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.

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.

Link

Format

Language

Country

Level

Author

John Kirriemuir

Year

2002

ISBN

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

Length

1 page

Tags

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

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.

Table of contents: 

Why media literacy?
Media literacy concepts
Text & Subtext
The language of persuasion
Deconstructing media
Deconstruction gallery
Creating counter-ads
Looking beyond the frame
Making media
Independent media
Taking action
Links

System requirements: 
QuickTime

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)

Table of contents: 

1. Introduction
2. The educational problem
3. The research
4. Team formation
5. The new teaching approach
6. Conclusions, educational observations, and discussion

System requirements: 
.doc reader

Link

Format

Language

Country

Author

D. M. Garyfallidou, A. K. Grigoropoulos, and G. S. Ioannidis, University of Patras.

Year

2006

Length

9 pages

Tags

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.'"

Link

Format

Language

Country

Level

Author

Developed and written by Elizabeth Thoman Founder Tessa Jolls President / CEO Revised and expanded by Tessa Jolls President / CEO Center for Media Literacy

Year

2008

Length

87 pages

Tags

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.

Sponsors and Exhibitors

MediaSite Kaltura Panopto
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