Public Domain Review - Out-of-copyright works
The Public Domain Review is a not-for-profit project dedicated to showcasing the most interesting and unusual out-of-copyright works available online.
All works eventually falling out of copyright (from classic works of art, music and literature, to abandoned drafts, tentative plans, and overlooked fragments)are in the public domain, a vast commons of material that everyone is free to enjoy, share and build upon without restriction.
The Public Domain Review aims to help its readers to explore this rich terrain.
On the website it is possible to find:
- articles from leading scholars, writers, archivists, and artists provide fresh reflections and new angles on old material;
- the possibility to subscribe to the newsletter;
- browse public domain material organised in collections (films, audio, images and texts),
- a guide to finding interesting public domain works.
Art and Illustrations
Free Digital Photos
FreeDigitalPhotos.net is a website to download free or purchased images. Condition to the free use of the photos is to publish an acknowledgement to FreeDigitalPhotos.net and the image creator. All images are available free-of-charge. In addition to the free images, all images are available to purchase in a variety of sizes. Purchased images can also be published without the acknowledgement.
Images can be manipulated, edited, have text overlayed, or be combined. For a detailed list of the permitted uses, see http://www.freedigitalphotos.net/images/terms.php.
No registration is required to download free images. The optional member registration gives access to some additional features.
The principal categories are:
• Energy and Environment
• Food and Drink
• Government & Public Services
• Health And Beauty
• Holidays and Events
• Metaphors and Symbols
• Science and Technology
• Sports and Leisure
• Icon Sets
IPR For Educational Environments
This is a free online course about Intellectual Property Rights for Educational Environments. It is primarily aimed at people in higher education designing online learning resources but is also appropriated for academics working in HE staff development. The course is divided into three units each comprising a number of sessions. Each element is designed to either be used independently or as a part of a complete learning experience.
The course addresses IPR in the UK but the materials can be adapted and re-used to represent IPR issues in non-UK countries. It is developed in the frame of the IPR4EE project, that was created to introduce and build awareness of aspects of intellectual property rights and copyright.
N.B.: The link leads to the introduction and overview of the course. Links to the units and materials of the course can be found at the bottom of the page.
Unit One: Introduction to IPR and Copyright for Educators
• Session 1: Introduction to copyright and other IPR overview
• Session 2: Why is it important for me as an educator?
• Session 3: Media IPR and licensing
• Session 4: Consortia & collaborative projects
Unit Two: Working within your institution
• Session 1: Project planning and documentation methods
• Session 2: Risk assessment
• Session 3: Ethical considerations (students work and social media)
• Session 4: Institutional contexts
• Session 5: Context and collaborative projects
Unit Three: Developing Content For A Multimedia-Multiplatform Course
• Session 1: Pedagogy & structure for your OER project
• Session 2: What media to use...and clearing it for use
• Session 3: Using the right type of media...and clearing it.
• Session 4: Pedagogy and accessibility
• Session 5: Dissemination and evaluation
Mangahigh.com is one of the first games-based-learning sites, where students learn Mathematics via purpose-built casual games that balance fun and learning. It was founded by an experienced team of mathematicians and game specialists.
The games on this platform are adaptive (they dynamically adapt in difficulty to the ability of the student) and automatic (they have a meta-objective that the players strive to achieve by repeating a simple step (game mechanic) over and over again). They are designed to develop students' ability and curiosity to observe, hypothesize, test, evaluate, conclude and refine ideas. Finally, they provide powerful contexts often bringing out the 'real-world' application of the topic at hand, so increasing the students' interest in the content.
Games are structured with objectives: a bronze medal demonstrates a basic understanding of the key teaching objectives of the challenge. This includes a competence with typical/standard applications of the topic. A Silver and Gold medal demonstrate a secure understanding of the teaching objective and a competence with non typical/extension applications of the topic.
The educational content within Mangahigh is based on the national (UK) curriculum and is delivered through its proprietary educational games.
The site is targeted towards 7-16 year olds but is open for anyone to play. All available games are free to play and enable kids to to develop mathematical knowledge and skills in the context of total involvement. The games are grouped in numbers, algebra and shape and there is a section designed for younger children. There is also a quiz dedicated to the same topics mentioned above, with structured exercises.
Mangahigh also promote school-to-school bilateral competitions. The service is called Fai-To (read more about it on the website).
O2 Learn is a free, moderated video-sharing site for teachers to share their best lessons with secondary school students. The video library contains at present almost 1500 videos on various subjects (see table of content) and the number is constantly increasing as new videos are uploaded every week.
O2 Learn can give every 13-18 year old access to a huge choice of curriculum focused (UK) mini-lessons which can help them with revision or to catch up on some subjects that they can't remember or might have missed.
Students can rate the lessons: best lessons are awarded every week and every year as chosen by the student rating and an expert judging panel. To date, O2 Learn has awarded over £300,000 directly to teachers and schools in the UK. Find out more on our awards page.
In order to make the site safe and accurate, videos are moderated for appropriateness and the accuracy of the content through a network of 'learning champions'.
Teachers sharing content keep all rights in their content, can use it in any way, and can allow others to use it. By sharing the content on O2 Learn, they also give their unrestricted permission to use that content, free of charge, for the operation and promotion of the service.
The service is provided as a BETA service.
Design and Technology
PrimaryPad is a web-based word processor that allows pupils and teachers to work together in real-time. It was conceived by a teacher and is specifically designed for schools.
Pads are collaborative. This means that more people can work on them at a time (indeed that’s the point of it) in order to get ideas, collaborate on a common task, share and quickly posting pieces of information when working in a group or collaborative environment.
PrimaryPad integrates other tools giving the possibility to write sticky notes, to draw, to chat with collaborators, to make templates, to upload and insert images and text from other documents, to use a time slider to go back in time in the edition of the pad to see what was there in a previous version, etc.
The free version of this tool allows to create an unlimited number of pads that last 30 days before being deleted and can be edited by up to 50 people.
The website also contains a library of ideas for teachers of any subject.
Teach Your Monster to Read
Teach your Monster to Read is a free game to practise the first steps of reading. It is built on the principles of synthetic phonics and follows the teaching sequence of the Letters and Sounds programme.
Teach Your Monster to Read is intended to be used by teachers and parents/guardians as a reading-related teaching tool for children of between 3 and 8 years of age.
Teachers and parents may register on the site, and as a result become “Users”. Users may set up individual accounts for their Students, which allow the Students to access, and the User to track Students’ performance in their use of, the Game Service. Accounts may only be established by Users, and not by Students themselves; Students must have Users’ permission to use the Game Service.
On the How It Works Page, you can find links to how the game has been conceived and used in schools.
communicationspace+ the media + communication studies network
Communicationspace is a multidimensional online network, based on a Ning community platform, for the media and communication studies academic communities. Sponsored by SAGE, the site is open to anyone studying or researching in media studies, mass communication, journalism, new media, games studies, interpersonal communication and the many other communication studies fields. It is created for students and researchers to network and share research, resources and debates.
Reading + Discussions
View all members
Call for papers
About this space
edmediashare.org has been launched by JISC Digital Media and provides a location for learners and educators to share the online video they use combined with information on the context in which they use these resources. Video on the site can be embedded into VLE’s, blogs – anywhere on the web.
Connecting digital literacy between home and school
This report is the result of a seven-month research project into the connections and discontinuities between children’s digital literacy practices at home and in school. It formed one strand of a larger project exploring children’s digital participation.
This report provides a brief introduction to the research project, setting out the key ideas underpinning the research, and describes the research project and methods used. It then presents and explores findings from the research, drawing out some common themes and discussing challenges and opportunities for connecting children’s digital literacy between home and school.
This report aims to provide evidence of children’s current digital literacy practices, where there are opportunities for connections to be developed or established between home and school, and where there are disconnections that may need to be addressed. This report is likely to be of interest to researchers and primary and secondary teachers interested in the field of digital literacy.
About this report
Discussion and conclusions