Media and Learning 2014

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.

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Mathy Vanbuel


eduMedia Conference

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.

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Nikki Cortoos

Author: 
Salzburg Research Forschungsgesellschaft
Year: 
up-to-date

Archive's Moving Images library

This is the web site of the Archive's Moving Images library of free movies, films, and videos. This library contains thousands of digital movies which range from classic full-length films, to daily alternative news broadcasts, to videos of every genre uploaded by Archive users. Many of these movies are available for download.The Archive’s library of Open Educational Resources and university lectures contains hundreds of free courses, video lectures, and supplemental materials from universities in the United States and China. Many of these lectures are available for download.

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Nikki Cortoos


An examination of the impact of organisational constraintson change in UK Higher Education brought about by the introduction and use of learning technologies

The uptake and diffusion of the use of Learning Technologies in UK Higher Education is an instance of the adoption of change.
There has been considerable research into the ways in which the uptake and diffusion of innovation can effect change processes. This work has identified the importance of barriers and drivers to change as a part of the process. Areas of study have included general instances, those specific to technology and those relevant to the use of learning technology in higher education.
It has also been shown that a higher education institution’s organisational structure may itself inhibit or accelerate the way in which it will respond to external changes and adopt new practices.
This study reviews the development and growth in the use of learning technologies. It sets these activities in the context of changes in computing and predominant theories in education and psychology from a UK and US perspective.
This study goes on to describe the methodology adopted when undertaking an extensive survey of use of learning technology at the University of Southampton to make an initial case that institutional approaches associated with the known organisational models may amplify or dampen the known barriers and drivers for change.
The full thesis will take forward this work by analysing this data alongside a range of previously published data undertaking additional research into institutional approaches and the use of learning technology across a range of UK Higher Education Institutions.

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Peter Andries


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

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Nikki Cortoos

Author: 
James Paul Gee
Year: 
2008
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#ISBN-10: 1403961697#ISBN-13: 978-1403961693
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256 pages

The DV Show - Podcasting the ins and outs of digital video

The DV Show podcast started in 2005 as a source for answers to listener questions related to digital video.

As of November 2008, they "have produced over 260 audio podcasts and 52 video podcasts and have answered over 2480 questions from listeners worldwide. With newsletter.

Hosted by Brian Alves, a 22-year veteran of video production, a crack team of 12 seasoned media professionals and one Entertainment Attorney, the shows feature answers to listener questions, careful reviews, product news, tips, tutorials, contests and high-profile interviews with industry professionals — all in a quick and engaging format for thousands of listeners to enjoy worldwide."

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Mathy Vanbuel


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.

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Peter Andries


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.

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Nikki Cortoos

Author: 
John Kirriemuir
Year: 
2002
ISBN: 
D-Lib Magazine February 2002 Volume 8 Number 2 ISSN 1082-9873
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1 page

Videos about education

On the website vodpod.com users can collect, share and discuss their favorite online videos (linked from other sites such as YouTube) and you can find all resources tagges with "Education" by clicking on the resource link.

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Mathy Vanbuel


Teaching Video Games (Teaching Film and Media Studies)

In the past 40 years, videogames have become one of the most economically, socially and culturally significant form of popular media. As any player knows, videogames are rich, diverse experiences characterised by interactivity and immersiveness. However, they are often discussed only in terms of their potentially harmful effects. Teaching Videogames challenges common prejudices and outlines recent developments in the study of videogames. The guide considers methods for analysing the structures, asthetics, forms and modes of engagement, and issues of audience, creativity and sociality.

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Sally Reynolds

Author: 
Barney Oram and James Newman
Year: 
2006
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# ISBN-10: 1844570789 # ISBN-13: 978-1844570782
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88 Pages


20 - 21 November 2014 Flemish Ministry of Education Headquarters, Brussels #mlconf14
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