media in education
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.
• Special reports
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• Presentation samples
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Help the cause
“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.
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
Learning Games - Games about learning or learning about games?
This is a blog about games, learning and both combined
* Augmented Reality
* Call for Papers
* Call for Research Proposals
* Digital Natives
* Game Development
* Game Development Based Learning
* Games Based Learning
* Gaming Addiction
* Net Generation
* Pop Culture
* Second Life
* Second Life Blogs
* Social Networking
* Twitch Speed
* 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.
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.
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.
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
Database of Example Projects, Analysis of Projects
Communicate with other teachers and administrators about PBL+MM
Search and Site Map
for the PBL with Multimedia CD-RO
The New Mexico Media Literacy Project
Media literacy - the ability to critically consume and create media - is an essential skill in today's world. Media literacy education seeks to give kids and adults greater freedom by empowering them to access, analyze, evaluate and produce media.
Why media literacy?
Media literacy concepts
Text & Subtext
The language of persuasion
Looking beyond the frame
Using existing streaming media to teach science
"A growing number of schools in Europe already have computer laboratories utilizing modern computers. Introductory courses on ICT are already integrated in primary school curricula or soon will be. It is about time, therefore, to revise existing or develop new ICT curricula. Something different, more advanced, and more exciting is needed, therefore, for the high school (and lyceum) curricula. We believe that one possible course of action would be to integrate the curriculum ICT teaching with the teaching of different subjects, while at the same time to combine different learning methods by paying more emphasis to students’ own actions and self-directed learning abilities. We believe that by combining tasks in the way shown in this paper, will prove to be very beneficial to the students.
In education, the omnipresence of the web and the increased communications bandwidth has created, in effect, an integrated educational medium. Web-based video streaming technologies are expected to experience a rapid adoption by students and educators. In addition to maintaining the more traditional activities like text conferencing, whiteboards, video conferencing etc, video sequences can be integrated with or linked to slides by the use of simple use of ordinary internet browsers. This results to a seamless integration of digital video with other tools, hereby creating a Virtual Learning Environment. It also offers the opportunity to move beyond one-way video towards an interactive medium that complements, and adds visual richness to static text and graphic content.
It is possible for streaming media to become a ubiquitous form of communication and to find application in every classroom. Nevertheless, there is currently an acute lack of research dealing with the use of existing streaming media for teaching and learning, despite the fact that streaming video is one of the best methods for introducing ICT (for the first time) in everyday school practice. In this paper, the results of an attempt to teach science using existing streaming media are presented."
Relevant resource: The Science Laboratory demo site
From the same author(s): "Streaming media as an alternative to direct student instruction for performing science experiments" PDF (http://hal.archives-ouvertes.fr/docs/00/19/72/84/PDF/167_Final_Paper.pdf) and "Bridging the gap between digital technology and science education" (http://ieeexplore.ieee.org/xpl/freeabs_all.jsp?arnumber=4381181)
2. The educational problem
3. The research
4. Team formation
5. The new teaching approach
6. Conclusions, educational observations, and discussion
Literacy for the 21st Century: 2nd Edition
This book provides an overview & orientation guide to media literacy education with CML's plain language introduction to the basic elements of inquiry-based media education.
How does media literacy relate to the construction of media? How can critical thinking be taught and learned while students are producing media? It's not enough to know how to press buttons on technological equipment: thinking is even more important. Find out how to connect thinking with production. In a short and readable format, this book:
* Provides a complete framework for critical inquiry, using CML’s Five Core Concepts, and Five Key Questions for both construction and deconstruction of media, along with handouts.
* Gives explanations and Guiding Questions to illustrate how to connect the Key Questions when consuming or producing or participating with media.
* Provides in-depth explanations and the foundational role of the Five Key Questions of Media Literacy.
* Offers a sample inquiry into visual language: "How to Conduct a ‘Close Analysis' of a Media ‘Text.'"
Video Gaming, Education and Digital Learning Technologies: Relevance and Opportunities - References
This is a web page from 2002, where references are listed concerning video games, games and education.