Media and Learning 2014

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
ISBN: 
#ISBN-10: 1403961697#ISBN-13: 978-1403961693
Length: 
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
Length: 
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
ISBN: 
# ISBN-10: 1844570789 # ISBN-13: 978-1844570782
Length: 
88 Pages

What games have to teach us

This is an article from The Guardian by John Kirriemuir. He is an independent researcher and consultant who has a blog at http://www.silversprite.com.

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Peter Andries

Author: 
John Kirriemuir
Year: 
2008
Length: 
1 page

Show us a story

Describing ways to use video in class - putting a focus on the respective product of the bfi.

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Ursula Simmetsberger


British Film Institute (BFI) - Teaching Film and Media Studies

BFI Education publishes a growing range of teaching packs, teaching guides (many of which are free)and resources to support the use of moving image media in schools. These resources also include full lesson plans and sheets.

Particularly aimed at teachers new to Media Studies post-16, the series provides a wealth of information and new ideas for all teachers involved with the teaching of AS and A level Media Studies, (OCR, AQA and WJEC), AS and A level Film Studies (WJEC), GNVQ/AVCE, Btech, Scottish Highers/Advanced Highers, and Lifelong Learning courses.

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Sally Reynolds


Educational Games Research - Research and discussion concerning instructional video games

Educational Games Research Blog discusses topics related to academic research and media commentary concerning the use of video games in K-20 settings. It is maintained by John Rice, an educator, author and speaker specializing in educational technology and instructional gaming.

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Nikki Cortoos



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