media in education

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.

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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

Media Smart

Media Smart develops and provides, free of charge and on request, educational materials to primary schools that teach children to think critically about advertising in the context of their daily lives.
Our materials use real examples of advertising to teach core media literacy skills.

Table of contents: 

Kids
• About us
• Games
• House Hippo
• Quiz
• What do you think?
• Downloads

Parents
• Media Glossary
• Media literacy and your child
• Tell us what you think

Teachers
• Our materials
• Media literacy skills & curriculum links
• Order our materials
• Evaluation Research
• Feedback

About
• Media literacy core skills and learning objectives
• Key documents on media literacy
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• Our research
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• Take up in schools
• Facts and figures
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• Watch our infomercial
• FAQs
• Contact us

System requirements: 
Adobe Reader, Flash

Voice Recognition Technology in Education

A 40-page booklet that examines the issues and strategies to consider before attempting to use speech recognition with users with physical and communication difficulties. Sample pages of this booklet are available as a 220Kb PDF download.
The purpose of this booklet is not to provide the latest information on specific voice recognition software, nor does it attempt a critical comparison with like-for-like systems. What it does endeavour to do is provide the reader with practical information based on research and experience gained through working directly with young people at the ACE Centre, as well as information resulting from involvement in the Becta (British Educational Communications and Technology Agency) Voice Recognition Project.

Table of contents: 

Foreword
Background
Issue 1: Why use voice recognition?
Issue 2: Before starting: Training the support providers
Issue 3: Which type of software is most appropriate?
Issue 4: The importance of specific educational objectives
Issue 5: Matching the software to the individual user
Issue 6: Techniques and tips for successful implementation
Issue 7: Specific techniques for introducing voice recognition
Issue 8: Additional support for specific learning difficulties
Issue 9: Additional support for speech difficulties
Issue 10: Physical difficulties and multi-modal input
Issue 11: What equipment is needed?
Issue 12: Looking after the voice
Further reading
Some useful contacts

Digital video in the classroom: Integrating theory and practice

Abstract: This article is intended to help teacher educators, classroom teachers, and administrators interested in educational technology acquire a firm theoretical as well as practical foundation upon which to introduce nonlinear digital video into their undergraduate or graduate instruction; discover a time-tested, step-by-step process for introducing creative hands-on videography projects into their respective teacher preparation programs or classrooms; and recognize why it is critically important for preservice and in-service teachers to establish a personal underlying pedagogical philosophy for infusing video technology into classroom instruction.

Table of contents: 

Lights Out!
The Context
Underlying Pedagogical Philosophy
Educational Videography: A Time-Tested Instructional Unit
Discussion
Acknowledgement
References
Appendix A - Video Project: Assessment Rubric
Appendix B - Practicing Basic Videographic Principles: Warm-Up Activity
Appendix C - Educational Videography: Questions to Consider
Appendix D - Video Project: Requirements and Parameters
Appendix F - Video Project: Pre-Production

Link

Format

Language

Country

Author

John Sweeder, La Salle University, USA

Year

2007

ISBN

ISSN 1528-5804

Length

22 pages

Tags

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