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Screen It

Screen It is Australia's national moving image competition for school students.

Designed to encourage imagination and inventiveness in Australia's primary and secondary school students, Screen It fosters a new generation of young moving image makers.

In 2008 entrants are asked to create works responding to the theme of 'Australian Identity'.

What does it mean to be Australian today? How may this change in the future? What has it meant in the past?

Table of contents: 

Primary School Categories:
Exploring the theme of Australian Identity
> Animation
> Live Action
> A computer game (using Klick & Play or Game Maker)

Secondary School Categories:
Exploring the theme of Australian Identity
> Animation
> Live Action
> A computer game (using Adobe Flash or Game Maker)

Link

Format

Language

Country

Level

Author

Australian Centre for the Moving Image (ACMI)

Year

up-to-date

Tags

Discovery Education streaming

"Discovery Education streaming is a digital video-on-demand and online teaching service to help improve students' retention and test scores; it is aligned to U.S. state and provincial standards."

In the subsection for Science for instance, students can browse and work actively with several interactive games / videos and experiments: On its web page http://discoveryeducation.com/products/science/middle.cfm you can try out one item of the following interactive sources:

- Interactive Videos (with hotspots which give more information when you hover over items)
- Integrated Science Simulations
- Virtual Labs (interactive games about acids & bases for instance)
- Explorations (for instance mixing colors with light in an interactive experiment)
- Videos
- Science Sleuths, where students solve open-ended science mysteries using clues and resources such as interviews, photos, articles, graphics, and more. Each episode features important life, earth, and physical science concepts

eduMedia-sciences

With eduMedia, teachers have access to a wide collection of educational simulations which cover all the main scientific subjects: Mathematics, Physics, Chemistry and General Sciences for levels ranging from primary school pupils to university undergraduates. The teaching expertise that has gone into developing the content allows us to provide highly visual and interactive classroom material to illustrate aspects of the course which would be difficult to present using traditional media.
The eduMedia site www.edumedia-sciences.com is constantly being updated and offers to date almost 380 downloadable interactive simulations available to any teacher whose school is an eduMedia subscriber.

Link

Format

Language

Level

Author

eduMedia

Year

up-to-date

Length

650 animations (2011)

Tags

eduMedia-Share

eduMedia Share is a place for teachers to host and share visual and interactive resources. At eduMedia Share you can:

* Upload your media (images, animations, videos)
* Discover and download interesting resources
* Tag, comment and have fun

Resources for teachers. For all teachers! No language or subject limitation. You can add your own resources, tag, comment or even download your collegue ones to use in class. And of course, all of this is free! Search eduMedia Share and discover your collegue?s work! This site is yours!
Which filetypes may I upload?
The most common internet ones:

* Photos, drawings : jpg, gif, png
* Animations, simulations : swf, animated gif
* Videos : avi, mpg, mov, wmv

Consolarium: games-based learning to boost performance

Consolarium on BBC News - Gaming in Education. Learning and Teaching Scotland's Derek Robertson explains new gaming in education projects with the Nintendo DS which are motivating, engaging and improving the attainment of Scottish students.

Related links:
# video via Technorati: http://technorati.com/videos/youtube.com%2Fwatch%3Fv%3DX5xFMmK5Ujs
# article "Adventures in education - Myst as a teaching tool" (Courtesy of Focus Multimedia & Games Press): http://www.justadventure.com/articles/AdventuresInEducation.shtm
# web site Tim Ryland: http://www.timrylands.com

ExploreLearning - experience Math & Science with Gizmos

ExploreLearning offers a catalog of modular, interactive simulations in math and science for teachers and students in grades 6-12. These simulations are called Gizmos, which are flexible to support many different teaching styles and contexts and designed as supplemental curriculum materials that support state and national curriculum standards; in addition, Gizmos help teachers bring research-proven instructional strategies to their classrooms.

"Watch one of our demonstration movies. In particular, the "Introduction to ExploreLearning" movie is perfect for the first-time visitor to ExploreLearning. (It runs about 8 minutes but covers everything.) In addition, we have five Teaching with Gizmos movies that show how you might teach a specific lesson using Gizmos."

Link

Format

Language

Country

Level

Author

ExploreLearning

Year

up-to-date

Length

over 450 simulations

Tags

Teaching with Games

Teaching with Games was a year-long project investigating the place of mainstream commercial computer games in the classroom. The project aimed to provide practical and informed evidence of the implications and potential of the use of these games in school, and an informed strategy for future educational development requirements, based upon collaborative discussions between industry and the education community. You can view a video as well as download a few publications.

Table of contents: 

Outcomes/Publications:
Teaching with Games: Final report (1mb pdf)
Teaching with Games: Guidance for educators (337kb pdf)
St Johns Student Research Group report (184kb pdf)
Survey on students' attitudes to games and learning (109kb pdf)
Survey on teachers' attitudes to games and learning (123kb pdf)
Final report press release (2 October 2006)
Teaching with Games presentation at BETT 2007 (605kb pdf)

BioVisions

Research in the biological sciences often depends on the development of new ways of visualizing important processes and molecules. Indeed, the very act of observing and recording data lies at the foundation of all the natural sciences. The same holds true for the teaching and communication of scientific ideas; to see is to begin to understand. The continuing quest for new and more powerful ways to communicate ideas in biology is the focus of BioVisions at Harvard University.

The potential of multimedia in the area of biology education has yet to be fulfilled. Indeed, multimedia as a means of imparting biological information is years behind its use in other areas such as entertainment. BioVisions is meant to close this gap by combining the highest quality multimedia development with rigorous scientific models of how biological processes occur. In addition, this new generation of science visualizations are not meant to simply be simulations or mirrors held up to reality, rather they are designed with a specific pedagogical goal in mind. This means that each decision made on how to represent a given biological process also includes consideration of how best to visually communicate particular aspects of the process.

BioVisions is based on a collaborative community of Harvard scientists, teaching faculty, students, and multimedia professionals. It is directed by Dr. Robert A. Lue, who founded BioVisions with generous and continuing support from the Howard Hughes Medical Institute and Harvard University.

System requirements: 
Apple Quicktime Player and/or Flash Macromedia Plugin

Link

Format

Language

Country

Level

Author

Howard Hughes Medical Institute and Harvard University.

Year

2007

Length

17 videos

Tags

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.

Link

Format

Language

Country

Level

Author

John Kirriemuir

Year

2002

ISBN

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

Length

1 page

Tags

Common Craft

"Common Craft is the company of Sachi and Lee LeFever, who, through animations in explanatory videos, transform complex ideas into easy-to-understand and humorous videoclips. In the Common Craft Store licensed videos can be purchased, but there are also free versions which could be used in classrooms. "

Table of contents: 

Some of the video categories:
* Government
* green
* multi-packs
* socialmedia

Link

Format

Language

Country

Level

Author

Sachi and Lee LeFever

Year

up-to-date

Length

video repository

Tags

Sponsors

Become a sponsor

Organisers