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Podcastomatic

Podcastomatic is a website that allows to instantly convert (and play) websites and blogs to podcasts. The podcasts can be listened to in streaming web or be downloaded using iTunes or other podcast players.
Podcastomatic is designed to play audio with an English accent.

Teaching Video Games (Teaching Film and Media Studies)

In the past 40 years, videogames have become one of the most economically, socially and culturally significant form of popular media. As any player knows, videogames are rich, diverse experiences characterised by interactivity and immersiveness. However, they are often discussed only in terms of their potentially harmful effects. Teaching Videogames challenges common prejudices and outlines recent developments in the study of videogames. The guide considers methods for analysing the structures, asthetics, forms and modes of engagement, and issues of audience, creativity and sociality.

Table of contents: 

* Introduction: assessment contexts and schemes of work
* Ways to approach the study of video games
* Forms and conventions
* Audiences
* Institutions
* Analysing video games
* Case studies: Viewtiful Joe; GTA San Andreas; Halo 2; Buffy: Chaos Bleeds

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Author

Barney Oram and James Newman

Year

2006

ISBN

# ISBN-10: 1844570789 # ISBN-13: 978-1844570782

Length

88 Pages

Tags

The Blockbuster Approach : A Guide to Teaching Sociology with Video

Dr Casey Jordan wrote the Blockbuster Approach series (Blockbuster Approach to Teaching Criminology and Criminal Justice, Sociology, and Anthropology).

Action! In the Classroom: A Guide to Student Produced Digital Video in K-12 Education

Today's students are attracted to video and readily engage in any project that incorporates the medium. Digital video is easier to manipulate and much less expensive than analog video. Students can create video content and the software can be taught in less than one hour. There is great potential to employ student-produced video as an educational tool and this book explains and instructs teachers how to exploit this potential.

This comprehensive work, divided into four sections, covers all aspects of video production including: foundation concepts; the video production process; equipment review; and an appendix. The companion Web site offers downloadable forms used in the book and support presentation material.

Table of contents: 

# Part I Video in Education
# Part II Video Production Process
# Part III Video Production Equipment
# Part IV Media Literacy
# Appendix
# Bibliography

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Author

Daniel R. Greenwood

Year

2003

ISBN

# ISBN-10: 0810846624 # ISBN-13: 978-0810846623

Length

352 pages

Tags

102 Very Teachable Films

This book features a subject index and summaries of 102 popular movies to help teachers use films as part of their teaching material. Teachers will find valuable help in previewing and selecting movies as part of their ESL/EFL curriculum, along with suggestions for related activities, notes on special audiences and considerations, and information to help them locate the movies.

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Author

Elizabeth Mejia, Joseph Kennedy, Maida Kennedy Xiao

Year

1995

ISBN

# ISBN-10: 0131068245 # ISBN-13: 978-0131068247

Length

224 pages

Tags

What Video Games Have to Teach Us About Learning and Literacy. Second Edition

A controversial look at the positive things that can be learned from video games by a well known professor of education. James Paul Gee begins his new book with 'I want to talk about video games- yes, even violent video games - and say some positive things about them'. With this simple but explosive beginning, one of America's most well-respected professors of education looks seriously at the good that can come from playing video games. Gee is interested in the cognitive development that can occur when someone is trying to escape a maze, find a hidden treasure and, even, blasting away an enemy with a high-powered rifle. Talking about his own video-gaming experience learning and using games as diverse as Lara Croft and Arcanum, Gee looks at major specific cognitive activities:
* How individuals develop a sense of identity
* How one grasps meaning
* How one evaluates and follows a command
* How one picks a role model
* How one perceives the world

Table of contents: 

Introduction: 36 Ways to Learn a Video Game
Semiotic Domains: Is Playing Video Games a 'Waste of Time'?
Learning and Identity: What Does It Mean to Be a Half-Elf?
Situated Meaning and Learning: What Should You Do after You Have Destroyed the Global Conspiracy?
Telling and Doing: Why Doesn't Lara Croft Obey Prof. Von Croy?
Cultural Models: Do You Want to be the Blue Sonic or the Dark Sonic?
The Social Mind: How Do You Get Your Corpse Back after You've Died?
Conclusion: Duped or Not?
Appendix: The 36 Learning Principles

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James Paul Gee

Year

2008

ISBN

#ISBN-10: 1403961697#ISBN-13: 978-1403961693

Length

256 pages

Tags

Using Video in Teacher Education, Volume 10 (Advances in Research on Teaching)

This book features contribution from people who have developed and used video in teacher education. The focus is on video as opposed to other technology (e-mail, etc.) and its use in teacher education. The video can be stored on videotapes, CD-Rom, DVD, or computer drives, and it can be used in either preservice or inservice teacher education/professional development programs.

Contributors explain the nature of the video they use in their teacher education programs or courses and talk about how they use it, focusing in particular on principles for: (1) making the videos (decisions about how and what to capture on video, the degree to which the teaching should be scripted, whether it should be shown uninterrupted or segmented and edited, and so on), and (2) principles for using the video in the teacher education program (why and how it is used at what points in the program, how viewings are structured and scaffolded by the teacher educator, and so on).

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Author

Jere Brophy (Editor)

Year

2003

ISBN

# ISBN-10: 0762310480 # ISBN-13: 978-0762310487

Length

330 pages

Tags

Video Modeling for Individuals with Autism: A Review of Model Types and Effects

Arizona State University Abstract Efficacy research on video modeling as an instructional approach for individuals with autism has been found to be a promising area for teachers and researchers. Over the last three decades the literature has shown successful use of video modeling for teaching a variety of social, academic, and functional skills. The purpose of this literature review is to describe one specific aspect of video modeling, namely, to examine video modeling studies from the perspective of the impact of the model. To this end studies have been categorized as models using adults, peers, self, point-of-view, and mixed model approaches. Descriptive summaries and analyses of outcomes are provided for each study. As a group, individuals with autism appear to have strengths processing visual stimuli (Bryan & Gast, 2000; Hodgdon, 1995) resulting in many instructional strategies comprised of a heavy emphasis on visual cues; for example, PECS, Social Stories, and individualized multimedia activity schedules (Bondy & Frost, 1994; Charlop-Christy, Carpenter, Le,...

Video Modeling: A Visual Teaching Method for Children with Autism

The techniques described in Video Modeling form an easy-to-use method for developing and strengthening communication, academic, play, social and self-help skills in children with autism. Parents, educators, friends, and relatives with access to a camcorder may be able to make a difference in the life of a child with autism simply by creating videos.

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Author

Liisa Neumann

Year

2004

ISBN

# ISBN-10: 0615113109 # ISBN-13: 978-0615113104

Length

113 pages

Tags

The Director in the Classroom - How Filmmaking Inspires Learning

Offering a fun voyage of discovery for learners of all ages, The Director in the Classroom provides the "Why" for digital video in the classroom in a clear and concisely written book. The Director in the Classroom examines how filmmaking engages learners and explores how the process of filmmaking fosters the development of personal, social and higher-order thinking skills.

Digital filmmaking can empower students with the tools, skills and confidence to take creative control of their research projects. This book identifies how today’s digital cameras and software tools are revolutionizing filmmaking and enhancing learning in the classroom, and investigates curriculum connections and strategies for meeting standards and provides examples of successful video projects from K-12 and beyond.

The Director in the Classroom also provides you with strategies for assessing video projects, dealing with copyright issues, and project ideas.

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Author

Nikos Theodosakis

Year

2001

ISBN

# ISBN-10: 1930870116# ISBN-13: 978-1930870116

Length

336 pages

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