BrainPOP is a suite of digitally animated products that presents curriculum-based topics for students in grades K-8. The site strives to spark curiosity while delivering introductory material covering a wide range of topics. BrainPOP is subscription-based.
BrainPOP strives to spark curiosity while delivering introductory material covering a wide range of topics. The site is organized into myriad modules, each of which showcases a short movie on a particular topic, accompanied by quizzes, interactive activities, and learning games. BrainPOP also creates monthly featured playlists on broader “Spotlight” topics such as ancient civilizations or cyberbullying.
The eponymous product, BrainPOP targets students in grades 3-8; BrainPOP Jr. is geared for students in K-3; other products (i.e. BrainPOP Español, BrainPOP ESL, etc.) have been created for other specific audiences. BrainPOP is also home to GameUp, an online learning games portal featuring vetted titles developed by leading game publishers. BrainPOP Educators is a hub for free professional development, teacher tools, and best practices.
Teachers select a topic to teach, and watch the movie with their class. They can then use the quiz provided by BrainPOP or use the materials provided to engage their classroom with the topic at hand. Additional modules related to the initially chosen topic are also displayed on the site.
Alternatively, teachers can assign movies and activities to be watched and completed. Available with certain subscriptions, the "My BrainPOP" suite of features allow teachers to track students’ progress through the work. Students can also view their past progress using My BrainPOP.
BrainPOP activities and quizzes align with a variety of standards, including the Common Core State Standards; educators can search for movies and activities by state or national standards, grade level and subject.
BrainPOP’s is primarily a web-based tool available for any browser running Flash. Apps are also available for all major platforms, including iOS and Android, though not all features are available on all versions of the app. A projector screen or large television may be used when watching movies as a class.
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BrainPOP Jr. (K-3)
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Wellcome Images is a rich collection of images, with themes ranging from medical and social history to contemporary healthcare and biomedical science. All images are available on demand in digital form. Search online or use the expertise of professional scientific and historical researchers to find images. Subjects from medicine to magic, the sacred or the profane, science or satire, all related to human culture at its broadest.
This collection contains historical images from the Wellcome Library collections, Tibetan Buddhist paintings, ancient Sanskrit manuscripts written on palm leaves, beautifully illuminated Persian books and much more. The Biomedical Collection holds over 40 000 high-quality images from the clinical and biomedical sciences. Selected from the UK's leading teaching hospitals and research institutions, it covers disease, surgery, general healthcare, sciences from genetics to neuroscience including the full range of imaging techniques.
Part of Wellcome Collection, a major new public venue developed by the Wellcome Trust, the Library has over 750 000 books and journals, an extensive range of manuscripts, archives and films, and more than 250 000 paintings, prints and drawings.
HeSCA Media Festivals
HeSCA Media Festivals are an international forum for health sciences media promoted by the Health and Science Communications Association. Their goal is to showcase and recognize individuals and organizations whose works represent the very best in health sciences media production.
A select number of the productions entered in the competition are presented prestigious awards at special ceremonies held in conjunction with the HeSCA Annual Meeting in Phoenix, in Arizona. The Festivals are divided into categories based upon media format and intended audience. For the Video Festival there are six categories: Curriculum Based Education, Continuing Education, Patient Education, General Health Information, Marketing, and Public Service Announcements (PSA) / Medical Health Reports (MHR).
Voice Recognition Technology in Education
A 40-page booklet that examines the issues and strategies to consider before attempting to use speech recognition with users with physical and communication difficulties. Sample pages of this booklet are available as a 220Kb PDF download.
The purpose of this booklet is not to provide the latest information on specific voice recognition software, nor does it attempt a critical comparison with like-for-like systems. What it does endeavour to do is provide the reader with practical information based on research and experience gained through working directly with young people at the ACE Centre, as well as information resulting from involvement in the Becta (British Educational Communications and Technology Agency) Voice Recognition Project.
Issue 1: Why use voice recognition?
Issue 2: Before starting: Training the support providers
Issue 3: Which type of software is most appropriate?
Issue 4: The importance of specific educational objectives
Issue 5: Matching the software to the individual user
Issue 6: Techniques and tips for successful implementation
Issue 7: Specific techniques for introducing voice recognition
Issue 8: Additional support for specific learning difficulties
Issue 9: Additional support for speech difficulties
Issue 10: Physical difficulties and multi-modal input
Issue 11: What equipment is needed?
Issue 12: Looking after the voice
Some useful contacts
"KQED Education Network engages with community and educational organisations to broaden and deepen the impact of KQED media to effect positive change"
The Education section gives more information on how to use media for education through:
* Featured Lesson Plan
* Examples of digital storytelling
And if you log in, you can access media resources for education.
On the Digital Storytelling section (http://dsi.kqed.org/index.php/inspirations) you can find out more about
* Annual Digital Storytelling Contest and Festival for high school students
* Featured Projects such as youth stories from South Africa created at the 5th World Summit on Media and Children.
* Digital Storytelling: Watch stories, explore narrative, investigate new technologies and check out resources that have to do with digital storytelling. Including Mobile Projects such as "'Scape the Hood", the first gps-enabled mobile media project:
"Scape the Hood was conceived and designed as a locative storytelling project for the Digital Storytelling Initiative at KQED for the opening of the 8th annual Digital Storytelling Festival. We convened a group of storytellers, artists, and technologists to envision what this project could be. It became a narrative archeology experiment, combining digital storytelling and emerging technology by overlaying a virtual landscape on the physical world. As originally designed, the audience walks the streets and listens to the neighbourhood stories, taking in the sights, sounds, and smells from both the physical and the virtual world."
• Early Childhood Educators
o Hands On Literacy
o A place of our own workshops
• Parents & kids
o Media as a learning tool
o Reading Rainbow
o Sesame Street View & Do
• Community Partners
• PBS Kids Raising Readers
• Social Studies/Language Arts
o Election Resources
• Post Secondary Education
Digital Media Center
• Media Literacy
o Key Concepts
o Copyright & Media Education
o Video for English Learners
• Teachers’ Domain
• Adult Learning
• Language Arts
• Media Studies
• Social Studies
• Study Skills/ESL
• Visual & Performing Arts
• Visual & Performing Arts: Literary Arts
Story of Stuff
Annie Leonard explains how "stuff" or waste affects our communities at home and abroad. "The Story of Stuff is a 20-minute, fast-paced, fact-filled look at the underside of our production and consumption patterns. The Story of Stuff exposes the connections between a huge number of environmental and social issues, and calls us together to create a more sustainable and just world." The video can be divided into chapters, explains concepts with simple examples and in a humorous way.
The mission of MediaLiteracy.com is to increase awareness of the need for media literacy and of the many resources available for teaching it.
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BBC Schools - Learning resources for home and school
This site consists of games, guides, … for kids at home and in school. It also provides information for parents and teachers. Students can check out chats, message boards and more to learn in a pleasant way.
- A variety of games and activities for young children from CBeebies programmes.
Primary subjects - Ages 4 - 11
- Subjects: Art, Geography, History, Languages, Literacy, Music, Numeracy, PSHE, Science, and other subjects
- Example: "Off By Heart: Compete to become the UK poetry recital champion!"
Secondary subjects - Ages 11 - 16
- Subjects: Art, Business Studies, Citizenship, Design & Technology, English, Geography, History, IT, Languages, Maths, Music, PE, PSHE, RE, Science, Study - Skills, Other
- Example: "Student Life: Crash Course Comic -Eight students embark on a school trip..."
- Subjects: General Studies, Geography, History, Languages, Maths, Science, Other Subjects
- Student Life homepage
- School Issues
- Careers & Choices
- Revision & Skills
- Book Club
- Message boards
Teachers pages with key stages
- Help with School Work
- Help with Home/School Life
- Games and Worksheets
Our goal is to challenge abusive stereotypes and other biased images commonly found in the media. Media Watch, which began in 1984, distributes educational videos, media literacy information and newsletters to help create more informed consumers of the mass media.
Film & Sound Online
"Film & Sound Online is a JISC-funded set of collections of film, video and sound material. Several hundred hours of high-quality material are available for download, either in full or as segments, and can be used freely in learning, teaching and research." You can view a sample of some videoclips to preview the collection.