research

Teaching Science for All Children: An Inquiry Approach (with "Video Explorations" VideoWorkshop CD-ROM), MyLabSchool Edition (4th Edition)

Organized around the four key areas of the learning cycle—Exploration, Explanation, Expansion, and Evaluation—the fourth edition continues to integrate the National Science Education Standards throughout. It provides methods for future teachers to foster awareness among their students of the nature of science; to implement skills in the classroom using science inquiry processes; and to develop in their students an understanding of the interactions among science, technology, and society.

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Ralph Martin, Teresa Franklin, Jack Gerlovich, Colleen Sexton

Year

2004

ISBN

# ISBN-10: 0-205-46471-8# ISBN-13: 978-0-205-46471-5

Length

640 pages

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Teaching Media Literacy

This website is designed to support the book Teachingmedialiteracy.com: A Web-Linked Guide to Resources and Activities. In the book, links are cited according to a numbering system by chapter and topic.

Table of contents: 

Chapter 1: Goals and curriculum frameworks for media literacy instruction
Chapter 2: Uses of new media in media education
Chapter 3: Film techniques
Chapter 4: Critical approaches to responding to media texts
Chapter 5: Studying media representations
Chapter 6: Media ethnography
Chapter 7: Film, television & music genres
Chapter 8: Studying advertising
Chapter 9: Studying the news
Chapter 10: Integrating media into the English curriculum

Blueprint for Interactive Classrooms: Handbook

"The Blueprint for Interactive Classrooms project is about designing and building interactive classrooms for teaching distant learners using various audio-visual technologies which allow teachers and learners to interact over a variety of telecommunications networks in a cost-effective and pedagogically sound manner.

This handbook provides step-by-step guidelines for designing, building and using interactive classrooms - tailored to specific needs - which promote telepresence with audio-visual technologies such as videoconferencing and television as the main means of communication."

You can download excerpts from some of its chapters.

Table of contents: 

1. Introduction
2. Building an Interactive Classroom: The steps
Task 1: Designing the Teaching and Learning Activity
Task 2: Designing the Teaching and Learning Environment
Task 3: Sound: A Key Requirement
Task 4: Choosing and Buying the Technology
Task 5: Furniture and other items
Task 6: Installing the Classroom
3. Testing it Works
4. How to Use the Classrooms:
Guidelines for Teachers
Guidelines for Learners
Guidelines for Tutors and Facilitators
Guidelines for Managers
Guidelines for Production/Technical Staff
Guidelines for Cleaning and Room Maintenance Staff
5. Troubleshooting
6. Case Studies:
University College Dublin, (UCD)
Katholieke Universiteit Leuven, (K.U.Leuven)
Université Nancy 2 (UN2)
Politecnico di Milano, (POLIMI)
Helsinki University of Technology (HUT)
Appendices
Glossary of Terms
World TV Standards
References and Further Reading
Websites
Index

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Blueprint for Interactive Classrooms project: Lisa Kilbride, Anne Phelan, Mathy Vanbuel, Loïc Deconche, Sergio Brofferio, Luca Maderna, Tuovi Manninen, Tuomo Rintamäki, Ilija-Matias Lazarov

Year

1998

Length

270 pages

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Digitaal leren. ICT-toepassingen in het hoger onderwijs

The Information and Communication Technologies place all actors in Higher Education in front of big challenges. Almost all micro level aspects of education are influenced by them. This book's chapters look into subjects recognizable for each teacher in Higher Education or outside: learning goals, learning materials, work forms, assessment approaches, study counselling, access to e-libraries and source materials, etc.

De Information and Communication Technologies plaatst iedere tewerkgestelden in het Hoger Onderwijs voor grote uitdagingen. Bijna alle aspecten op microniveau worden hierdoor beïnvloed. De hoofdstukken van dit boek wijden uit over onderwerpen die herkenbaar zijn voor elke leerkracht uit het Hoger Onderwijs of daarbuiten: leerdoelen, lesmateriaal, werkvormen, beoordelingstechnieken, studiebegeleiding, toegang tot elektronische bibliotheken en bronmateriaal, enzovoort.

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Ivan D'haese, Martin Valcke (Red.)

Year

2005

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ISBN-13: 978-90-209-5880-5

Length

296 pages

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New Technologies for Learning: Contribution of ICT to Innovation in Education

“New Technologies for Learning: Contribution of ICT to Innovation in Education” tackles the key questions concerning the impact of technology on education. This publication is the result of a study commissioned by the European Round Table of Industrialists (ERT) to LINOV (Leuven Institute for Innovative Learning) at the K.U.Leuven, Belgium.
The authors adopt a dynamic and constructive stance: education should neither eagerly and blindly embrace the oncoming ICT wave, nor passively and reluctantly surrender to it, nor should we make sceptical or defensive attempts to keep it out. Instead, education should actively create new powerful learning applications from the potential of ICT. An open but critical analysis of the new learning opportunities should be conducted, as well as a careful assessment of the critical success factors. For the practical implementation of ICT-based innovation in education a systemic approach to the learning process as well as to the educational system is essential.

Table of contents: 

Part 1: Knowledge-base on ICT, learning and education
Part 2: What will it look like: ICT and the educational systems of the future
Part 3: Implementation scenarios
General reflections and recommendations

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Roger Dillemans, Joost Lowyck, Georges Van der Perre, Christel Claeys, Jan Elen

Year

1998

ISBN

ISBN-13: 9789061868682

Length

282 pages

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Promoting Meaningful Learning through the Integrated Use of Digital Videos

This research focuses on the educational use of digital videos (DVs) for supporting meaningful learning in the primary school and university contexts. Educational use is understood as including both using and producing DVs. The topic is explored using an integrated process approach, that is, emphasizing how the educational use of DVs is integrated into instructional processes as a whole. The aim of this research on its most general level is to develop teaching and learning processes, as well as their outcomes. More specifically, its goal is to gain a research-based understanding of the integrated educational use of DVs for promoting meaningful learning and to use this understanding in the design and implementation of DV-supported university courses. In pursuing these aims, the research addresses the challenges for the primary school and universities posed by working life and digital media cultures as well as a number needs identified in previous and the present research.

Doctoral dissertation by Ms. Päivi Hakkarainen, University of Lapland, Finland. Her website: http://paivihakkarainen.wordpress.com/

Table of contents: 

meaningful learning, educational use of digital videos, pedagogical mode!, case-based teaching, problem-based learning (PBL), role-playing method, design-based research

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Päivi Hakkarainen

Year

2007

ISBN

978-952-484-106-1

Length

105 pages

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British Film Institute (BFI) - Teaching Film and Media Studies

BFI Education publishes a growing range of teaching packs, teaching guides (many of which are free)and resources to support the use of moving image media in schools. These resources also include full lesson plans and sheets.

Particularly aimed at teachers new to Media Studies post-16, the series provides a wealth of information and new ideas for all teachers involved with the teaching of AS and A level Media Studies, (OCR, AQA and WJEC), AS and A level Film Studies (WJEC), GNVQ/AVCE, Btech, Scottish Highers/Advanced Highers, and Lifelong Learning courses.

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.

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John Kirriemuir

Year

2002

ISBN

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

Length

1 page

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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. )

Project Description
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.

Designing and implementing a PBL course on educational digital video production: Lessons learned from a design-based research

Article published in Educational Technology Research & Development.
This paper reports on a design-based research (DBR) process for designing, implementing, and refining a problem-based learning (PBL) course on educational digital video (DV) use and production at the University of Lapland’s Faculty of Education. The study focuses on the students’ learning processes and outcomes from the viewpoint of meaningful learning. The research subjects included two pilot students and ten students enrolled in the course. To promote the reliability of the findings, data of various kinds and from multiple sources were used, including video recordings of the PBL tutorial sessions. The results suggest that PBL offers a good model to support students’ knowledge and skills in producing and using educational DV. In addition, the results suggest that DV production can be used as a method to learn about the subject matter of the DVs.

Table of contents: 

Design-based research - Meaningful learning - Problem-based learning - Students-as-video-producers

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Päivi Hakkarainen

Year

2007

ISBN

ISSN 1042-1629 (Print) 1556-6501 (Online)

Length

Pages 211-228

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