and other applications to enhance instruction. The series culminates in June 2005 with an in-depth look at how students are using today's technology tools to produce their own videos."

Link

Format

Language

Country

Level

Author

Cara Branigan, eSchool News

Year

2005

Length

5 pages

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Sponsors and Exhibitors

MediaSite Kaltura Panopto
Ubicast WebClip2Go Kalyzée
Matrox Rapidmooc Crowdbeamer

Organisers