Creative activity and its impact on student learning - issues of implementation
(Abstract) The use of filmmaking as a creative learning tool within the academic curriculum has been pioneered at the University of Sheffield. Filmmaking has been found to promote a lively, exciting and challenging environment in the classroom. It produces highly motivated students and makes learning fun by giving them a sense of empowerment and achievement. Perhaps more importantly, it allows students to tap into their creativity and imagination - abilities identified by many as the passport to a successful future. This paper covers a number of examples which describe the benefits to student learning; these include close engagement with their subject leading to insight and deeper understanding, as well as a range of transferable skills. This successful practice is looked at in relation to issues of assessment, evaluation and cost. Using a methodological approach that employs qualitative feedback interviews with students as research data, as well as referring to the literature, it presents a case for sustainable implementation.
Published in journal Innovations in Education and Teaching International, Volume 45, Issue 3 August 2008 , pages 281 - 288.
Kennisnet Foundation ("Stichting Kennisnet") is the public ICT supporting organisation of, for and by the educational field. The foundation looks out for the interests of the Dutch educational field in the ICT area, offers supporting tools with making choices between ICT products or services and offers educational services and produces to innovate learning. Kennisnet is also the expertise center when it comes to ICT and education.
'Stichting Kennisnet' is een openbare ICT-ondersteunende organisatie van, voor en door de onderwijssector. De stichting ziet toe op de belangen van de Nederlandse onderwijssector op vlak van ICT, biedt hulpmiddelen aan om keuzes te maken tussen ICT-producten of -diensten en biedt ook educationele diensten en artikelen om het leren te innoveren. Kennisnet is eveneens het expertisecentrum wanneer het aankomt op ICT en onderwijs.
Listen Up! is a youth media network that connects young video producers and their allies to resources, support, and projects in order to develop the field and achieve an authentic youth voice in the mass media.
Learning Games - Games about learning or learning about games?
This is a blog about games, learning and both combined
Kent ICT Blog
Kent Teachers Blog was part of the Kent NGfL website (http://www.kenttrustweb.org.uk/kentict/kentict_home.cfm). The aim of the Kent NGfL website is to support both teachers and pupils in the use of ICT across the curriculum by providing pages of resources, lesson ideas and links to 'safe' websites on the internet.
"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."
Digital Ethnography, a Vision of Students Today
This blog is maintained by a Kansas State University working group led by Dr. Michael Wesch dedicated to exploring and extending the possibilities of digital ethnography.
In 2007 Dr. Michael Wesch and a group of students of Kansas State University published two videos. They introduce themselves as: “a Kansas State University working group led by Dr. Michael Wesch dedicated to exploring and extending the possibilities of digital ethnography.” The video “A Vision of Students Today” gives a look into what students are really using technology for… where students are really spending their time: http://mediatedcultures.net/ksudigg/?p=119Related:
- Showcase / Mediated Culture, http://mediatedcultures.net/mediatedculture.htm
- video of 2007, summarizing some of the most important characteristics of students today - how they learn, what they need to learn, their goals, hopes, dreams, what their lives will be like, and what kinds of changes they will experience in their lifetime. The video was created by Michael Wesch in collaboration with 200 students at Kansas State University: http://www.youtube.com/watch?v=dGCJ46vyR9o&feature=player_embedded
How Open is the Future? Economic, Social & Cultural Scenarios inspired by Free and Open Source Software.
This first publication of the CROSSTALKS series started to explore the probing issue of “Free and Open Source Software” from an interdisciplinary and wide-angled perspective: an excellent starting point for its kick-off event. The results were published in the first CROSSTALKS book. How Open is the Future? (VUB Press), edited by the university’s Vice-rector Research Jan Cornelis and Marleen Wynants, Operational Director of CROSSTALKS. "How Open is the Future?" is available under a Creative Commons license. You may redistribute, copy, or otherwise reuse/remix this book provided that you do so for non-commercial purposes and credit the editors and authors.
Streaming Media in Education and their impact on teaching and learning
Subtitle: Educational best practices and some first observations of their implementation.
A review written by the eStream partnership, published in July 2005.
The main aim of this publication is to summarise the efforts of eStream undertaken to gain more insight into the impact of streaming media technology on the quality of teaching and learning. The publication, therefore, includes the learning/teaching scenarios developed by the eStream partnership, together with some conclusions. Furthermore, the publication contains considerable information on general aspects of streaming media technology in education, taking into account that readers might be beginners interested in the topic, but with little background in the thematic area. The booklet closes with a chapter dedicated to emerging developments and their impact on streaming media.
Also a German and Greek version available.
Top ten uses of video in education
The aim of "Top ten uses of video in education" is to highlight the range of innovative uses of digital video in education with reference to their relative pedagogical value. The ‘Top Ten’ is a populist format but the underpinning pedagogical approach was inspired by Uskov (2005) who in his National Science Foundation project “Technology for advanced e-learning” investigated the perceived value of among video among teachers and learners. As part of his advocacy for increased use of this media he referred to Edgar Dale’s ‘Cone of Experience’ (Dale, 1969), originally developed to highlight the role of media in learning. According to Dale’s intuitive model, learners learn better by “doing” rather than through more passive experiences such as reading and observing. “Learning by doing” is nowadays often termed “experiential learning” or “action learning”. At the narrow top of Dale’s cone are experiences such as reading which are furthest removed from real life. At the broad base of the cone are immersive, contextualized learning experiences (see Fig. 1).
Related link: full presentation: http://www.videointeraktiv.org/top10.zip or http://www.videoaktiv.org/fileadmin/template/main/resources/presentation...) or more recent MEDEA Awards 2008-related presentation by Dr Clive Young at http://www.slideshare.net/clive_pl_young/the-medea-awards-2008-encouragi...