research

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

Link

Format

Language

Country

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

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.

Link

Format

Language

Country

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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

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.

Link

Format

Language

Country

Level

Author

Editors Terry Anderson & Fathi Elloumi

Year

2008

ISBN

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

Length

484 pages

Tags

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

Link

Format

Language

Country

Level

Author

Mathy Vanbuel, Annemie Boonen, Jean-Joseph Scheffknecht

Year

2000

ISBN

ISBN-13: 9789058670724

Length

132 pages

Tags

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

Print, Video, or the Ceo - The Impact of Media in Teaching Leadership with the Case Method

Case teaching has the potential to involve students in complex decision settings, enhancing their identification with protagonists facing difficult challenges. This article explores the impact of teaching a printed leadership case study with and without the appearance of the CEO in class—by video or in person. Our investigation shows, via qualitative and quantitative means, that the leader’s presence, even through video, significantly affects student engagement and can substantially enhance impressions of leadership effectiveness. We offer implications for teachers and propose future research directions.

Link

Format

Language

Country

Author

David J. O’Connell, St. Ambrose University, USA John F. McCarthy, University of New Hampshire at Manchester, USA Douglas T. Hall, Boston University School of Management, USA

Year

2004

Length

24 pages

Tags

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

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.

Table of contents: 

Introduction
# Building an Interactive Classroom: The Steps
# Testing it Works
# How to Use the Classrooms
# Troubleshooting
# Case-Studies
Appendices
Glossary of Terms
World TV Standards
References and Further Reading
Websites
Index

Link

Format

Language

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Author

Editors: Michael Hegarty, Anne Phelan, Lisa Kilbride

Year

1998

ISBN

ISBN-13: 9789061868675

Length

270 pages

Tags

Media Awareness Network

Resources and support for everyone interested in media and information literacy for young people. To learn how to get the most out of the tools and resources on this site, visit the help section and the site map.

Table of contents: 

Categories
* Blog & News
* Media Issues
* Research
* Educational Games
* Special Initiatives
* Resource Catalogue

Sponsors and Exhibitors

MediaSite Kaltura Panopto
Ubicast WebClip2Go Kalyzée
Matrox Rapidmooc Crowdbeamer

Organisers