media in education

Teaching Youth Media : A Critical Guide to Literacy, Video Production, and Social Change

This book explores the power of using media education to help urban teenagers develop their critical thinking and literacy skills. Drawing on his twenty years of experience working with inner-city youth at the acclaimed Educational Video Center (EVC) in New York City, Steven Goodman looks closely at both the problems and possibilities of this model of media education.

Responding to our national concern about adolescents, literacy, media, and violence,Teaching Youth Media:

* Describes the changes schools and after-school programs need to make in order to create a media education that empowers students to change their world.
* Explores the intersection of literacy and culture as youth learn to analyze information from a variety of sources, including television, newspapers, books, films, school, church, and lives outside of school.
* Features case studies of students and teachers engaged in making video documentaries at EVC and in an alternative high school.
* Illuminates the practical day-to-day challenges faced by professional developers and teachers working to change the way education is practiced in their classes and schools.
* Looks at the profound "disconnect" that results when teachers and curriculum fail to recognize the social and cultural contexts in which urban students live.
* Explores the critical thinking and technical video arts skills students develop as they learn to collaboratively conduct interviews, research, shoot, log, and edit their documentaries.

Link

Format

Language

Country

Level

Author

Steven Goodman

Year

2003

ISBN

# ISBN-10: 0807742880 # ISBN-13: 9780807742884

Length

144 pages

Tags

An examination of the impact of organisational constraintson change in UK Higher Education brought about by the introduction and use of learning technologies

The uptake and diffusion of the use of Learning Technologies in UK Higher Education is an instance of the adoption of change.
There has been considerable research into the ways in which the uptake and diffusion of innovation can effect change processes. This work has identified the importance of barriers and drivers to change as a part of the process. Areas of study have included general instances, those specific to technology and those relevant to the use of learning technology in higher education.
It has also been shown that a higher education institution’s organisational structure may itself inhibit or accelerate the way in which it will respond to external changes and adopt new practices.
This study reviews the development and growth in the use of learning technologies. It sets these activities in the context of changes in computing and predominant theories in education and psychology from a UK and US perspective.
This study goes on to describe the methodology adopted when undertaking an extensive survey of use of learning technology at the University of Southampton to make an initial case that institutional approaches associated with the known organisational models may amplify or dampen the known barriers and drivers for change.
The full thesis will take forward this work by analysing this data alongside a range of previously published data undertaking additional research into institutional approaches and the use of learning technology across a range of UK Higher Education Institutions.

System requirements: 
University's login needed

Bewegte Bilder zaubern

Using video and computers in class.

Table of contents: 

Introduction: Living in a digital age
Working with video and media literacy
How to do it
Practical examples

System requirements: 
Acrobat Reader

Media Edu

Mediaedu.co.uk is a site developed by Media Studies teachers and examiners.

It contains hundreds of pages of information, links and activities to help you with your coursework and revision.

Table of contents: 

• About us
• Advertising
• A-level
• Animation
• Ardnox High
• Articles
• Audience
• BBC News Report
• Blogs
• British Pop music
• Btec first
• Btec nationals
• Careers
• Case studies
• CCMs
• CD Cover Design
• Comics
• Competitions
• Contact us
• Contribute
• Copyright
• Cover Zone
• Creditrs
• Documentaries
• Downloads
• Equipment
• Exemplar Materials
• Film Poster Analysis
• Film STudies
• Forum
• FAQs
• GCSE
• Genre
• Glossary
• Ideology
• Image Analysis
• Inset Training
• Institutions
• Interactive
• Internet
• Interviewing
• Jobs
• Key Concepts
• Key Stage Three
• Key tutorials
• Latest Resources
• Magazines
• Mailing List
• Media Language
• Mocks
• Moving Images
• Music Press
• Music Video
• Narrative
• News
• OCR Nationals
• Podcasts for Students
• Podcasts for teachers
• Pop music on TV
• Presentations
• Quiz Shows
• Quizzes
• Radio
• Remote
• Representation
• Sitcoms
• Sky news
• Soaps
• Sport on TV
• Still images
• Storyboarding
• Subscribe
• Terms & COnditions
• Tes forum
• Useful books
• Useful links
• Video games
• Visits & trips
• Youtube

Past articles

The Academic Advanced Distributed Learning Co-Lab (AADLC), an independent node in the Advanced Distributed Learning Initiative (ADLI), has a vision to advance sustainable, immersive, distributed learning technology to enable global access to high-quality educational opportunities. This resource lists links to a number of publications by AADLC personnel and associated faculty written prior to 2005, containing papers and publications about video games, metadata standards, ...

Table of contents: 

Learning Object Repository Papers
SCORM and Learning Object Papers
Papers by the Games, Learning, and Society Research Group (formerly GAPPS)

Link

Format

Language

Country

Level

Author

Academic ADL Co-Lab

Year

2005

Length

link repository

Tags

Playing Video Games Motives, Responses, and Consequences

From security training simulations to war games to role-playing games, to sports games to gambling, playing video games has become a social phenomena, and the increasing number of players that cross gender, culture, and age is on a dramatic upward trajectory. Playing Video Games: Motives, Responses, and Consequences integrates communication, psychology, and technology to examine the psychological and mediated aspects of playing video games. It is the first volume to delve deeply into these aspects of computer game play. It fits squarely into the media psychology arm of entertainment studies, the next big wave in media studies. The book targets one of the most popular and pervasive media in modern times, and it will serve to define the area of study and provide a theoretical spine for future research.

This unique and timely volume will appeal to scholars, researchers, and graduate students in media studies and mass communication, psychology, and marketing.

Table of contents: 

Foreword. Preface.
P. Vorderer, J. Bryant, K.M. Pieper, R. Weber, Playing Video Games as Entertainment.
M. Sellers, Designing the Experience of Interactive Play.

Part I: The Product. H. Lowood, A Brief Biography of Computer Games.
B.P. Smith, The (Computer) Games People Play.
S. Smith, Perps, Pimps, and Provocative Clothing: Examining Negative Content Patterns in Video Games.
E. Chan, P. Vorderer, Massively Multiplayer Online Games.

Part II: Motivation and Selection.
G.C. Klug, J. Schell, Why People Play Games: An Industry Perspective.
P. Ohler, G. Nieding, Why Play? An Evolutionary Perspective.
T. Hartmann, C. Klimmt, The Influence of Personality Factors on Computer Game Choice.
C. Klimmt, T. Hartmann, Effectance, Self-Efficacy, and the Motivation to Play Video Games.
M. von Salisch, C. Oppl, A. Kristen, What Attracts Children?
A.A. Raney, J.K. Smith, K. Baker, Adolescents and the Appeal of Video Games.
J. Bryant, J. Davies, Selective Exposure to Video Games.

Part III: Reception and Reaction Processes.
D. Williams, A Brief Social History of Game Play.
J.L. Sherry, K. Lucas, B.S. Greenberg, K. Lachlan, Video Game Uses and Gratifications as Predicators of Use and Game Preference.
R. Tamborini, P. Skalski, The Role of Presence in the Experience of Electronic Games.
S.M. Zehnder, S.D. Lipscomb, The Role of Music in Video Games.
K.M. Lee, N. Park, S-A. Jin, Narrative and Interactivity in Computer Games.
M.A. Shapiro, J. Pe¤a-Herborn, J.T. Hancock, Realism, Imagination, and Narrative Video Games.
A-S. Axelsson, T. Regan, Playing Online.
F.F. Steen, P.M. Greenfield, M.S. Davies, B. Tynes, What Went Wrong With The Sims Online: Cultural Learning and Barriers to Identification in a Massively Multiplayer Online Role-Playing Game.

Part IV: Effects and Consequences.
K.M. Lee, W. Peng, What Do We Know About Social and Psychological Effects of Computer Games? A Comprehensive Review of the Current Literature.
R. Weber, U. Ritterfeld, A. Kostygina, Aggression and Violence as Effects of Playing Violent Video Games?
K.E. Buckley, C.A. Anderson, A Theoretical Model of the Effects and Consequences of Playing Video Games. D.A. Lieberman, What Can We Learn From Playing Interactive Games?
U. Ritterfeld, R. Weber, Video Games for Entertainment and Education.
K. Durkin, Game Playing and Adolescents' Development.

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.

Research projects about ICT in education

An overview of researches relevant to ICT in education, in Netherlands and outside.

Een overzicht van de onderzoeken in verband met ICT in educatie, in Nederland en daarbuiten.

TeacherTube

"TeacherTube officially launched on March 6, 2007. Our goal is to provide an online community for sharing instructional videos. We seek to fill a need for a more educationally focused, safe venue for teachers, schools, and home learners. It is a site to provide anytime, anywhere professional development with teachers teaching teachers. As well, it is a site where teachers can post videos designed for students to view in order to learn a concept or skill."

Digital Video in Education

Describes the production of digital video from a teacher's and a student's pov

Table of contents: 

Student Process
• Plan
• Produce
• Present

Teacher Process
• Plan
• Coordinate
• Assess

Equipment

Internet Resources

System requirements: 
Adobe Reader

Sponsors and Exhibitors

MediaSite Kaltura Panopto
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