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eduMedia-Share

eduMedia Share is a place for teachers to host and share visual and interactive resources. At eduMedia Share you can:

* Upload your media (images, animations, videos)
* Discover and download interesting resources
* Tag, comment and have fun

Resources for teachers. For all teachers! No language or subject limitation. You can add your own resources, tag, comment or even download your collegue ones to use in class. And of course, all of this is free! Search eduMedia Share and discover your collegue?s work! This site is yours!
Which filetypes may I upload?
The most common internet ones:

* Photos, drawings : jpg, gif, png
* Animations, simulations : swf, animated gif
* Videos : avi, mpg, mov, wmv

Consolarium: games-based learning to boost performance

Consolarium on BBC News - Gaming in Education. Learning and Teaching Scotland's Derek Robertson explains new gaming in education projects with the Nintendo DS which are motivating, engaging and improving the attainment of Scottish students.

Related links:
# video via Technorati: http://technorati.com/videos/youtube.com%2Fwatch%3Fv%3DX5xFMmK5Ujs
# article "Adventures in education - Myst as a teaching tool" (Courtesy of Focus Multimedia & Games Press): http://www.justadventure.com/articles/AdventuresInEducation.shtm
# web site Tim Ryland: http://www.timrylands.com

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

Teaching with Games

Teaching with Games was a year-long project investigating the place of mainstream commercial computer games in the classroom. The project aimed to provide practical and informed evidence of the implications and potential of the use of these games in school, and an informed strategy for future educational development requirements, based upon collaborative discussions between industry and the education community. You can view a video as well as download a few publications.

Table of contents: 

Outcomes/Publications:
Teaching with Games: Final report (1mb pdf)
Teaching with Games: Guidance for educators (337kb pdf)
St Johns Student Research Group report (184kb pdf)
Survey on students' attitudes to games and learning (109kb pdf)
Survey on teachers' attitudes to games and learning (123kb pdf)
Final report press release (2 October 2006)
Teaching with Games presentation at BETT 2007 (605kb pdf)

BioVisions

Research in the biological sciences often depends on the development of new ways of visualizing important processes and molecules. Indeed, the very act of observing and recording data lies at the foundation of all the natural sciences. The same holds true for the teaching and communication of scientific ideas; to see is to begin to understand. The continuing quest for new and more powerful ways to communicate ideas in biology is the focus of BioVisions at Harvard University.

The potential of multimedia in the area of biology education has yet to be fulfilled. Indeed, multimedia as a means of imparting biological information is years behind its use in other areas such as entertainment. BioVisions is meant to close this gap by combining the highest quality multimedia development with rigorous scientific models of how biological processes occur. In addition, this new generation of science visualizations are not meant to simply be simulations or mirrors held up to reality, rather they are designed with a specific pedagogical goal in mind. This means that each decision made on how to represent a given biological process also includes consideration of how best to visually communicate particular aspects of the process.

BioVisions is based on a collaborative community of Harvard scientists, teaching faculty, students, and multimedia professionals. It is directed by Dr. Robert A. Lue, who founded BioVisions with generous and continuing support from the Howard Hughes Medical Institute and Harvard University.

System requirements: 
Apple Quicktime Player and/or Flash Macromedia Plugin

Link

Format

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Country

Level

Author

Howard Hughes Medical Institute and Harvard University.

Year

2007

Length

17 videos

Tags

Video Gaming, Education and Digital Learning Technologies

This article presents an overview of video gaming and discusses how gaming is related and relevant to digital libraries and digital learning technologies. It suggests that these relationships are worthy of more detailed investigation.

The article begins with information about video games and gaming consoles, a comparison of consoles and the PC, and some observations on the network capabilities of consoles. Next, the relevance of gaming to academia is highlighted, and the relevance of games and consoles to learning technologies is considered. Emerging gaming platforms are explored, and the article concludes with some observations on future directions in video gaming and how the best and most relevant aspects of gaming can help create engaging and beneficial digital learning and research technologies.

Link

Format

Language

Country

Level

Author

John Kirriemuir

Year

2002

ISBN

D-Lib Magazine February 2002 Volume 8 Number 2 ISSN 1082-9873

Length

1 page

Tags

Common Craft

"Common Craft is the company of Sachi and Lee LeFever, who, through animations in explanatory videos, transform complex ideas into easy-to-understand and humorous videoclips. In the Common Craft Store licensed videos can be purchased, but there are also free versions which could be used in classrooms. "

Table of contents: 

Some of the video categories:
* Government
* green
* multi-packs
* socialmedia

Link

Format

Language

Country

Level

Author

Sachi and Lee LeFever

Year

up-to-date

Length

video repository

Tags

Videos about education

On the website vodpod.com users can collect, share and discuss their favorite online videos (linked from other sites such as YouTube) and you can find all resources tagges with "Education" by clicking on the resource link.

Table of contents: 

related tags:
# explore the possibilities
# future
# know 2.0
# machine
# plain english
# second life
# teaching
# technology
# web 2.0
# web2.0

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

Link

Format

Language

Country

Author

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

Tags

Screen It

Screen It is Australia's national moving image competition for school students.

Designed to encourage imagination and inventiveness in Australia's primary and secondary school students, Screen It fosters a new generation of young moving image makers.

In 2008 entrants are asked to create works responding to the theme of 'Australian Identity'.

What does it mean to be Australian today? How may this change in the future? What has it meant in the past?

Table of contents: 

Primary School Categories:
Exploring the theme of Australian Identity
> Animation
> Live Action
> A computer game (using Klick & Play or Game Maker)

Secondary School Categories:
Exploring the theme of Australian Identity
> Animation
> Live Action
> A computer game (using Adobe Flash or Game Maker)

Link

Format

Language

Country

Level

Author

Australian Centre for the Moving Image (ACMI)

Year

up-to-date

Tags

Sponsors and Exhibitors

MediaSite Kaltura Panopto
Ubicast WebClip2Go Kalyzée
Matrox Rapidmooc Crowdbeamer

Organisers