research

Connecting digital literacy between home and school

This report is the result of a seven-month research project into the connections and discontinuities between children’s digital literacy practices at home and in school. It formed one strand of a larger project exploring children’s digital participation.

This report provides a brief introduction to the research project, setting out the key ideas underpinning the research, and describes the research project and methods used. It then presents and explores findings from the research, drawing out some common themes and discussing challenges and opportunities for connecting children’s digital literacy between home and school.

This report aims to provide evidence of children’s current digital literacy practices, where there are opportunities for connections to be developed or established between home and school, and where there are disconnections that may need to be addressed. This report is likely to be of interest to researchers and primary and secondary teachers interested in the field of digital literacy.

Table of contents: 

About this report
Introduction
The study
Findings
Discussion and conclusions
References
Acknowledgements

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Author

Lyndsay Grant, Futurelab

Year

2010

Length

20 pages

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A report on “The Digital World of Young Children: Emergent Literacy”

In 2010 Pearson Foundation published a report entitled "The Digital World of Young Children: Impact on Emergent Literacy” which addresses the importance of studying the effect of digital media on young minds. Written by Jay Blanchard and Terry Moore from the Arizona State University College of Teacher Education and Leadership, this
report asks as many questions as it answers, will an increased access to digital media lead young children to self-direct their own learning process? What might be the effects of added digital stimuli on attention and comprehension?
On the webpage you can download the full report in pdf format.

Divis Project

The Divis project (Digital video streaming and multilingualism) is a European funded Project that run from October 2008 to September 2010. It aims to encourage, motivate and equip both teacher trainers and practising language teachers to include video production in their teaching.
The official report of the project is available here:
http://divisproject.eu/attachments/019_com_mp_141759_divis.pdf

Initial research was undertaken to establish how teachers feel about the use of video production and what skills and experience they had in this area. From the results of the research, the project team developed a online guide to address the teachers' needs, introducing creative and non-conventional teaching methods and samples to support implementation of video work in the classroom as well as providing technical support. The manual is available in many languages on the following webpage:
http://divisproject.eu/categoryblog/143-mini-guide-download-page

On the Divis project website, you can also find very good examples of usage of videos, photo stories, dramas, and television news in education. There is also a useful technical support section:
http://divisproject.eu/technical-support

Table of contents: 

Photo story, Video words, school presentations, drama, television news, technical support, Video gallery, download guide

Broadband videoconferencing as a tool for learner-centred distance learning in higher education

This paper outlines the possibilities for using broadband videoconferencing within the larger context of changing the focus for teaching from the teacher to the learners. It also explores opportunities that might be created by this technology to facilitate learner-centred engagement in learning and to provide new opportunities for collaboration and support for students studying by the distance mode. As part of the wider discussion, it presents a decision-making framework for teachers to consider when integrating videoconferencing into their curriculum. The bandwidths possible from broadband Internet connection rather than the integrated services digital network transmission increase the richness of videoconferencing to a much closer approximation of natural communication, thus creating opportunities for more creative uses for the medium. The outcomes of trials undertaken at the University of New England during the last two years provide the basis for predicting the usefulness of the technology for learner-centered interactions when the majority of students are learning from locations quite remote from the main campus.

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Author

Dr. Robyn Smyth, Teaching and Learning Centre, University of New England

Year

2005

ISBN

ISSN 0007-1013

Length

Pages 805 - 820

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How Open is the Future? Economic, Social & Cultural Scenarios inspired by Free and Open Source Software.

This first publication of the CROSSTALKS series started to explore the probing issue of “Free and Open Source Software” from an interdisciplinary and wide-angled perspective: an excellent starting point for its kick-off event. The results were published in the first CROSSTALKS book. How Open is the Future? (VUB Press), edited by the university’s Vice-rector Research Jan Cornelis and Marleen Wynants, Operational Director of CROSSTALKS. "How Open is the Future?" is available under a Creative Commons license. You may redistribute, copy, or otherwise reuse/remix this book provided that you do so for non-commercial purposes and credit the editors and authors.

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Marleen Wynants (Editor), Jan Cornelis (Editor)

Year

2008

ISBN

ISBN-10: 9054873787ISBN-13: 978-90-548-7378-5

Length

534 pages

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Filme und Videos im DaF-Unterricht

Collection of ideas for the usage of video in teaching German as a foreign language.

Table of contents: 

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

News broadcasts

Ads

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)

Philosophy Through Video Games

How can Wii Sports teach us about metaphysics? Can playing World of Warcraft lead to greater self-consciousness? How can we learn about aesthetics, ethics and divine attributes from Zork, Grand Theft Auto, and Civilization?

A variety of increasingly sophisticated video games are rapidly overtaking books, films, and television as America's most popular form of media entertainment. It is estimated that by 2011 over 30 percent of US households will own a Wii console - about the same percentage that owned a television in 1953.

In Philosophy Through Video Games, Jon Cogburn and Mark Silcox - philosophers with game industry experience - investigate the aesthetic appeal of video games, their effect on our morals, the insights they give us into our understanding of perceptual knowledge, personal identity, artificial intelligence, and the very meaning of life itself, arguing that video games are popular precisely because they engage with longstanding philosophical problems.

Topics covered include:
* The Problem of the External World
* Dualism and Personal Identity
* Artificial and Human Intelligence in the Philosophy of Mind
* The Idea of Interactive Art
* The Moral Effects of Video Games
* Games and God's Goodness

Games discussed include: Madden Football, Wii Sports, Guitar Hero, World of Warcraft, Sims Online, Second Life, Baldur's Gate, Knights of the Old Republic, Elder Scrolls, Zork, EverQuest Doom, Halo 2, Grand Theft Auto, Civilization, Mortal Kombat, Rome: Total War, Black and White, Aidyn Chronicles

Table of contents: 

1 The Game inside the Mind, the Mind inside the Game (The Nintendo Wii Gaming Console)
2 I, Player: The Puzzle of Personal Identity (MMORPGS and Virtual Communities)
3 Artificial and Human Intelligence (Single-Player RPGs)
4 The Metaphysics of Interactive Art (Puzzle and Adventure Games)
5 Do Video Games Make us Evil? (First-Person Shooters)
6 Games and God’s Goodness (World-Builder and Tycoon Games)
7 Epilogue: Video Games and the Meaning of Life

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Author

Assoc. Prof. Jon Cogburn, Louisiana State University, USA; Assoc. Prof. Mark Silcox University of Central Oklahoma, USA

Year

2008

ISBN

ISBN-10: 0415988586, ISBN-13: 978-0415988582

Length

216 pages

Tags

Theory and Practice of Online Learning - Second edition

Starting with a comprehensive summary of relevant educational theory, the book revisits, in a lively way, the great dichotomies that have marked the history of open and distance learning. The second edition features updates on all chapters from the first edition and the addition of 4 new chapters (on Mobile Learning, Social Software, Distance Education Philosophy and Financial Decision Making). Two chapters (Chapter 3 - Value Chain Analysis and Chapter 9 - Copyright Issues) were not updated nor included in the 2nd edition. These two chapters (in addition to all of the origional 1st edition chapters) will continue to made available at this site, however readers are encouraged to access the revised chapters to receive more current and updated content.

Awarded the Charles A. Wedemeyer Award by the University Continuing Education Association.

Theory and Practice of Online Learning, edited by Terry Anderson and Fathi Elloumi, is concerned with assisting providers of online education with useful tools to carry out the teaching and learning transactions online. It presents, in an easily readable form, the theory, administration, tools, and methods of designing and delivering learning online. By doing so, the authors bring to the teaching community a valuable product which should go a long way in popularizing the use of the learning technologies.

To download e-book, click on middle tab "e-book" at the bottom section.

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Editors Terry Anderson & Fathi Elloumi

Year

2008

ISBN

978-1-897425-08-4 (SC)

Length

484 pages

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Towards a learning organisation - Reviewing technologies for company training

Towards a learning organisation' brings human resource managers up-to-date with the various applications that are open to them, such as Electronic Learning Environments, Web based training, Videoconferencing, etc.
This handbook provides user-friendly information about emerging technologies for training, checklists and other decision-making tools.
Based on broad experience and peppered throughout with case studies and examples from leading European companies and institutions, it also offers plenty of background information including an onverview of network options as well as a handy glossary and further resources list.
Related: http://openlibrary.org/b/OL3993552M

Table of contents: 

# Introduction
# Foreword: Network Infrastructure
# Chapter 1 : Video and Audio
# Chapter 2: CDs, DVDs and Hybrids
# Chapter 3: Video Conferencing
# Chapter 4: Electronic Mail
# Chapter 5: Electronic Learning Platform
# Chapter 6: Web-based Training
# Resource, Reading and Reference List

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Mathy Vanbuel, Annemie Boonen, Jean-Joseph Scheffknecht

Year

2000

ISBN

ISBN-13: 9789058670724

Length

132 pages

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Unterrichtsvideos als Medium der Lehrerinnen- und Lehrerbildung

How to exploit the potential of videos in teacher's training.

Table of contents: 

Unterrichtsvideos in Forschung und Lehre (Educational videos in research and teaching)
Medienspezifisches Potential von Unterrichtsvideos für Forschung und Lehrerbildung (media-related potential of educational video for research and teachers’ training)
Formen des Einsatzes von Unterrichtsvideos in der Lehre (Concepts of using educational videos in teaching)
Lernen durch Reflexion und Analyse von Unterrichtsvideos (Teaching by reflecting and analysing educational videos)
Herausforderungen bei der Reflexion und Analyse von Unterrichtsvideos in der Lehre (Challenges in reflecting and analysing educational videos in teaching)
Forschung zum Einsatz von Videos in der Lehrerbildung (Research about the use of educational videos in teachers’ training)

System requirements: 
Acrobat Reader

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