with external links

Propiedad Intelectual

This section of the website of the Spanish Secretary of State for Culture collects a number of resources and pieces of information about Intellectual Property (IP) with a particular reference to the issues arose with Internet. Among them, reports, statistics and publications about IP, news and links about events such as the World day for IP 2012, guides, catalogues and more.
The information in this section of the website is aimed to a general public, but there are also specific sections for young people, museums and educational institutions.

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Esta sección de la página web de la Secretaria de Estado español para la Cultura recoge una serie de recursos e informaciones acerca de la propiedad intelectual (PI) con una atención particular a las cuestiones surgidas con Internet. Entre ellos, informes, estadísticas y publicaciones sobre la PI, noticias y enlaces sobre eventos como el día Mundial de la PI 2012, guías, catálogos y más.
La información contenida en esta sección del sitio web está dirigida a un público general, pero también hay secciones específicas para los jóvenes, los museos y las instituciones educativas.

Table of contents: 

PROPIEDAD INTELECTUAL
Información General
Presentación. Gestión en el Ministerio. Líneas de Actuación
La Propiedad Intelectual
Definición. Sujetos. Derechos. Mecanismos de protección. Preguntas más frecuentes
Gestión Colectiva
Entidades de gestión colectiva. Direcciones y tarifas. Informes de gestión
Lucha contra la Piratería
Registro de la Propiedad Intelectual
Organización y direcciones. Objeto. Solicitudes de inscripción. Publicidad registral. Solicitud Telemática
Centro de Documentación

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Author

Spanish Secretary of State for Culture, Spanish Government

Tags

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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John Kirriemuir

Year

2002

ISBN

D-Lib Magazine February 2002 Volume 8 Number 2 ISSN 1082-9873

Length

1 page

Tags

Digital Storytelling Project

This page provides hands-on experience on developing digital stories, outlines the challenges and advantages of media production in education; discusses strategies for integrating media into the curriculum, offers suggestions and online resources for producing video in the classroom with minimal resources and equipment, describes students' experiences with documentary storytelling, using telecommunication tools, and showcases their projects.

Also included: downloadable guidelines (.doc) to make an animation / movie with Powerpoint slides and Windows Movie Maker to enable teachers to create their own animations with sound.

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.

Related:
# 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

Learning from History / Lernen aus der Geschichte

Learning & Teaching offers teachers and other educators a free-of-charge resource pool of educational materials and methodological ideas. This website provides web seminars on themes in the field of historical and civic education, presented by experts from both academic and practical teaching contexts. As a registered user, you can take part in web seminars in real time and ask your own questions. Members can also share their own materials.

This website has four main areas: Learning & Teaching (in German), Participating & Networking, Learning Online & International Dialogue.

System requirements: 
Acrobat Reader, QuickTime

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.

KQED education

"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.
image
* 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."

Table of contents: 

Early Learning
• Early Childhood Educators
o Hands On Literacy
o Workshops
o A place of our own workshops
• Parents & kids
o Media as a learning tool
o Reading Rainbow
o Sesame Street View & Do
o Workshops
• Community Partners
• KidsWatch
• PBS Kids Raising Readers

Educators
• Arts
• Science
• Social Studies/Language Arts
o Election Resources
• Post Secondary Education

Digital Media Center
• Media Literacy
o Key Concepts
o Framework
o Glossary
o Resources
o Copyright & Media Education
o Video for English Learners
• Teachers’ Domain

Community Engagement

Curriculum Bank
• Adult Learning
• Language Arts
• Math
• Media Studies
• Science
• Social Studies
• Study Skills/ESL
• Visual & Performing Arts
• Visual & Performing Arts: Literary Arts

System requirements: 
Adobe Reader, Quicktime

Theory and Practice of Online Learning - Second edition

Starting with a comprehensive summary of relevant educational theory, the book revisits, in a lively way, the great dichotomies that have marked the history of open and distance learning. The second edition features updates on all chapters from the first edition and the addition of 4 new chapters (on Mobile Learning, Social Software, Distance Education Philosophy and Financial Decision Making). Two chapters (Chapter 3 - Value Chain Analysis and Chapter 9 - Copyright Issues) were not updated nor included in the 2nd edition. These two chapters (in addition to all of the origional 1st edition chapters) will continue to made available at this site, however readers are encouraged to access the revised chapters to receive more current and updated content.

Awarded the Charles A. Wedemeyer Award by the University Continuing Education Association.

Theory and Practice of Online Learning, edited by Terry Anderson and Fathi Elloumi, is concerned with assisting providers of online education with useful tools to carry out the teaching and learning transactions online. It presents, in an easily readable form, the theory, administration, tools, and methods of designing and delivering learning online. By doing so, the authors bring to the teaching community a valuable product which should go a long way in popularizing the use of the learning technologies.

To download e-book, click on middle tab "e-book" at the bottom section.

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Editors Terry Anderson & Fathi Elloumi

Year

2008

ISBN

978-1-897425-08-4 (SC)

Length

484 pages

Tags

Video Gaming, Education and Digital Learning Technologies: Relevance and Opportunities - References

This is a web page from 2002, where references are listed concerning video games, games and education.

Virtual E-Race-ing through Digital Discoveries

This is a list of Media Activist Organizations. Blogpost from 2005

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