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Handson

"Wendy Adeniji finds 3T's impressive Sonica a real step forward for language learning"

From 2010 all key stage 2 pupils should have the opportunity to learn a foreign language. However, the caveat is that not all KS2 teachers will feel confident in being able to teach this. French might seem to be the safe option, but because Spanish is one of the four major world languages, the Department for Education and Skills commissioned 3T Productions to produce Sonica, a multimedia software package which covers two years' worth of Spanish teaching for non-specialist teachers.

A html-based version of this article: http://www.tes.co.uk/article.aspx?storycode=2061698

Non-optimal uses of video in the classroom

This paper examines some instructional practices concerning the non-optimal uses of video, films and other mass media in the K–12 classroom. Based on a six-year process of observing and interviewing teachers regularly in two school districts in Massachusetts, USA, this paper presents a typology of seven common patterns of non-optimal media use, instructional practices that diminish or weaken the value of film and video viewing as a learning tool. A telephone survey was conducted with a purposive sample of 130 middle-school and high-school teachers to provide additional evidence concerning teacher perceptions of the frequency of their colleagues’ non-optimal use of video. Teachers in the USA report that their colleagues frequently use media for non-educational purposes, including to fill time, to keep students quiet, as a break from learning, or as a reward for good behavior. The implications of non-optimal media use are considered in light of renewed interest in integrating media literacy into K–12 instruction.

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Author

Renee Hobbs, Temple University, Philadelphia, USA

Year

2006

Length

15 pages

Tags

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

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Author

Barney Oram and James Newman

Year

2006

ISBN

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

Length

88 Pages

Tags

Digital Library >Technology >Video

The EdITLib Digital Library is your source for peer-reviewed and published articles and papers on the latest research, developments, and applications related to all aspects of Educational Technology and E-Learning.

6.912 Introduction to Copyright Law

This course is an introduction to copyright law and American law in general. Topics covered include: structure of federal law; basics of legal research; legal citations; how to use LexisNexis®; the 1976 Copyright Act; copyright as applied to music, computers, broadcasting, and education; fair use; Napster®, Grokster®, and Peer-to-Peer file-sharing; Library Access to Music Project; The 1998 Digital Millennium Copyright Act; DVDs and encryption; software licensing; the GNU® General Public License and free software.

For course documents see left sidebar on the linked website.

Table of contents: 

1 Introduction; Basics of Legal Research; Legal Citations
2 LexisNexis®; 1976 Copyright Act
3 Copyright applied to Music, Computers; Napster®; Peer-to-Peer File Sharing
4 Software Licensing; DVDs and Encryption

Videos bringen Leben in den Unterricht!

article about the usage of video in a primary school

System requirements: 
Acrobat Reader

Questioning, promoting and evaluating the use of streaming video to support student learning

This paper uses case studies to describe how streaming video is currently used to support student learning in post compulsory education in the UK. It describes the current role of streaming video and identifies processes that could extend the application of streaming in education. It attempts to establish a case for more formal evaluation and communication of educational processes involving streaming and identifies elements of a research agenda that could further develop the application of streaming technology in education.

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Dr. Kerry L. Shephard, Centre for Learning and Teaching, University of Southampton, UK

Year

2003

Length

13 pages

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British Film Institute (BFI) - Teaching Film and Media Studies

BFI Education publishes a growing range of teaching packs, teaching guides (many of which are free)and resources to support the use of moving image media in schools. These resources also include full lesson plans and sheets.

Particularly aimed at teachers new to Media Studies post-16, the series provides a wealth of information and new ideas for all teachers involved with the teaching of AS and A level Media Studies, (OCR, AQA and WJEC), AS and A level Film Studies (WJEC), GNVQ/AVCE, Btech, Scottish Highers/Advanced Highers, and Lifelong Learning courses.

eduMedia-sciences

With eduMedia, teachers have access to a wide collection of educational simulations which cover all the main scientific subjects: Mathematics, Physics, Chemistry and General Sciences for levels ranging from primary school pupils to university undergraduates. The teaching expertise that has gone into developing the content allows us to provide highly visual and interactive classroom material to illustrate aspects of the course which would be difficult to present using traditional media.
The eduMedia site www.edumedia-sciences.com is constantly being updated and offers to date almost 380 downloadable interactive simulations available to any teacher whose school is an eduMedia subscriber.

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eduMedia

Year

up-to-date

Length

650 animations (2011)

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Audio/Video Courses

This site is a subsection of the Massachusetts Institute of Technology (MIT). MIT OpenCourseWare (OCW) is a web-based publication of virtually all MIT course content. OCW is open and available to the world and is a permanent MIT activity.

What is MIT OpenCourseWare?
MIT OpenCourseWare is a free publication of MIT course materials that reflects almost all the undergraduate and graduate subjects taught at MIT. There is no registration or enrollment process because OCW is not a credit-bearing or degree-granting initiative.

Table of contents: 

For all the different Departments' courses:
# Complete video lectures
# Complete audio lectures
# Faculty introductions
# Sample video lectures
# Sample audio lectures
# Special features
# Student-created contentt
# Image Galleries

Sponsors and Exhibitors

MediaSite Kaltura Panopto
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