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These excellent educational audiovisual materials to support French teachers address various aspects of Canadian Francophone culture and highlight literature in particular.
Free auto-training module on plagiarism and the right to quote
Ce module comporte cinq parties:
- une première définit la notion de plagiat et livre quelques exemples, c'est-à-dire sept pratiques qui peuvent être qualifiées de plagiaires; cette première partie livre aussi des chiffres sur le plagiat et propose les moyens de l'éviter;
- la deuxième partie titrée "Citer correctement ses sources" n'est qu'une suite logique de la première; y sont présentées les règles de la citation et de la paraphrase;
- les trois dernières parties proposent des conseils, un quiz et un résumé à l'utilisateur.
Ce module est offert sous une licence Creative Commons. Il sera utile aussi bien aux étudiants qu'aux formateurs qui pourront s'en servir dans le cadre de l'apprentissage de la culture informationnelle.
This is an online free module of auto-training about plagiarism and the right to quote. It consists of five parts:
- the first part defines plagiarism and gives some examples, that is to say, seven practices that can be described as plagiarists; this first part gives also some figures on plagiarism and suggests ways to avoid it;
- the second part titled "Quoting your sources correctly" is a logical continuation of the first and contains an overview of the rules of citation and paraphrase;
- the last three sections provide tips, a quiz and a summary to the user.
This module is available under a Creative Commons license. It will be useful to both students and instructors that can use it in learning about information literacy.
Educational Technology and Mobile Learning
Educational Technology and Mobile Learning is a blog providing users, students, teachers, leaders and managers of educational ICT with articles and tools to better integrate technology into education. Practical tools, ideas and tips come along with a selection of interesting readings on the subject, tutorials and guides. An entire section of this blog is also dedicated to articles covering reviews of free educational mobile apps that work on smart devices.
This wiki page lists various interesting resources related to digital storytelling in an educational context. It lists books, (media) resources, examples of stop motion & other techniques, as well as student-created stories.
Privacy Pirates is an Interactive Unit on Online Privacy introduces children, ages 7-9, to the concept of online privacy and teaches them to distinguish between information that is appropriate to give out and information better kept private – and to recognize how this may change in different contexts.
In the game children assemble a map leading to a pirate treasure (to introduce the idea that personal information has value). As they do this, they will be asked a variety of questions about privacy and personal information on the Internet. Correct choices will be rewarded with an additional piece of the map.
Media Awareness Network has prepared the document "Privacy Pirates: Background information for parents and teachers" (http://www.media-awareness.ca/english/games/privacy_pirates/upload/Priva...) to provide an overview of online privacy issues, as well as suggestions for playing the game with children and extension activities.
Gene Screen BC
Gene Screen BC (GSBC) is an annual competition that honours short videos that educate, inform and excite secondary students, the public and healthcare professionals about the role of genetics and genomics in human health. The 2011 theme for instance was “Education”, targeted towards those interested in creating short films aimed at educating students in grades 8 to 12 about any topic related to the role of genetics and genomics in human health.
It was first organised in 2010 and the submitted videos that rank highest are added to an online video gallery, so definitely worth to take a look at: http://www.genescreenbc.com/videos-2/videos
Passport to the Internet - Student tutorial for Internet literacy
Passport to the Internet - the Student tutorial for Internet literacy (Grades 4-8) was created by the Media Awareness Network (http://www.media-awareness.ca) in Canada. It gives the opportunity for children to learn to do online activities in a secure environment. This e-learning tutorial is modular-based and these interactive modules are key to the Passport to the Internet approach: students learn by performing the actual tasks they do online - using a search engine, carrying on a conversation, creating a profile - as the interactive medium allows students to learn Internet literacy skills in authentic environments.
The modules include:
- MyFace, a social networking site that challenges students to create an engaging profile while protecting their privacy;
- Co-Co’s Choco Match: a simulated advergame that teaches the “tricks of the trade” that online advertisers use to reach young consumers;
- Study Space: a research assignment that teaches authentication skills through a mock search engine and by having students judge the reliability of three different websites;
- Web Café: a general introduction to safe and wise web surfing that shows students how to judge what is behind a link, e-mail, banner ad or search result before clicking on it;
- Instant Pigeon: an instant messaging programme in which students engage in four conversations, allowing them to make ethical choices about how to reply to their online “buddies” and how to deal with issues such as uploading photos and videos, stranger contact and cyber bullying.
A more detailed description of the project is also available in the Showcase on the MEDEA Awards website http://www.medea-awards.com/showcase/passport-to-the-internet
Pixton introduces Click-n-Drag Comics™, a revolutionary new (patent-pending) technology that enables anyone to create comics on the web. Pixton uses all elements from fully posable characters to dynamic panels, props, and speech bubbles, allowinf for every aspect of a comic to be controlled in an intuitive click-n-drag motion. Pixton Comics has won numerous awards for this technology.
It offers products for fun (discover, share, and create comics, comic books, contests & discussion forum), for schools (a visual writing tool for all subjects, personalized & private environments, aligned with curriculum) and for business (storyboarding tool).
Pixton for Fun
Leading English Education and Resource Network (LEARN)
LEARN is an educational foundation supported in part by funding from the Quebec-Canada Entente for Minority Language Education that offers e-learning services and support to all English school boards, private schools, community organizations and the private sector in rural and urban settings; supports and promotes pedagogical collaboration and innovation using information technology, and works to model best practices; and publishes learning materials to support educators who are implementing competency-based practices in the classroom.
The resources are available at http://www.learnquebec.ca/en/content/principals and on the community webpage: http://www.learninglandscapes.ca.
Video in Theory and Practice: Issues for Classroom Use and Teacher Video Evaluation
A paper about getting the most educational value out of viewing videos in the classroom and providing special attention to evaluation. Including useful guidelines for pre-activity, activity, and post-activity: how to implement video practically, time-wise and goal-oriented into a lesson plan.
"Video is an educational media with a foremost place in current and future education,
even in the context of growing interest in ‘interactive multimedia’. Through
thoughtful planning, video instruction can be used to promote ‘interactive’ learning,
in the best sense of the word – the sense of active learning described in this article.
Videos can be used to help promote student curiosity, speculation and intellectual
engagement. They can help promote group learning discussions and activities allowing
learners to use knowledge they already have and higher-order cognitive skills
required to extend their knowledge. In combination with other instructional strategies,
videos can allow learners to make their own input into learning experiences
and to realize the personal importance of learning itself. It is up to the teacher to
develop processes and circumstances to get the most ‘interactive learning’ value
from video and to help bring the video experience into the real world of the student
Are videos inherently more effective than other types of learning resources?
Strengths of video
Instructional design in video - what research says
Background to video utilization techniques - Active Learning
General Principles of Video Use in the classroom
Pre-Activity: Preparing for the viewing experience
The Activity: General aspects of viewing the video
The Activity: Using video to promote active learning
Post-Activity: Activities to consolidate the video viewing experience
Evaluating educational videos
Positives to look for during video evaluation
Flags to look for during video evaluation