Classrooms for Distance Teaching and Learning: a Blueprint
This handbook provides a step by step guide to setting up a classroom for telepresence learning. Its comprehensivecoverage includes chapters on testing it works, guidelines for the full range of users, together with troubleshooting and reference sections. There are also detailed case studies of the five distinctive learning scenarios developed by the handbook's pan-European authors, which include sites for teaching remote learners, remote and local learners, group presentation and interaction, a single learner, and a learning centre group. The handbook is a BLUEPRINT, to be read cover to cover, or dipped into for specific information as you strive to set up or fine tune your own version of an interactive classroom for distance teaching and learning.
TV? It's so over
Rhodri Marsden's article in The Independent on why it's goodbye to the goggle-box and hello to a host of new ways to watch your favourite shows
4 Things Good Teachers do to Get Students REALLY Involved in Projects
“Almost all of the students in classrooms K-12, and a large percentage of students in colleges are ‘digital natives,’ or students who grew up with ubiquitous access to digital media.”
Jeff VanDrimmelen uses his experience in the classroom to list 4 essentials to motivate and enthrall students. Furthermore, he showcases an example of a students’ project called MacBeth Wars, which was first discussed on Infinite Thinking Machine (http://www.infinitethinking.org/2007/04/itm-7-show-tell.html).
Technology, Video Gaming, and the Future of Schools
"Literacy In Digital Technology Is The New Generation Gap"
K-12 schools often find themselves resisting the latest technologies in order to preserve their existing methods of teaching and learning. When students begin to use cell phones, iPods, instant messaging, social networking sites, or massively multiplayer gaming, schools often respond with bans and filters to restrict student use. But students don’t stop finding innovative uses for the new technologies--they just do it outside of school. As a result, teachers and school leaders keep the integrity of their instructional programs but continue to fall behind the technological learning curve, and find it more difficult to integrate new learning tools in their classrooms.
Project LIVE (Learning through Instructional Video in Education) is part of EUDS4kids (Escondido Union School District, California). The goals of Project LIVE are to foster critical and visual literacy skills in both students and teachers to increase student achievement, for example a two-day teacher training about the use of digital video to support curriculum standards.
You can find a lot of useful links and resources on the following pages:
- Pre-production (Learning, Media, Storyboards)
- Production (Camera, Sound, Lighting)
- Post-production (iMovie, Final Cut Pro, Editing, Publishing)/project_live.html#publishing
New Technologies for Learning: Contribution of ICT to Innovation in Education
“New Technologies for Learning: Contribution of ICT to Innovation in Education” tackles the key questions concerning the impact of technology on education. This publication is the result of a study commissioned by the European Round Table of Industrialists (ERT) to LINOV (Leuven Institute for Innovative Learning) at the K.U.Leuven, Belgium.
The authors adopt a dynamic and constructive stance: education should neither eagerly and blindly embrace the oncoming ICT wave, nor passively and reluctantly surrender to it, nor should we make sceptical or defensive attempts to keep it out. Instead, education should actively create new powerful learning applications from the potential of ICT. An open but critical analysis of the new learning opportunities should be conducted, as well as a careful assessment of the critical success factors. For the practical implementation of ICT-based innovation in education a systemic approach to the learning process as well as to the educational system is essential.
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.
# 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
"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. "
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.
Salzburg Research Forschungsgesellschaft is the non-profit research organisation of the State of Salzburg. It conducts applied research and development in the field of information and communication technologies (ICT).
The research group "Education and Media" (Bildung und Medien) of Salzburg Research deals with web-based educational innovations. Focus of the research activities is to develop new didactical concepts for the use of technological innovations and on the other side to develop and adapt the educational technologies on concrete requirements in the educational context.