creativity

MEDEAnet webinar "Programming as creativity"

As ICT and digital media are an integrated part of our daily life it’s important to show young students on what’s behind these tools and what it means to develop your own app or game. More and more teachers start to integrate elements of programming and coding into their class settings not only to teach the students on how to code but also to stimulate their creativity in creating their own games.

Within this one hour webinar you get an introduction on how teaching programming can enrich your teaching by being introduced to some interesting best practice cases. This webinar was attended by 30 participants from 15 countries.
This webinar addresses teachers, educators and people interested in getting to know more about programming in schools.

To see the discussion linked to this webinar go to http://www.media-and-learning.eu/content/programming-as-creativity-medea...

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Workshop “Co-creation Methodology”

The MEDEAnet workshop “Co-creation Methodology” was organised on 10 May 2014 in Athens by Educational Radiotelevision, and it was dedicated to teachers of post secondary vocational education and was held in Greek. The workshop supports teachers to:
> focus on co-creation methodology
> use media resources to test and apply “Flipping the classrooms” methodology
> learn from and exchange their teaching experience in group work
> explore how various tools and resources can be used to enhance creativity in schools
> focus on methodologies and educational content that could make teaching exciting and attractive to young people.

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Betty Tsakarestou, Assistant Professor and Head of Advertising and Public Relations Lab at the Department of Communication, Media and Culture of Panteion University Sofia Papadimitriou, PhD Hellenic Open University, Educational RadioTelevision of Ministry of Education, Greece

Year

2014

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EduCrate

EduCrate is a media curation tool for teachers to create, share, and
explore collections ("crates") of educational videos from multiple sources.

Creating video in school: A collaborative learning activity

"Creating video in school: A collaborative learning activity" was presented at the eTwinning Ambassadors Online Conference on 18th October 2014.

Video has been used effectively in various educational contexts in multiple ways to support learning as a dynamic medium of visualization, narration, abstraction and recognition. Last years after the digital technology evolution, video can easily be used and produced in the classroom in order to record and analyze interactions, develop critical thinking, creativity and enhance collaborative learning.

This presentation focuses on designing and implementing learning collaborative activities towards the creation of video in the classroom and also on the ways to collaborate with a partner school through video production. Furthermore, basic concepts from film literature are presented and particular proposals for entwining schools’ collaboration based on best practices of using videos in school setting.

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MIT App Inventor

App Inventor is a Web-based program development tool to create mobile applications without a need for prior programming experience. With this tool you can create the app in the browser by dragging and dropping features and behaviour options.
You can preview the app during the developing process through a live connection between computer and mobile device.

For more information you can follow online tutorials: http://appinventor.mit.edu/explore/tutorials.html
and lesson plans: http://appinventor.mit.edu/explore/teach.html.

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MIT - Massachusetts Institute of Technology

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Video in Social and Professional Learning Networks

The presentation regards the ways and the benefits of publishing and disseminating videos in social networks and the development of Professional Learning Networks (PLN) as a direct consequence.

Video is a "social object" inspiring and motivating students, cultivating dialogue, rating, polls and sharing in learning communities. Enabling school communities to present and disseminate their projects could make them available to each citizen. Therefore, video activates the students’ participation and communication, enhancing their creativity and collaboration.

Furthermore, video is a "learning object" supporting interactions, providing opportunities to gain an insight into ideas, content and events, engaging in conversations with people all over the globe who share similar interests, passions, problems and experiences.

Sponsors and Exhibitors

MediaSite Echo360 Kaltura
Panopto Barco Ubicast
Crowdbeamer

Organisers