Public Domain Review - Out-of-copyright works
The Public Domain Review is a not-for-profit project dedicated to showcasing the most interesting and unusual out-of-copyright works available online.
All works eventually falling out of copyright (from classic works of art, music and literature, to abandoned drafts, tentative plans, and overlooked fragments)are in the public domain, a vast commons of material that everyone is free to enjoy, share and build upon without restriction.
The Public Domain Review aims to help its readers to explore this rich terrain.
On the website it is possible to find:
- articles from leading scholars, writers, archivists, and artists provide fresh reflections and new angles on old material;
- the possibility to subscribe to the newsletter;
- browse public domain material organised in collections (films, audio, images and texts),
- a guide to finding interesting public domain works.
Free Digital Photos
FreeDigitalPhotos.net is a website to download free or purchased images. Condition to the free use of the photos is to publish an acknowledgement to FreeDigitalPhotos.net and the image creator. All images are available free-of-charge. In addition to the free images, all images are available to purchase in a variety of sizes. Purchased images can also be published without the acknowledgement.
Images can be manipulated, edited, have text overlayed, or be combined. For a detailed list of the permitted uses, see http://www.freedigitalphotos.net/images/terms.php.
No registration is required to download free images. The optional member registration gives access to some additional features.
IPR For Educational Environments
This is a free online course about Intellectual Property Rights for Educational Environments. It is primarily aimed at people in higher education designing online learning resources but is also appropriated for academics working in HE staff development. The course is divided into three units each comprising a number of sessions. Each element is designed to either be used independently or as a part of a complete learning experience.
The course addresses IPR in the UK but the materials can be adapted and re-used to represent IPR issues in non-UK countries. It is developed in the frame of the IPR4EE project, that was created to introduce and build awareness of aspects of intellectual property rights and copyright.
N.B.: The link leads to the introduction and overview of the course. Links to the units and materials of the course can be found at the bottom of the page.
Creative Documentary: Theory and Practice
This guide book provides its readers with the ideas, methods, and critical understanding to support successful documentary making.
Considering what it means today to be a documentary filmmaker and the new technologies and forms of documentary that are emerging, this book helps the aspiring ‘total filmmaker’ understand the contemporary contexts for production, equipping you also with the understanding of creativity and visual storytelling you’ll need to excel. Bridging the gap between the theory and practice, it outlines the contemporary institutional, practical and financial contexts for production, always encouraging innovation and originality.
It gives an overview from the creative thinking process over production to financing and distribution, provides practical case studies support analysis and reflection, exercises, checklists, interviews with professionals and further reading materials that accompany each chapter. A historical overview of world documentary is also available.
Mangahigh.com is one of the first games-based-learning sites, where students learn Mathematics via purpose-built casual games that balance fun and learning. It was founded by an experienced team of mathematicians and game specialists.
The games on this platform are adaptive (they dynamically adapt in difficulty to the ability of the student) and automatic (they have a meta-objective that the players strive to achieve by repeating a simple step (game mechanic) over and over again). They are designed to develop students' ability and curiosity to observe, hypothesize, test, evaluate, conclude and refine ideas. Finally, they provide powerful contexts often bringing out the 'real-world' application of the topic at hand, so increasing the students' interest in the content.
Games are structured with objectives: a bronze medal demonstrates a basic understanding of the key teaching objectives of the challenge. This includes a competence with typical/standard applications of the topic. A Silver and Gold medal demonstrate a secure understanding of the teaching objective and a competence with non typical/extension applications of the topic.
The educational content within Mangahigh is based on the national (UK) curriculum and is delivered through its proprietary educational games.
The site is targeted towards 7-16 year olds but is open for anyone to play. All available games are free to play and enable kids to to develop mathematical knowledge and skills in the context of total involvement. The games are grouped in numbers, algebra and shape and there is a section designed for younger children. There is also a quiz dedicated to the same topics mentioned above, with structured exercises.
Mangahigh also promote school-to-school bilateral competitions. The service is called Fai-To (read more about it on the website).
O2 Learn is a free, moderated video-sharing site for teachers to share their best lessons with secondary school students. The video library contains at present almost 1500 videos on various subjects (see table of content) and the number is constantly increasing as new videos are uploaded every week.
O2 Learn can give every 13-18 year old access to a huge choice of curriculum focused (UK) mini-lessons which can help them with revision or to catch up on some subjects that they can't remember or might have missed.
Students can rate the lessons: best lessons are awarded every week and every year as chosen by the student rating and an expert judging panel. To date, O2 Learn has awarded over £300,000 directly to teachers and schools in the UK. Find out more on our awards page.
In order to make the site safe and accurate, videos are moderated for appropriateness and the accuracy of the content through a network of 'learning champions'.
Teachers sharing content keep all rights in their content, can use it in any way, and can allow others to use it. By sharing the content on O2 Learn, they also give their unrestricted permission to use that content, free of charge, for the operation and promotion of the service.
The service is provided as a BETA service.
PrimaryPad is a web-based word processor that allows pupils and teachers to work together in real-time. It was conceived by a teacher and is specifically designed for schools.
Pads are collaborative. This means that more people can work on them at a time (indeed that’s the point of it) in order to get ideas, collaborate on a common task, share and quickly posting pieces of information when working in a group or collaborative environment.
PrimaryPad integrates other tools giving the possibility to write sticky notes, to draw, to chat with collaborators, to make templates, to upload and insert images and text from other documents, to use a time slider to go back in time in the edition of the pad to see what was there in a previous version, etc.
The free version of this tool allows to create an unlimited number of pads that last 30 days before being deleted and can be edited by up to 50 people.
The website also contains a library of ideas for teachers of any subject.
Teach Your Monster to Read
Teach your Monster to Read is a free game to practise the first steps of reading. It is built on the principles of synthetic phonics and follows the teaching sequence of the Letters and Sounds programme.
Teach Your Monster to Read is intended to be used by teachers and parents/guardians as a reading-related teaching tool for children of between 3 and 8 years of age.
Teachers and parents may register on the site, and as a result become “Users”. Users may set up individual accounts for their Students, which allow the Students to access, and the User to track Students’ performance in their use of, the Game Service. Accounts may only be established by Users, and not by Students themselves; Students must have Users’ permission to use the Game Service.
On the How It Works Page, you can find links to how the game has been conceived and used in schools.
communicationspace+ the media + communication studies network
Communicationspace is a multidimensional online network, based on a Ning community platform, for the media and communication studies academic communities. Sponsored by SAGE, the site is open to anyone studying or researching in media studies, mass communication, journalism, new media, games studies, interpersonal communication and the many other communication studies fields. It is created for students and researchers to network and share research, resources and debates.
edmediashare.org has been launched by JISC Digital Media and provides a location for learners and educators to share the online video they use combined with information on the context in which they use these resources. Video on the site can be embedded into VLE’s, blogs – anywhere on the web.