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L3T Lehrbuch für Lehren und Lernen mit Technologien

L3T is a comprehensive textbook on teaching and learning with technology. It covers various aspects of ICT and media in education. E.g. it covers trends in mobile learning, distance learning, the framework for e-learning at universities, quality assurance for e-learning etc.
The book was edited by Martin Ebner and Sandra Schön. More than 200 people were involved in writing this state of the art textbook.
It is structured in three parts: an introduction to learning and teaching with and through media, an in-depth analysis and a part dealing with specialized applications (see: table of content). Each of the individual chapters and parts can be read on its own.. Consequently, the reader can chose the most relevant ones.
It can be viewed on the L3T webpage, freely downloaded as pdf and on iTunes and even a hardcopy of this book was released in 2011.

Table of contents: 

Einführung

Einleitung zum Lehrbuch und zu dem etwas anderen Lehrbuchprojekt
Martin Ebner, Sandra Schön

Einführung Das Themenfeld "Lernen und Lehren mit Technologien"
Martin Ebner, Sandra Schön, Walther Nagler

Vom Overhead-Projektor zum iPad Eine technische Übersicht
Clemens Kroell, Martin Ebner

Hypertext Geschichte, Systeme, Strukturmerkmale und Werkzeuge
Rolf Schulmeister

Geschichte des Fernunterrichts Vom brieflichen Unterricht zum gemeinsamen Lernen im Web 2.0
Olaf Zawacki-Richter

Informationssysteme Technische Anforderungen für das Lernen und Lehren
Anja Lorenz, Christian Safran, Martin Ebner

Webtechnologien Technische Anforderungen an Informationssysteme
Christian Safran, Anja Lorenz, Martin Ebner

Interaktive, multimediale Materialien Gestaltung von Materialien zum Lernen und Lehren
Michael Tesar, Robert Pucher, Kerstin Stöckelmayr, Johannes Metscher, Frank Vohle, Martin Ebner

Human-Computer Interaction Usability Engineering im Bildungskontext
Andreas Holzinger

Didaktisches Design Von der Lerntheorie zur Gestaltungsstrategie
Gabi Reinmann

Medienpädagogik Strömungen, Forschungsfragen und Aufgaben
Mandy Schiefner

Systeme im Einsatz Lernmanagement, Kompetenzmanagement und PLE
Marco Kalz, Sandra Schön, Martin Lindner, Detlev Roth, Peter Baumgartner

Kommunikation und Moderation Internetgestützte Kommunikation zur Lernunterstützung
Gabriela Bäuml-Westebbe, Ilona Buchem, Martin Ebner, Marc Egloffstein, Christian Lehr, Birgit Peterson, Sandra Schön

Planung und Organisation Technologieeinsatz von der Bedarfsanalyse bis zur Evaluation
Taiga Brahm, Tobias Jenert

Literatur und Information Datenbanken, Fachliteratur, Literaturrecherche und -verwaltung
Lambert Heller, Rolf Kretschmann, Markus Linten

E-Learning-Kompetenzen entwickeln Deutschsprachige Aus- und Weiterbildungsprogramme
Johannes Maurek, Wolf Hilzensauer

Vertiefung
Die „Netzgeneration“ Empirische Untersuchungen zur Mediennutzung bei Jugendlichen
Patricia Arnold

Multimedia und Gedächtnis Kognitionspsychologische Sicht auf das Lernen mit Technologien
Tanja Jadin

Mobiles und ubiquitäres Lernen Technologien und didaktische Aspekte
Marcus Specht, Martin Ebner

Prüfen mit Computer und Internet Didaktik, Methodik und Organisation von E-Assessment
Susanne Gruttmann, Claus Usener

Blogging und Microblogging Anwendungsmöglichkeiten im Bildungskontext
Ilona Buchem, Ralf Appelt, Sascha Kaiser, Sandra Schön, Martin Ebner

Vom Online-Skriptum zum E-Book Lehr- und Lernunterlagen als elektronische Bücher
Walther Nagler

Educasting Wie Podcasts in Bildungskontexten Anwendung finden
Isabel Zorn, Andreas Auwärter, Marc Krüger, Heike Seehagen-Marx

Game-Based Learning Spielend Lernen?
Son Le, Peter Weber

Einsatz kollaborativer Werkzeuge Lernen und Lehren mit webbasierten Anwendungen
Stefan Karlhuber, Günter Wageneder
Qualitätssicherung im E-Learning Veränderungen durch derzeitige Technologien und Konzepte
Ulf Ehlers

Offener Zugang Open Access, Open Educational Resources und Urheberrecht
Katja Mruck, Günter Mey, Peter Purgathofer, Sandra Schön, Nicolas Apostolopoulos

Lernen mit Videokonferenzen Szenarien, Anwendungen und Praxistipps
Bernhard M. Ertl, Kathrin Helling, Ilona Herbst, Manuela Paechter, Gergely Rakoczi

Simulationen und simulierte Welten Lernen in immersiven Lernumgebungen
Susan Jolie, Uwe Katzky, Klaus Bredl, Frank Kappe, Dirk Krause

Spezial
Die Akteur-Netzwerk-Theorie Eine Techniktheorie für das Lernen und Lehren mit Technologien
Andréa Belliger, David J. Krieger, Erich Herber, Stephan Waba

Barrierefreiheit Grundlage gerechter webbasierter Lernchancen
Klaus Reich, Klaus Miesenberger

Designentwicklung Anregungen aus Designtheorie und Designforschung
Heidrun Allert, Christoph Richter

Geschlechterforschung Ihr Blick auf das Lernen und Lehren mit neuen Technologien
Sabine Zauchner

Zukunftsforschung und Innovation… wissen was kommt
Sandra Schön, Mark Markus

Kognitionswissenschaft Ihre Perspektive auf Lernen und Lehren mit Technologien
Brigitte Römmer-Nossek, Markus F. Peschl, Elisabeth Zimmermann

Lernservice-Engineering Eine ökonomische Perspektive auf technologiegestütztes Lernen
Corinna Fink, Roland Gabriel, Martin Gersch, Christian Lehr, Peter Weber

Medientheorien Ein Beitrag zum medienbasierten Lernen
Stefanie Panke

Spielend Lernen im Kindergarten Neue Technologien im Einsatz
Elisabeth Schallhart, Andreas Eitel, André Lenich, Claudia Gartler, Diana Wieden-Bischof

Technologieeinsatz in der Schule Zum Lernen und Lehren in der Primar- und Sekundarstufe
Peter Babnik, Johannes Dorfinger, Martin Ebner, Klaus Meschede, Ursula Mulley, Marc Widmer

Hochschule Strukturen, Rahmen und Modelle für die Lehre mit Technologien
Philipp Budka, Martin Ebner, Walther Nagler, Claudia Schallert

Webbasiertes Lernen in Unternehmen Entscheider/innen, Zielgruppen, Lernformen und Erfolgsfaktoren
Christian Böhler, Conrad Lienhardt, Jochen Robes, Werner Sauter, Maria Süß, Kirsten Wessendorf

Erwachsenen- und Weiterbildung Technologieeinsatz beim Lernen und Lehren mit Erwachsenen
Erich Herber, Bernhard Schmidt-Hertha, Sabine Zauchner, Severin Kierlinger-Seiberl

Entwicklungszusammenarbeit Technologieeinsatz beim Lernen und Lehren
Thorsten Trede, Günter Podlacha, Volker Lichtenthäler

Human- und Tiermedizin Technologieeinsatz im Gesundheitswesen
Kai Sostmann, Jacqueline Henning, Jan P. Ehlers

Online-Labore Formen, Einsatz in der Lehre, Beispiele und Trends
Andreas Pester, Michael E. Auer

Mehr als eine Rechenmaschine Computer im mathematisch-naturwissenschaftlichen Unterricht
Steffen Schaal, Christian Spannagel, Markus Vogel

Bildungstechnologien im Sport Forschungsstand, Einsatzgebiete und Praxisbeispiele
Rolf Kretschmann, Andreas Hebbel-Seeger, Frank Vohle

Fremdsprachen Mit Technologien Sprachen lernen und lehren
Gerlinde Buchberger, Johanna Chardaloupa, Georgios Perperidis, Verena Heckmann

Literaturverzeichnis aller Kapitel
Martin Ebner, Sandra Schön

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Martin Ebner, Sandra Schön et al.

Year

2011

Length

452 pages (hardcopy)

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Teach Yourself VISUALLY Digital Video - 2nd Edition

The second edition of the book "Teach Yourself VISUALLY Digital Video" contains tips and techniques for shooting and sharing digital videos. Never before has video been more popular-or more accessible to the home videographer. Now you can create YouTube-worthy, professional-looking video, with the help of this guide. With colorful screenshots and illustrations plus step-by-step instructions, the book explains the features of the camera and their capabilities, and shows how to go beyond "auto" to manually adjust the settings for just the wanted effect.

Table of contents: 

chapter 1 Understanding Digital Video.
chapter 2 What You Need to Get Started.
chapter 3 Preparing to Shoot Video.
chapter 4 Recording Great Audio.
chapter 5 Controlling Exposure and Focus.
chapter 6 Exploring the Color of Light and Lighting.
chapter 7 Basic Principles and Event Videography.
chapter 8 Shooting Great Footage Through Composition.
chapter 9 Reviewing and Transferring Video.
chapter 10 Editing Video and the Postproduction Process.
chapter 11 Creating Transitions, Titles, and Other Video Effects.
chapter 12 Sharing Your Video with the World.

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Lonzell Watson

Year

2010

ISBN

978-0-470-57097-5

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Filmmaking For Dummies, 2nd Edition

With all the recent advancements in filmmaking technology, more people than ever are trying their hand at filmmaking. Keeping up with the newest information in this booming field, this updated edition of Filmmaking For Dummies features up-to-the-minute coverage of the latest and greatest hardware, software, accessories, and trends - including high-definition technology and new outlets for films such as YouTube and MySpace. It demystifies the nuts-and-bolts of filmmaking, from developing a project and securing financing to hiring a cast and crew, editing, and getting distribution.

This new edition also provides new movie examples and updated contacts and resources. Whether people want to become professional filmmakers or simply shoot quality home movies, this practical guide has all the advice and tips needed to succeed.

You can read more here: http://eu.dummies.com/store/product/Filmmaking-For-Dummies-2nd-Edition.p...

Table of contents: 

Part I: Filmmaking and Storytelling.
Chapter 1: So You Want to Be a Filmmaker.
Chapter 2: Genres in General.
Chapter 3: Penning and Pitching a Great Story.

Part II: Gearing Up to Make Your Film.
Chapter 4: Scheduling and Budgeting Your Film.
Chapter 5: Financing Your Film.
Chapter 6: Location, Location, Location.
Chapter 7: Crewing Up: HiringYour Crew.
Chapter 8: Assembling Your Cast of Characters.
Chapter 9: Storyboarding Your Film.

Part III: Ready to Roll: Starting Production on Your Film.
Chapter 10: Shooting through the Looking Glass.
Chapter 11: Let There Be Lighting!
Chapter 12: Sound Advice: Production Sound.
Chapter 13: Directing Your Actors: … And Action!
Chapter 14: A Sense of Direction: Directing Your Film.

Part IV: Finishing Your Film in Post.
Chapter 15: Cut to: Editing Your Film Frame by Frame.
Chapter 16: Posting Your Film’s Soundtrack: Adding Music & Effects to the Mix.
Chapter 17: Conjuring Up Special Effects.
Chapter 18: Giving Credit and Titles.

Part V: Finding a Distributor for Your Film.
Chapter 19: Distributing Your Film.
Chapter 20: Exploring and Entering Film Festivals.

Part VI: The Part of Tens.
Chapter 21: Ten Tips for Discovering New Talent.
Chapter 22: Ten Ways to Get Publicity for Your Film.
Chapter 23: Ten Ways to Avoid Murphy’s Law.
Chapter 24: Ten Best Filmmaking Periodicals.

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Bryan Michael Stoller

Year

2008

ISBN

978-0-470-38694-1

Length

384 pages

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Video: the educational challenge

Lifelong education is more than an extension of existing provision, 'schooling-plus'. An important result of the microtechnology revolution will be to offer a challenge to the practice of education as primarily teacher-centred instruction. Television already plays an enormously influential role in family life; its own transformation, to take account of the arrival of video, cable and other developments, implies a greater appreciation of the fact that audience response is the key to effective educational programming. Meanwhile, students are using video with increasing ease and familiarity and the advent of video discs offers exciting new opportunities. The contribution of video to stimulating imagination, and to a wider and deeper role for education in our changing society, is an intriguing one.

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J. R. Moss - Dr Robin Moss

Year

1983

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163 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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Designing Video and Mulitmedia for Open and Flexible Learning

"This is a comprehensive, practical guide to the most effective use of video and multimedia in open and distance learning. Illustrated throughout, it considers pedagogic design principles for the highest quality learning material, covering:

* what to teach on video and how to teach it
* when to choose and how to use other media for teaching
* a framework of pedagogic design principles for video and multimedia
* practical development advice for interactive multimedia.

With insights into the comprehensive process of designing, developing and managing distance learning materials, this book will appeal to those involved in course development, educational video, audiovision and interactive multimedia design, as well as to students of general video and multimedia production."

Table of contents: 

Study Guide: How you might use this book

Part 1: Techniques and Teaching Functions that Exploit Video's Strengths, Adding Pedagogic Value
1. Video that adds cognitive value or skills value
2. Video that adds experiential value
3. Video that adds nurturing value

Part 2: Optimal media selection and deployment
4. Matching media attributes to learning tasks and functions

Part 3: Pedagogic Screenwriting Principles for Video
5. Screenwriting for video in educational multimedia: an overview of the screenwriting principles
6. Screenwriting for video in educational multimedia: in-depth coverage of the screenwriting principles

Part 4: Picture-word Synergy for Audiovision and Multimedia
7. Principles of picture-word synergy for Audiovision
8. Screenwriting principles for a multimedia package - picture word synergy for mutltimedia with audio commentary

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Jack Koumi for the Open and Flexible Learning Series

Year

2006

ISBN

ISBN-10: 0-415-38303-X ISBN-13: 978-0-415-38304-5

Length

220 pages (without appendix)

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Playing Video Games Motives, Responses, and Consequences

From security training simulations to war games to role-playing games, to sports games to gambling, playing video games has become a social phenomena, and the increasing number of players that cross gender, culture, and age is on a dramatic upward trajectory. Playing Video Games: Motives, Responses, and Consequences integrates communication, psychology, and technology to examine the psychological and mediated aspects of playing video games. It is the first volume to delve deeply into these aspects of computer game play. It fits squarely into the media psychology arm of entertainment studies, the next big wave in media studies. The book targets one of the most popular and pervasive media in modern times, and it will serve to define the area of study and provide a theoretical spine for future research.

This unique and timely volume will appeal to scholars, researchers, and graduate students in media studies and mass communication, psychology, and marketing.

Table of contents: 

Foreword. Preface.
P. Vorderer, J. Bryant, K.M. Pieper, R. Weber, Playing Video Games as Entertainment.
M. Sellers, Designing the Experience of Interactive Play.

Part I: The Product. H. Lowood, A Brief Biography of Computer Games.
B.P. Smith, The (Computer) Games People Play.
S. Smith, Perps, Pimps, and Provocative Clothing: Examining Negative Content Patterns in Video Games.
E. Chan, P. Vorderer, Massively Multiplayer Online Games.

Part II: Motivation and Selection.
G.C. Klug, J. Schell, Why People Play Games: An Industry Perspective.
P. Ohler, G. Nieding, Why Play? An Evolutionary Perspective.
T. Hartmann, C. Klimmt, The Influence of Personality Factors on Computer Game Choice.
C. Klimmt, T. Hartmann, Effectance, Self-Efficacy, and the Motivation to Play Video Games.
M. von Salisch, C. Oppl, A. Kristen, What Attracts Children?
A.A. Raney, J.K. Smith, K. Baker, Adolescents and the Appeal of Video Games.
J. Bryant, J. Davies, Selective Exposure to Video Games.

Part III: Reception and Reaction Processes.
D. Williams, A Brief Social History of Game Play.
J.L. Sherry, K. Lucas, B.S. Greenberg, K. Lachlan, Video Game Uses and Gratifications as Predicators of Use and Game Preference.
R. Tamborini, P. Skalski, The Role of Presence in the Experience of Electronic Games.
S.M. Zehnder, S.D. Lipscomb, The Role of Music in Video Games.
K.M. Lee, N. Park, S-A. Jin, Narrative and Interactivity in Computer Games.
M.A. Shapiro, J. Pe¤a-Herborn, J.T. Hancock, Realism, Imagination, and Narrative Video Games.
A-S. Axelsson, T. Regan, Playing Online.
F.F. Steen, P.M. Greenfield, M.S. Davies, B. Tynes, What Went Wrong With The Sims Online: Cultural Learning and Barriers to Identification in a Massively Multiplayer Online Role-Playing Game.

Part IV: Effects and Consequences.
K.M. Lee, W. Peng, What Do We Know About Social and Psychological Effects of Computer Games? A Comprehensive Review of the Current Literature.
R. Weber, U. Ritterfeld, A. Kostygina, Aggression and Violence as Effects of Playing Violent Video Games?
K.E. Buckley, C.A. Anderson, A Theoretical Model of the Effects and Consequences of Playing Video Games. D.A. Lieberman, What Can We Learn From Playing Interactive Games?
U. Ritterfeld, R. Weber, Video Games for Entertainment and Education.
K. Durkin, Game Playing and Adolescents' Development.

What Video Games Have to Teach Us About Learning and Literacy. Second Edition

A controversial look at the positive things that can be learned from video games by a well known professor of education. James Paul Gee begins his new book with 'I want to talk about video games- yes, even violent video games - and say some positive things about them'. With this simple but explosive beginning, one of America's most well-respected professors of education looks seriously at the good that can come from playing video games. Gee is interested in the cognitive development that can occur when someone is trying to escape a maze, find a hidden treasure and, even, blasting away an enemy with a high-powered rifle. Talking about his own video-gaming experience learning and using games as diverse as Lara Croft and Arcanum, Gee looks at major specific cognitive activities:
* How individuals develop a sense of identity
* How one grasps meaning
* How one evaluates and follows a command
* How one picks a role model
* How one perceives the world

Table of contents: 

Introduction: 36 Ways to Learn a Video Game
Semiotic Domains: Is Playing Video Games a 'Waste of Time'?
Learning and Identity: What Does It Mean to Be a Half-Elf?
Situated Meaning and Learning: What Should You Do after You Have Destroyed the Global Conspiracy?
Telling and Doing: Why Doesn't Lara Croft Obey Prof. Von Croy?
Cultural Models: Do You Want to be the Blue Sonic or the Dark Sonic?
The Social Mind: How Do You Get Your Corpse Back after You've Died?
Conclusion: Duped or Not?
Appendix: The 36 Learning Principles

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James Paul Gee

Year

2008

ISBN

#ISBN-10: 1403961697#ISBN-13: 978-1403961693

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256 pages

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Making Video Dance: A Step-by-Step Guide to Creating Dance for the Screen

This is the first workbook to follow the entire process of video dance production: fro having an idea, through to choreographing for the screen, filming and editing, and distribution. In doing so it explores and analyses the creative, practical, technical and aesthetic issues that arise when making video dance.

The book is written by award-winning director Katrina McPherson, whose passion for the genre combines with her wide experience of choreographing directing and teaching video dance.

Table of contents: 

Author’s Acknowledgements.
Introduction Katrina McPherson.
Notes on Using the Exercises in this Book.
How did We Get Here – An Introductory Chapter Bob Lockyer
1. First Steps
2. Dance and the Camera
3. Developing the Work
4. Creating you On-Screen World
5. Making Strides
6. When the Shoot Comes
7. Light and Sound on the Shoot
8. Preparation for the Edit
9. Choreography of the Edit Feedback time
10. Final Stages
11. Out on the Road Diary – The Making of The Truth
Glossary References and Resources.
Notes on Contributors.
Index

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Katrina McPherson

Year

2006

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ISBN (SB): 0-415–37950-4 ISBN (HB): 0-415-37942-3

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296

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Using Video in Teacher Education, Volume 10 (Advances in Research on Teaching)

This book features contribution from people who have developed and used video in teacher education. The focus is on video as opposed to other technology (e-mail, etc.) and its use in teacher education. The video can be stored on videotapes, CD-Rom, DVD, or computer drives, and it can be used in either preservice or inservice teacher education/professional development programs.

Contributors explain the nature of the video they use in their teacher education programs or courses and talk about how they use it, focusing in particular on principles for: (1) making the videos (decisions about how and what to capture on video, the degree to which the teaching should be scripted, whether it should be shown uninterrupted or segmented and edited, and so on), and (2) principles for using the video in the teacher education program (why and how it is used at what points in the program, how viewings are structured and scaffolded by the teacher educator, and so on).

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Author

Jere Brophy (Editor)

Year

2003

ISBN

# ISBN-10: 0762310480 # ISBN-13: 978-0762310487

Length

330 pages

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