downloadable

Media Education

“Media Education: A Kit for Teachers, Students, Parents and Professionals” has been published in English and French by UNESCO. The kit is partly a product of the MENTOR project initiated by UNESCO and supported by the European Commission.

Table of contents: 

Proposal for a Modular Curriculum
Handbook for Teachers
Handbook for Students
Handbook for Parents
Handbook for Ethical Relations with Professionals
Internet Literacy Handbook
FAQ: Frequently Asked Questions
Glossary of Selected Terms for Media Education
References, Resources and Good Practices
Contributors

System requirements: 
Adobe Reader

Video Streaming: a guide for educational development

This handbook is an outcome of the Click and Go Video Project of JISC. Click and Go Video was a project from 2000 to 2002 that aimed to provide "a user orientated resource for the academic community that will stimulate and enhance the use of moving image archives for mainstream learning and teaching. It will investigate and report on best practice in developing a video enriched learning environment through the integration of archived moving images, locally produced video, Web resources and asynchronous and synchronous communications tools."

Table of contents: 

- A learning and teaching perspective
- The Click and Go Video Decision Tool
- Planning your content
- What equipment do I need?
- Capturing your video
- Alternatives to filming
- Editing your material
- Encoders and players
- Serving streaming media
- Presenting your content
- Copyright issues
- ''Live'' broadcasting
- Evaluating the educational benefit

Link

Format

Language

Country

Author

Sally Thornhill (Lancaster University), Mireia Asensio and Clive Young, University of Manchester Institute of Science and Technology (UMIST), The JISC Click and Go Project, UK

Year

2002

ISBN

0-9543804-0-1

Length

80 pages

Tags

ArtisanCam

"ArtisanCam is a free interactive web site which introduces children (mainly 7-14 year old pupils) and their teachers to the world of contemporary visual art.

ArtisanCam provides an insight into the lives of contemporary artists. Using a mixture of video and interactive activities, we introduce children to the world of contemporary visual art before encouraging them to have a go themselves in fun and exciting ways.

The website is divided into the Artists Zone, which contains classroom-based activities and the Activity Zone, which is full of games and fun interactive activities, designed to encourage children to continue their learning at home.

ArtisanCam has been designed to help teachers deliver a creative curriculum and inspire young artists of the future. All of our activities support the national curriculum in specific areas at Key Stage 2 and 3." This web site also offers very detailed information for lesson plans such as targeted learning goals.

You can find an interview with the ArtisanCam originator and Content Director Keith Alexander as part of the MEDEA Showcase of ArtisanCam: http://www.medea-awards.com/artisancam.

Table of contents: 

Categories:
- artists
- art form
- workshops
- activities
- teachers
- all teachers' notes
- cross curricula
- feedback and evaluation
- links
- notes / activities
- notes / artists
- teachers' views

Per artist teachers and children are given segmented videoclips with interesting themes such as:
- timelapse
- techniques
- classroom workshop
- gallery
- influences
- questions
- teachers

These segments show the process of making a work of art, the thoughts behind it, ...

Broadband videoconferencing as a tool for learner-centred distance learning in higher education

This paper outlines the possibilities for using broadband videoconferencing within the larger context of changing the focus for teaching from the teacher to the learners. It also explores opportunities that might be created by this technology to facilitate learner-centred engagement in learning and to provide new opportunities for collaboration and support for students studying by the distance mode. As part of the wider discussion, it presents a decision-making framework for teachers to consider when integrating videoconferencing into their curriculum. The bandwidths possible from broadband Internet connection rather than the integrated services digital network transmission increase the richness of videoconferencing to a much closer approximation of natural communication, thus creating opportunities for more creative uses for the medium. The outcomes of trials undertaken at the University of New England during the last two years provide the basis for predicting the usefulness of the technology for learner-centered interactions when the majority of students are learning from locations quite remote from the main campus.

Link

Format

Language

Country

Level

Author

Dr. Robyn Smyth, Teaching and Learning Centre, University of New England

Year

2005

ISBN

ISSN 0007-1013

Length

Pages 805 - 820

Tags

Digital Storytelling Project

This page provides hands-on experience on developing digital stories, outlines the challenges and advantages of media production in education; discusses strategies for integrating media into the curriculum, offers suggestions and online resources for producing video in the classroom with minimal resources and equipment, describes students' experiences with documentary storytelling, using telecommunication tools, and showcases their projects.

Also included: downloadable guidelines (.doc) to make an animation / movie with Powerpoint slides and Windows Movie Maker to enable teachers to create their own animations with sound.

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.

Link

Format

Language

Country

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

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

Theory and Practice of Online Learning - Second edition

Starting with a comprehensive summary of relevant educational theory, the book revisits, in a lively way, the great dichotomies that have marked the history of open and distance learning. The second edition features updates on all chapters from the first edition and the addition of 4 new chapters (on Mobile Learning, Social Software, Distance Education Philosophy and Financial Decision Making). Two chapters (Chapter 3 - Value Chain Analysis and Chapter 9 - Copyright Issues) were not updated nor included in the 2nd edition. These two chapters (in addition to all of the origional 1st edition chapters) will continue to made available at this site, however readers are encouraged to access the revised chapters to receive more current and updated content.

Awarded the Charles A. Wedemeyer Award by the University Continuing Education Association.

Theory and Practice of Online Learning, edited by Terry Anderson and Fathi Elloumi, is concerned with assisting providers of online education with useful tools to carry out the teaching and learning transactions online. It presents, in an easily readable form, the theory, administration, tools, and methods of designing and delivering learning online. By doing so, the authors bring to the teaching community a valuable product which should go a long way in popularizing the use of the learning technologies.

To download e-book, click on middle tab "e-book" at the bottom section.

Link

Format

Language

Country

Level

Author

Editors Terry Anderson & Fathi Elloumi

Year

2008

ISBN

978-1-897425-08-4 (SC)

Length

484 pages

Tags

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

Sponsors and Exhibitors

MediaSite Kaltura Panopto
Ubicast WebClip2Go Kalyzée
Matrox Rapidmooc Crowdbeamer

Organisers