"ccMixter is a community music site featuring remixes licensed under Creative Commons where you can listen to, sample, mash-up, or interact with music in whatever way you want. Remixers can apply sampling, remixing and mash-ups, grab the sample packs and a cappellas for download and can upload their version back into ccMixter, for others to enjoy and re-sample."
"Looking for music for a video, school project, game you’re developing, podcast or just for listening in your cubicle or mobile music device? Find exactly the music you’re looking for - podsafe, liberally licensed - using dig.ccMixter Music Discovery tool. One out of six uploads to ccMixter are used in a YouTube(tm) video, flickr moving image, podcast, compilation album and thousands of other places all over the web."
Related: “Is it legal?”, http://ccmixter.org/isitlegal
Playlists - Podcast
Search our archives for
music for your video,
podcast or school project
Contact: site administrator.
Edutopia is the tangible embodiment of our vision. Through the Edutopia.org Web site, Edutopia magazine, and Edutopia video, we spread the word about ideal, interactive learning environments and enable others to adapt these successes locally. Edutopia.org contains a deep archive of continually updated best practices, from classroom tips to recommendations for districtwide change. Allied with a dedicated audience that actively contributes success stories from the field, our mission relies on input and participation from schools and communities.
• Integrated Studies
• Project Learning
• Technology Integration
• Teacher Development
• Social and Emotional Learning
• Video Library
• Teacher Training
• Edutopia Magazine
Edutopia Video News
on iTunes U
What Do You Think?
This site is intended as an online resource for filmmakers on a budget. Here we can exchange information helpful to the production and distribution of films and film-related projects. The site includes articles, a dynamic database of links to other sites and film and video related files for download.
Film Link Categories
* Film Files
* Film School
* Grip and Electric
Making Movies make sense
Offers a preview of the CD-rom "Making movies make sense".
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
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
LeMill calls itself a web community for finding, authoring and sharing learning resources: LeMill is a web community of (in 2008) 3178 teachers and other learning content creators. At the moment LeMill has 1468 reusable learning content resources, 300 descriptions of teaching and learning methods, and 480 descriptions of teaching and learning tools.
The site is divided in the categories Content, Methods, Tools, Community.
"ArtisanCam is a free interactive web site which introduces children (mainly 7-14 year old pupils) and their teachers to the world of contemporary visual art.
ArtisanCam provides an insight into the lives of contemporary artists. Using a mixture of video and interactive activities, we introduce children to the world of contemporary visual art before encouraging them to have a go themselves in fun and exciting ways.
The website is divided into the Artists Zone, which contains classroom-based activities and the Activity Zone, which is full of games and fun interactive activities, designed to encourage children to continue their learning at home.
ArtisanCam has been designed to help teachers deliver a creative curriculum and inspire young artists of the future. All of our activities support the national curriculum in specific areas at Key Stage 2 and 3." This web site also offers very detailed information for lesson plans such as targeted learning goals.
You can find an interview with the ArtisanCam originator and Content Director Keith Alexander as part of the MEDEA Showcase of ArtisanCam: http://www.medea-awards.com/artisancam.
- art form
- all teachers' notes
- cross curricula
- feedback and evaluation
- notes / activities
- notes / artists
- teachers' views
Per artist teachers and children are given segmented videoclips with interesting themes such as:
- classroom workshop
These segments show the process of making a work of art, the thoughts behind it, ...
Using Video in Training and Education
Quotes from the different chapters with references can be found on www.internetl.net (http://www.google.com/custom?q=Using+video+in+training+and+education&sa=...)
Video Goes to School, Part I. Whether watching or recording, students find video engaging
"This is the first of a three-part series on the use of video in education. Part Two of the series focuses on the use of streaming video and other applications to enhance instruction. The series culminates in June 2005 with an in-depth look at how students are using today's technology tools to produce their own videos."
Virtual Seminars - Creating new opportunities for universities. Experience and Best Practice from the VENUS Seminars and Summer School
VENUS aims to internationalise prestigious courses, with international scope and importance, in each member university through virtual mobility, open to both students and citizens.
# The VENUS Handbook entitled 'Creating New Opportunities for Universities' has just been published. This handbook is based on the experience of the partners in the VENUS project who organised Virtual Seminars on a broad range of European subjects and a Summer School on the Use of Social Software in Business and Higher Education. http://www.venus-project.net/images/Venus_gids_v05.pdf
# The VENUS Platform, an online Platform which was created to support the main outcomes of the Venus project.http://www.venus-seminars.net