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.
Media Education Foundation (MEF)
The Media Education Foundation produces and distributes documentary films and other educational resources to inspire critical reflection on the social, political and cultural impact of American mass media.
* videos to purchase with video previews
* study guides
View the trailer for this film on You Tube / video preview on MEF site
In this section:
Reviews and Comments
Screenings and Festivals
Free Online Courses
These online modules and guides are free for you to use. They were originally designed for BBC staff, so please note that in publishing them, there were not made many editorial changes to them and some of them will contain some specific references to BBC procedures, methods and services. The main categories of modules are television, radio and broadcast technology.
Students in the director's seat: Teaching and learning across the school curriculum with student-generated video.
Several links and papers concerning student-developed digital video. Schuck, S. & Kearney, M. (2004). Students in the director's seat: Teaching and learning across the school curriculum with student-generated video. (This study was funded by a UTS Industry Links Research Grant with Apple Computers Australia. )
This project investigated the value and use of student-generated digital video for enhancing pedagogy in K-12 schools. It aimed to identify, examine and analyse pedagogical practices in relation to use of this technology in five case schools. A further aim was to articulate the principles, contexts and approaches underlying these practices. An understanding of the practices and approaches which enhance or constrain pedagogy in these five cases will contribute to a future larger study. Principles of good practice developed in this study will be used to inform future research on models for enhancing pedagogy with digital video in education.
The case studies show different ways that filmmaking was integrated into the academic context.
Genesis and Genre - Since film was a core part of the module, students spent a considerable part of their classroom time studying films and learning about filmmaking. They worked in groups to produce short dramatised sections of novels and plays by Galdós.
Understanding Law II - Students were asked to make a group-based presentation in an electronic format of their choice - video, podcast, screencast or a combination. Students had a two-hour workshop on shooting and editing, then worked independently.
Architecture - Post-graduate architecture students were offered the opportunity to use filmmaking as part of a large final project. They worked with a Norwegian filmmaker and had professional help in the form of 'master-classes' from Sheffield based filmmakers, then went on to make their own films.
Filming Shakespeare - Students were encouraged to creatively interpret a section of a Shakespeare play. Working in groups they storyboarded, directed and edited, with the support of a film crew.
Video University - library
This library of the Video University lists internal text-based web pages that are focused on creating and editing a video plus additional files on the business end of creating videos.
- Free Articles & Guides
- The Business of Video
Classrooms for Distance Teaching and Learning: a Blueprint
This handbook provides a step by step guide to setting up a classroom for telepresence learning. Its comprehensivecoverage includes chapters on testing it works, guidelines for the full range of users, together with troubleshooting and reference sections. There are also detailed case studies of the five distinctive learning scenarios developed by the handbook's pan-European authors, which include sites for teaching remote learners, remote and local learners, group presentation and interaction, a single learner, and a learning centre group. The handbook is a BLUEPRINT, to be read cover to cover, or dipped into for specific information as you strive to set up or fine tune your own version of an interactive classroom for distance teaching and learning.
# Building an Interactive Classroom: The Steps
# Testing it Works
# How to Use the Classrooms
Glossary of Terms
World TV Standards
References and Further Reading
Filme und Videos im DaF-Unterricht
Collection of ideas for the usage of video in teaching German as a foreign language.
About Didactics and methodology
Overview: usage of videos in „German as a foreign language“
Can-do statements: understanding radio or TV programs and movies (GER)
Opportunities of the ZUM-wiki
Ideas for using video in class
• Short movies (understanding, educational material, further ideas)
• Animated cartoons (movie as a write pulse)
• Music video clips
Youtube and German as a foreign language
Learning materials (movies, Internet as a resource, other)
Practical tools (determining starting moment of a youtube-clip; using “Moviemaker)
NATURE Online is the Web companion to a broadcast series where visitors can stream full episodes of NATURE programs, watch behind-the-scenes videos with filmmakers and producers (also available at iTunes), view program excerpts (also available on YouTube), and find fun interactive content, teacher lesson plans, and more. The videos are segmented, tagged and provided with user comments.
Thirteen has a separate tab "For Educators" where it collects its educational materials available free of charge to the elementary and middle school teachers in America. These include a Teacher’s Guide, classroom poster, DVD of select NATURE episodes, and take-home activities. A NATURE comic book for children ages 10 to 12, also free, is distributed through retail outlets, education centers and museums nationwide, including the American Museum of Natural History.
Browse Nature through
* Current Season
* By Animal
* By Topic
o Animal Behavior
o Environment & Conservation
o Humans & nature
o Living Places
* Interactives & Extras
Australian Children's Television Foundation
The ACTF is committed to providing Australian children with entertaining media made especially for them, which makes an enduring contribution to their cultural and educational experience.
• Board of Directors
• Annual Report
• Corporate Plan
• Producation Search
• Teaching Materials
• Advanced Search
• Senior Resources
• Education News
• Professional Development
• ACTF Schools (About, Advisory Schools, School Resources)
• Awards and Reviews
• ACTF Production Websites
• Types of support
• Funding Approvals
• Other Resources
• Kids 360
• Care for kids
• Education News