× Media & Learning Online took place on 17-18 June and was a very successful event attracting over 600 registrations.

media in education

Video, Education, and Open Content: Best Practices

Video, Education, and Open Content: Best Practices” is a two-day symposium intended to increase the understanding of educators, technologists, video producers, and other stakeholders in how video and open education can work together for the public good.

Click on the RSS links on the right top, which lead you to audio, audio+ or video pages. For instance: http://ccnmtl.columbia.edu/broadcast/opencontent/video/podcast.xml

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Columbia Center for New Media Teaching and Learning and Intelligent Television

Year

2007

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audio/video repository

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Five Key Questions That Can Change the World: Deconstruction

Five Key Questions That Can Change the World: Deconstruction, is an innovative collection of 25 cornerstone lesson plans - five for each of CML's Five Key Questions of media literacy for consumers. Developed by the Center for Media Literacy, it's a ready-to-go resource that will help you help your students build a firm foundation in the skills of media literacy.
“Where do I start?” is a cry often heard from teachers who wish to introduce media literacy to their classrooms. Five Key Questions that can Change the World is an innovative collection of 25 cornerstone lesson plans – five for each of CML’s Five Key Questions of media literacy for deconstruction. The lessons are scalable activities from kindergarten through high school, and include both analysis activities and creative production projects. These sample lessons correlate with national (USA) education standards in language arts and social studies and integrate well with health, math and the arts.

NOTE: This is not a free resource, it costs $14.95 and can be ordered online at www.medialit.com/store

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Five Key Questions That Can Change the World: Deconstruction (Cinco preguntas clave que pueden cambiar el mundo: deconstrucción) es una innovadora colección de 25 planes de lección fundamentales - cinco para cada una de cinco preguntas clave de CML sobre la alfabetización mediática de los consumidores. Desarrollado por el Centro para la Educación Media, que es un recurso ya preparado que le ayudará a ayudar a sus estudiantes a construir una base sólida en las habilidades de la alfabetización mediática.
"¿Por dónde empiezo?" Es un grito a menudo escuchado de profesores que deseen introducir la alfabetización mediática a sus aulas. Las lecciones son actividades escalables desde el jardín de infancia hasta la escuela secundaria, e incluyen tanto las actividades de análisis y proyectos creativos de producción. Estas lecciones ejemplares se relacionan con los estándares nacionales de educación (EE.UU.) en artes del lenguaje y estudios sociales y se integran bien con la salud, las matemáticas y las artes.
NOTA: Esto no es un recurso gratuito, cuesta $ 14.95 y se pueden pedir en línea en www.medialit.com /

System requirements: 
PDF reader

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Jeff Share, Tessa Jolls & Elizabeth Thoman, Center for Media Literacy (CML)

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2007

Length

85 pages

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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

Project-based learning with multimedia

SRI International's Center for Technology in Learning evaluated the Challenge 2000 Multimedia Project from 1995 to 2000. The evaluation examined three aspects of the Multimedia Project: its dissemination across various schools and districts, its impact on teaching practice, and its effects on student achievement. This page is designed to offer the evaluation findings to specific audiences: Technology Coordinators and Administrators, Teachers, Students and Parents, Business Partners, and Researchers. There are also Quick Links to the full evaluation reports, slide presentations, research and evaluation tools, and related research into education and technology.

Table of contents: 

Overview and Administration
Includes Overview, Directory, Research & Evaluation information
PBL with Multimedia Topics
Many topics on Project-Based Learning supported by Multimedia including the Scoring Rubric
Curriculum and Activities
Specific activities, Curriculum ideas, technology guides, and CD-ROM technical support
Classroom Examples
Database of Example Projects, Analysis of Projects
Interact
Communicate with other teachers and administrators about PBL+MM
Find
Search and Site Map

Tech Support
for the PBL with Multimedia CD-RO

System requirements: 
Real Player

Media Literacy for Prevention, Critical Thinking, Self-Esteem

Dr. Peter DeBenedittis is dedicated to creating a cultural revolution around media.This website contains research, information and educational materials about how media literacy is used for science-based prevention and internet safety.

Table of contents: 

Research
• Special reports
• Alcohol Toys
• PeterD’s Papers
• Links & Resources

Client Services
• Book a Speaker
• Meeting Planners’ Page
• Presentation samples
• Speaker’s Calendar
• PeterD
• Rate Sheet
• Client List
• Request Demo Tape

Venues & Topics
• Conferences & Keynotes
• Workshops & Training
• College LEctures
• Middle & High Schools
• Internet Safety & Cyberbullying
• Tobacco Prevention
• Underage & Binge Drinking
• Body Image & Eating Disorders
• Parenting
• Violence Prevention
• Nutrition & Obesity Prevention
• Self Esteem & Sexuality
• Social Norms

Educational Material

Contact

Calendar

Help the cause

System requirements: 
Adobe Reader, Flash

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

Learning Games - Games about learning or learning about games?

This is a blog about games, learning and both combined

Table of contents: 

Categories:
* Assessment
* Attention
* Augmented Reality
* Call for Papers
* Call for Research Proposals
* CCK09
* Communication
* conferences
* Digital Natives
* Education
* Game Development
* Game Development Based Learning
* Games Based Learning
* Gaming Addiction
* Learning
* Math
* Metaplace
* Mobile
* Moodle
* Multi-tasking
* Net Generation
* OLPC
* Physics
* Plagiarism
* Play
* Pop Culture
* Second Life
* Second Life Blogs
* Sloodle
* Social Networking
* Students
* Teaching
* Technology
* Twitch Speed
* Uncategorized
* Virtual Worlds

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.

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John Kirriemuir

Year

2002

ISBN

D-Lib Magazine February 2002 Volume 8 Number 2 ISSN 1082-9873

Length

1 page

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Mathematical motivation

MOTIVATE was a real-time videoconferencing project for schools, providing maths, science and cross-curricular videoconferences and linked projects for students of all ages (5-19) both in the UK and internationally. Although the live VC programme ceased in 2010, they are developping multimedia packs, providing collaborative investigative resources that contain a range of resources - short video clips, classroom activities and games, topical issues for discussion, student worksheets, and teacher notes.

Younger children take part in interactive videoconferences, with activities based across the curriculum.
Related: Paper “Can videoconferencing contribute to teaching and learning? The experience of the Motivate Project” by Jenny Gage, Marilyn Nickson, Toni Beardon, University of Cambridge, 2002. http://www.leeds.ac.uk/educol/documents/00002264.htm

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Motivate Project - mathematical videoconferencing for schools

Year

up-to-date

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Alas Wiki

ALAS MEdia is a studio dedicated to telling people's stories through image, sound, design and education. They started up the Alas Wiki which includes tips & resources on moviemaking, equipment and things that can inspire you.

Sponsors and Exhibitors

MediaSite Kaltura AmberScript

Organisers