Xplore Health is a European educational portal on cutting-edge health research that offers innovative multimedia and hands-on experiences to young people through the internet, schools and science centres and museums. This project's aims are: to bridge the gap between research and education, to inspire future researchers, to promote scientific literacy and to stimulate dialogue.
On the Xplore Health website, you can find a multimedia gallery with lots of videos, games and experiments and various resources for educators such as classroom activities, educators' guides and experiments protocols.
e-Bug is a free educational resource for classroom and home use that makes learning about micro-organisms, the spread, prevention and treatment of infection fun and accessible for all students.
The website is divided in three sections for Junior Students, Senior Students and for Teachers, where lesson plans, student worksheets, activities and presentations are available. All activities and plans have been designed to complement the National Curriculum. The student pages complement the teacher resources by providing online games, revision pages and more to continue the learning experience at home.
EU-HOU Hands-on Universe
The EU-HOU project ("Hands-On Universe, Europe. Bringing frontline interactive astronomy to the classroom") is a collaboration of hundreds of teachers and scientists from 14 countries with the purpose of creating a way for students to get excited by science, primarily through the use of astronomy.
This project developed hands-on exercises (available at http://www.euhou.net/index.php?option=com_content&task=blogcategory&id=4...) in lot of different languages, designed to promote an active learning by giving student real astronomical data to find a new planet, explore volcanos on the moons of Jupiter, classify stars, or weigh a galaxy. Each exercise comes complete with detailed instructions for how easily display, analyze, and interpret the data in the classroom, using the free software SalsaJ, downloadable at http://www.euhou.net/index.php?option=com_content&task=view&id=8&Itemid=10.
Folk DC - Digital Children’s Folksongs for Language Learning
The Digital Children’s Folksongs for Language and Cultural Learning (Folk DC) project is a European Union project designed to motivate young language learners to engage with language learning through using Folk songs, and activities around the songs. The project aims to introduce an understanding of the number, richness and culture of other languages when children start to learn a foreign language and begin to understand the meaning of additional languages.
Songs are in 10 European languages (Czech, Danish, English, Finnish, Greek, Italian, Portuguese, Romanian, Spanish, Turkish) and they are available both on YouTube (http://www.youtube.com/user/FolkDC2011) and on the FolkDC wiki (http://folkdc.wikispaces.com/Home), where you can also add your own song.
WissensWerte – animated video clips for political education
WissensWerte (http://www.edeos.org/en/project_wissenswerte.html) is a project by edeos - digital education (http://www.edeos.org), a small Berlin-based agency specialized in producing and distributing web-based knowledge content.
Within the project, the german nonprofit organisation /e-politik.de/ e.V. publishes and distributes a series of innovative animated video clips for political education. Technically state of the art and didactically elaborated, the clips offer an exciting way to learn about politics.
One of WissensWerte videos is about Human Rights and can be watched on the edeos YouTube channel: http://www.youtube.com/weareedeos. This video is available in English, French, Spanish and German.
Quel rôle pour les ressources vidéos en ligne dans une perspective actionnelle de l'apprentissage des langues ?
Dans le cadre du module 'Analyse de Ressources Pédagogiques Multimédias' du Master AIGEME, les étudiants s’interrogent sur l'apport pédagogique de la vidéo. Certains travaux, d'une qualité particulièrement élevée, ont été sélectionnés pour figurer dans la base de données MEDEA. Extrait de l'introduction :
"J'ai choisi de présenter ici deux ressources en Français Langue Etrangère qui, sans constituer nécessairement des tâches à part entière, me semblent néanmoins être intéressantes dans le cadre de cette réflexion dans la mesure où elles contribuent par la vidéo à la mise en scène du contexte d'utilisation de la langue cible. Il s'agit de deux ressources ayant pour objectif de préparer les étudiants étrangers aux études en France. Les activités sont donc une préparation aux tâches qu'auront à accomplir les étudiants pendant leurs études en France. Je propose dans cette analyse d'étudier les fonctions des vidéos utilisées et les choix opérés par les équipes de réalisation, notamment les choix effectués entre documents authentiques et pédagogisés (« pédagogisés » : créés dans un but pédagogique). Ceci permettra de voir en quoi ces vidéos ressortissent éventuellement à une approche actionnelle de l'apprentissage des langues."
UNESCO Audiovisual E-Platform
The UNESCO Audiovisual E-Platform is an online catalogue for independent producers and broadcasters providing access to video material from all over the developing world. It currently contains over 650 productions from more than 85 countries and also contains some really interesting programmes (short fiction films, documentaries and TV magazines).
Bednet links 6 to 18 year old children in Flanders who are suffering from long term and chronic diseases to their own classroom through the Internet. Bednet has created a child friendly environment where a long term ill child can resume his/her lessons in the classroom from home or from the hospital. This way, they can follow as many courses as possible during their absence and stay in touch with their teachers and class mates. Bednet is carrying out pioneers’ work in this field and is working on a structural solution for all children with long term diseases.
A Bednet set consists of 2 laptops (one with the child, one in the classroom), two webcams, two scanner-printers and a photo camera focusing on the blackboard. Whenever the teacher places a document onto the scanner in the classroom, the same document will be printed at the child’s home after a short time, and vice versa. The sounds and images from the webcam allow the child to follow the school’s lessons in real time. If he has a question or an answer to an asked question he can let the class know by giving them a sound or light signal. After school the system can be used to give out homework and tasks or to hand them in.
Scratch is a programming language that makes it easy to create animations, interactive stories, animations, games, music, and art. The outcomes can be stored and shared on the web within the Scratch system.
It is not only an ideal tool for the creation of simple and attractive interactive and/or animated learning objects, but it also serves as a learning instrument for young people. By using Scratch learners learn not only to create and share Scratch outcomes but more importantly they learn mathematical, logical and computational ideas, while also learning to think creatively, reason systematically, and work collaboratively.
Scratch is at first sight a bit difficult to learn, but there is a (short and simple) manual that helps everyone getting started within minutes. It is not a full blown animation tool but it is a lot of fun and very rewarding to work with.
Scratch is developed by the Lifelong Kindergarten Group at the MIT Media Lab, with financial support from the National Science Foundation, Microsoft, Intel Foundation, MacArthur Foundation, Google, Iomega and MIT Media Lab research consortia.
Poverty is not a game (PING) - a game about poverty
Poverty is not a game (PING) is an online game made for secondary schools, forming a starting point to discuss the subject ‘poverty’. The game is an adventure game and takes place in a three dimensional environment representing an average Western European city. It contains two different scenarios that demonstrate situational as well as generational poverty. The first one is about Jim, a boy who leaves his home after a row with his father and goes to live on his own in the big city. He has to find a roof over his head and a way to make a living; it is the player’s mission to resolve these problems so as to be able to lead a happy life as Jim. Sophia, on the other hand, comes from a poor family and lives alone with her grandmother. When her grandmother has to move to a home for the elderly, Sophia will need to find a place to live and a job, and a way to finish her studies.
PING shows that games can help to introduce complex social subjects like poverty in the classroom. It aims to make young people experience the mechanisms underlying poverty and hopes to do this in a way that is close to their daily lives. Furthermore, by presenting the game in a classroom, it can be used as an enjoyable stepping stone for further
on-topic exploration. Keeping in mind the fact that school courses have to abide by a specific time frame in which subject matter has to be presented, the game is designed in such a way that it can be finished in about 50 minutes.