MEDEAnet webinar "Programming as creativity"

As ICT and digital media are an integrated part of our daily life it’s important to show young students on what’s behind these tools and what it means to develop your own app or game. More and more teachers start to integrate elements of programming and coding into their class settings not only to teach the students on how to code but also to stimulate their creativity in creating their own games.

Within this one hour webinar you get an introduction on how teaching programming can enrich your teaching by being introduced to some interesting best practice cases. This webinar was attended by 30 participants from 15 countries.
This webinar addresses teachers, educators and people interested in getting to know more about programming in schools.

To see the discussion linked to this webinar go to

System requirements: 

MEDEAnet webinar "How to integrate gaming in the classroom"

Game-based learning offers a variety of opportunities to teachers to stimulate pupils' engagement and to strengthen their collaborative learning skills. During this one hour webinar on Monday, 25 June 2012 (4 - 5pm CET) participants received an insight into what it's like to integrate games into their teaching practice. 27 participants took part in this webinar aimed at teachers, educators and school directors interested in getting to know more about the different ways in which they can integrate digital games into learning activities.

The speakers that MEDEAnet lined up for this webinar are Steven Ronsijn, teacher and educational ICT-coordinator at Sint-Lievenscollege Gent (Belgium) and Jolanta Galecka from Young Digital Planet (Poland). Steven described the concrete benefits and experiences he has had as a teacher when using games in his lessons. Jolanta's focus was on how you can use games in different learning settings to better motivate children to learn from both a theoretical and a practical perspective.

To see the discussion linked to this webinar go to

System requirements: 

The Internet Archive

The Internet Archive is a vast non-profit digital library, founded in 1996 to build an Internet library. Its aim is to offer permanent access for researchers, historians, scholars, people with disabilities, and the general public to historical collections that exist in digital format.
Now the portal’s collection includes a huge number of texts, audio, moving images, live music, software as well as archived web pages, and provides specialised services for adaptive reading and information access for the blind and other people with disabilities.
Currently the Archive contains
- Over 1.1 million videos
- Over 1.5 million audio recordings
- Over 4.4 million texts
- Over 114000 live music concerts

Table of contents: 

Animation & Cartoons | Arts & Music | Community Video | Computers & Technology | Cultural & Academic Films | Ephemeral Films | Movies | News & Public Affairs | Prelinger Archives | Spirituality & Religion | Sports Videos | Television | Videogame Videos | Vlogs | Youth Media

American Libraries | Canadian Libraries | Universal Library | Community Texts | Project Gutenberg | Children's Library | Biodiversity Heritage Library | Additional Collections

Audio Books & Poetry | Community Audio | Computers & Technology | Grateful Dead | Live Music Archive | Music & Arts | Netlabels | News & Public Affairs | Non-English Audio | Podcasts | Radio Programs | Spirituality & Religion

OpenLibrary | Software | Wayback Machine | Archive-It | Scanning Services | BookServer | NASA Images | Open Content Alliance | Education | BookMobile | SFLan | Petabox |

Wonder How To

On this web portal users can find more than 170,000 how-to videos & articles from more than 17,000 specialised creators. They are organized in 35 vertical categories and 424 sub-categories. The how-to videos are specially categorised into four main categories: Lifestyle, Science and Tech, Arts, and Gaming.
The access to the contents does not require any subscription or login. Nevertheless, by making an account (signing up is free) users are able to "follow" various subcategories of DIY topics they may want to learn more about.
There is an evaluation system in place, based on user-generated feedback: users can give "kudos" to videos that they find helpful.

Table of contents: 

• Arts
- Arts & Crafts
- Beauty & Style
- Dance
- Fine Art
- Music & Instruments
• Science & Tech
- Autos, Motorcycles & Planes
- Computers & Programming
- Disaster Preparation
- Education
- Electronics
- Film & Theater
- Software
- Weapons
• Lifestyle
- Alcohol
- Business & Money
- Dating & Relationships
- Diet & Health
- Family
- Fitness
- Food
- Home & Garden
- Hosting & Entertaining
- Language
- Motivation & Self Help
- Outdoor Recreation
- Pets & Animals
- Pranks & Cons
- Spirituality
- Sports
- Travel
• Gaming
- Gambling
- Games
- Hobbies & Toys
- Magic & Parlor Tricks
- Video Games






Bryan Crow, Mike Goedecke, Stephen Chao, Justin Meyers




1jour1actu - Des outils pour mieux comprendre l'info

The French website 1jour1actu - Des outils pour mieux comprendre l'info contains hundreds of contents (articles, videos, activities, dossiers, games, interactive sheets) on many different topics, ranging from Art, Literature, History, Biology, Science, to media literacy, sport, actualities.
The contents are aimed at the use in primary education classrooms. Each content is composed by attractive images, clear and short texts and a list of related contents for further deepening.
The teacher section provides them with “The highlights of the week”, files to download for the use in the classroom and an overview of the news and activities of the week.

Getty Museum Website

The J. Paul Getty Museum is an art museum in California that contains a collection of "Western art from the Middle Ages to the present" as well as art from ancient Greece, Rome and Etruria. The Museum provides its visitors with access to the most innovative research in the visual arts both in its Getty Center and Getty Villa sites and on the Internet.
The website of the museum offers several services useful to teachers and students. Here follow some of them:
• The education section ( offers a range of high-quality educational programs, games and resources for a variety of audiences from adults and college students, to K-12 teachers and their students, families with kids, teens, community groups, and museum educators.
• The art section ( contains videos and description cards for a number of works of art hosted at the Getty Museum and a list of selected resources about Art and Architecture ( and Biographical Information (
• The research section ( contains a list of useful search tools to find the writings contained in the Museum’s collection.
• The publications section ( provides access to the publications that are available via Internet.
• A guide ( for building effective visual arts lessons

Interactive Sites for Education

Interactive Sites for Education is a website that groups together tens of different K-5 online interactive educational games and simulations for many school subjects such as Math, Language Arts, Science, Social Studies and Music. Each of these sections contains a number of subcategories. Each subcategory directly shows the linked snapshot of external websites. No review, evaluation or other type of data are available. The linked games are generally very entertaining and engaging. It is also possible to suggest new games.
The two sections “Art” and “Teacher Tools” are presently empty: content will be uploaded soon.
Other games can be found in the sections dedicated to Typing, Holidays and Brainteasers.

Mangahigh is one of the first games-based-learning sites, where students learn Mathematics via purpose-built casual games that balance fun and learning. It was founded by an experienced team of mathematicians and game specialists.
The games on this platform are adaptive (they dynamically adapt in difficulty to the ability of the student) and automatic (they have a meta-objective that the players strive to achieve by repeating a simple step (game mechanic) over and over again). They are designed to develop students' ability and curiosity to observe, hypothesize, test, evaluate, conclude and refine ideas. Finally, they provide powerful contexts often bringing out the 'real-world' application of the topic at hand, so increasing the students' interest in the content.
Games are structured with objectives: a bronze medal demonstrates a basic understanding of the key teaching objectives of the challenge. This includes a competence with typical/standard applications of the topic. A Silver and Gold medal demonstrate a secure understanding of the teaching objective and a competence with non typical/extension applications of the topic.
The educational content within Mangahigh is based on the national (UK) curriculum and is delivered through its proprietary educational games.
The site is targeted towards 7-16 year olds but is open for anyone to play. All available games are free to play and enable kids to to develop mathematical knowledge and skills in the context of total involvement. The games are grouped in numbers, algebra and shape and there is a section designed for younger children. There is also a quiz dedicated to the same topics mentioned above, with structured exercises.
Mangahigh also promote school-to-school bilateral competitions. The service is called Fai-To (read more about it on the website).

System requirements: 
Working Flash Player 10 version required







Toby Rowland, Marcus du Sautoy, Tom Vander Ark, Greg Mauro



JogNog is a competitive quiz game for students in grades 2 – 12. Over 40,000 educator-created review questions are built on state and national (USA) curriculum standards.
JogNog quiz games are in multiple-choice format—just like standardized tests. To complete any level, the student must score 80% or higher. Missed questions are repeatedly re-presented until the student answers correctly. Educational areas are organized into: English, Math, Science and Social Studies.
On the website it is possible to play JogNog quiz games for free as a trial and the website maintains memory of the played quizzes as long as the connection lasts.
It is also possible to buy the quizzes and using the Design feature, teachers can create their own personalized quiz towers based on the class textbooks and reading materials. Teachers and students can also customize existing quiz towers using the Quick Quiz feature, as well as create personal quizzes.
The JogNog quiz game provides testing, design, and reporting features which offer teacher, parents, and students a robust and valuable educational tool. Reports provide teachers and parents with detail about students’ strengths and weaknesses. Class tools exist for teachers to easily track students’ progress.
Students can now use JogNog Mobile on Apple and Android devices.

Table of contents: 

• 2nd Grade – Spelling
• 2nd Grade Math
• 3rd Grade – Math
• 3rd, 4th, 5th Grade - English Language Arts
• 3rd, 4th, 5th Grade - Literature 1
• 3rd, 4th, 5th Grade - MCAS Prep
• 3rd, 4th, 5th Grade – Science
• 3rd, 4th, 5th Grade - Social Science
• 3rd, 4th, 5th Grade – Spelling
• 3rd, 4th, 5th Grade – Vocabulary
• 4th Grade – Math
• 5th Grade – Math
• 6th, 7th, 8th Grade - Additional Content 1
• 6th, 7th, 8th Grade - Core Content 1
• 6th, 7th, 8th Grade - Core Content 2
• 6th, 7th, 8th Grade - Life Science
• 6th, 7th, 8th Grade - Literature 1
• 6th, 7th, 8th Grade - MCAS Prep
• 6th, 7th, 8th Grade - World History 1
• 6th, 7th, 8th Grade - World History 2
• 9th, 10th, 11th, 12th Grade - Additional Content 1
• 9th, 10th, 11th, 12th Grade - Literature 1
• 9th, 10th, 11th, 12th Grade - Literature 2
• 9th, 10th, 11th, 12th Grade - MCAS Prep
• 9th, 10th, 11th, 12th Literature 2
• ASC Science Ace - Middle School
• ASC Science Challenge - Middle School
• ASC Tech Challenge - Middle School
• Brain and Cognitive Sciences
• Jog Nog Challenge
• Local History
• Music
• Nuclear Engineering

Teach Your Monster to Read

Teach your Monster to Read is a free game to practise the first steps of reading. It is built on the principles of synthetic phonics and follows the teaching sequence of the Letters and Sounds programme.
Teach Your Monster to Read is intended to be used by teachers and parents/guardians as a reading-related teaching tool for children of between 3 and 8 years of age.
Teachers and parents may register on the site, and as a result become “Users”. Users may set up individual accounts for their Students, which allow the Students to access, and the User to track Students’ performance in their use of, the Game Service. Accounts may only be established by Users, and not by Students themselves; Students must have Users’ permission to use the Game Service.
On the How It Works Page, you can find links to how the game has been conceived and used in schools.

System requirements: 
The game will run on any normal laptop or desktop computer (including Apple Macs). It's not designed to work on an iPad or iPhone (although we may make a version which does in the future).

Sponsors and Exhibitors

MediaSite Kaltura Panopto
Ubicast WebClip2Go Kalyzée
Matrox Rapidmooc Crowdbeamer