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Good Practices Database

This is a database with resources on the use of (streaming) audio and media in education. You can browse or use search for specific keywords.

Table of contents: 

Case summary
Full description of the resource
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Link

Format

Language

Level

Author

VideoAktiv Project

Year

2006

Length

50 articles

Tags

Video-Arbeit lohnt sich!

Article about using video in an academic secondary school with focus on economics.

System requirements: 
Acrobat Reader

Australian Children's Television Foundation

The ACTF is committed to providing Australian children with entertaining media made especially for them, which makes an enduring contribution to their cultural and educational experience.

Table of contents: 

About us
• Introduction
• Staff
• Board of Directors
• Annual Report
• Corporate Plan
• Submissions/Articles
• ARACY

Distribution
• Introduction
• Producation Search
• Team
• Contact

Learning Centre
• Introduction
• Teaching Materials
• Search
• Advanced Search
• Senior Resources
• Catalogue
• Education News
• Kahootz
• Professional Development
• Contact
• ACTF Schools (About, Advisory Schools, School Resources)

Productions
• Introduction
• Awards and Reviews
• ACTF Production Websites
• Productions

Funding
• Introduction
• Types of support
• Funding Approvals
• Applications
• Other Resources
• Kids 360

Links

News
• Care for kids
• Education News

Shop

Contact

Search

System requirements: 
Adobe Reader

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

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

Using video with "Pharmaceutical Science/ Phamarcochemistry and social issues"

Article from the Good Practices Database's "finest selection" by the VideoAktiv project. Students Chemistry and students Pharmacochemistry from the Vrije Universiteit Amsterdam (Netherlands) worked together in small teams and video-interviewed experts on their own chosen topics. Afterwards a digital discussion took place.

Show us a story

Describing ways to use video in class - putting a focus on the respective product of the bfi.

Table of contents: 

Tasks of media pedagogy (media education)
The British Film Institute and moving image media education
Media pedagogy in the English curriculum
Media pedagogy in English schools
Moving image media education in primary schools
Moving image media education as perception training
Show us a story
Moving images in the classroom
Teaching with short movies
Story shorts and literacy
Starting Stories
Screening Shorts
Short movies in class

System requirements: 
Acrobat Reader

Metro Magazine

Metro magazine is published by the Australian Teachers of Media, (ATOM). ATOM also publishes Screen Education magazine; study guides and education kits; The Moving Image series of monographs; and web sites for feature films, documentaries and television programs. ATOM also runs The Education Shop and The Speakers’ Bureau.

Table of contents: 

Magazines
• Metro Magazine
• Screen Education
• Writers
• Style Guide

Resources
• The Education Shop
• Study Guides
• Moving Image

Services
• NFSA’s Schools Program
• Screening PD & Seminars
• The Speakers’ Bureau
• EnhanceTV ATOM Awards
• Email Lists

System requirements: 
Adobe Reader

The Nature of Interaction in Educational Videoconferencing

This is a Master of Education thesis from 1999 by Carol Daunt. The study investigated the nature of interaction that can be achieved in educational videoconferencing and what adaptations (if any) to teaching and learning strategies are necessary. In particular it examines the following:
1. What impact does the technology have on the interactions?
2. Do lecturers have to make adaptations to teaching strategies?
3. Do students have to make adaptations to learning strategies?
4. Can a ‘dialogical’ approach be used effectively in videoconferencing?

Video Gaming, Education and Digital Learning Technologies: Relevance and Opportunities - References

This is a web page from 2002, where references are listed concerning video games, games and education.

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