Google Art Project
Through the Google Art Project users can visit famous museums from around the world like the Palace of Versailles, the National Gallery or the Uffizi Gallery, view hundreds of artworks and create and share their own collection of masterpieces.
Promethean's aim is to unlock the potential of human achievement in education and training at all ages around the world creating, developing, supplying and supporting leading edge, interactive learning technology.
Promethean Planet is a large teacher online community of unparalleled peer and technical support as well as a warehouse of premium and free resources - including interactive lessons, games, educator forums, and training courses. Resources are organized by subject (Math, Science, History, Language Arts, Vocational Skills...) and age range. There are also a lot of tips and best practice.
Math, Science, History, Language Arts, Vocational Skills, STEM, Social Studies, Humanities, English, Arts & Drama
Evolution of life
Evolution of life is a website created in 2009 by LMU Munich in Germany (http://www.en.uni-muenchen.de/index.html) and CNDP (Centre national de documentation pédagogique - http://www2.cndp.fr/accueil/accueil.htm) in France, offering original teaching materials about the evolution of life. Evolutionary concepts and evolutionary biology as a modern and relevant science are explained and shown through animation movies (the origin of life as seen by the water molecule Piccolina), documentaries (the effect of human actions on the evolution of animals) and simulations (the states of water, the movement of tectonic plates, ...). These teaching resources are meant for biology teachers but they are available in 3 languages (English, French and German) and can be accessed by everyone who wishes to learn more about evolution.
These resources should help teachers to design an attractive course about evolutionary concepts and stimulate students to become active learners by introducing the topic for example by a movie and then starting a discussion or going deeper using an interactive animation. Using the movies and simulations, students should understand the principles of evolution of life: that all living beings have a common origin and that evolution is the result of changes (mutations in genetic material) submitted to natural selection. Over long periods of time this perpetual search for equilibrium in the living world within its environment leads to biodiversity.
They also use the simulations to let students learn autonomously and carry out virtual experiments, in combination with resources from the new section "Teach", to which quizzes, print-outs and supplementary information for teachers will be added at the end of 2010.
A more detailed description of the project is available in the Showcase on the MEDEA Awards website: http://www.medea-awards.com/showcase/evolution-of-life
ExploreLearning - experience Math & Science with Gizmos
ExploreLearning offers a catalog of modular, interactive simulations in math and science for teachers and students in grades 6-12. These simulations are called Gizmos, which are flexible to support many different teaching styles and contexts and designed as supplemental curriculum materials that support state and national curriculum standards; in addition, Gizmos help teachers bring research-proven instructional strategies to their classrooms.
"Watch one of our demonstration movies. In particular, the "Introduction to ExploreLearning" movie is perfect for the first-time visitor to ExploreLearning. (It runs about 8 minutes but covers everything.) In addition, we have five Teaching with Gizmos movies that show how you might teach a specific lesson using Gizmos."
Playing Video Games Motives, Responses, and Consequences
From security training simulations to war games to role-playing games, to sports games to gambling, playing video games has become a social phenomena, and the increasing number of players that cross gender, culture, and age is on a dramatic upward trajectory. Playing Video Games: Motives, Responses, and Consequences integrates communication, psychology, and technology to examine the psychological and mediated aspects of playing video games. It is the first volume to delve deeply into these aspects of computer game play. It fits squarely into the media psychology arm of entertainment studies, the next big wave in media studies. The book targets one of the most popular and pervasive media in modern times, and it will serve to define the area of study and provide a theoretical spine for future research.
This unique and timely volume will appeal to scholars, researchers, and graduate students in media studies and mass communication, psychology, and marketing.
P. Vorderer, J. Bryant, K.M. Pieper, R. Weber, Playing Video Games as Entertainment.
M. Sellers, Designing the Experience of Interactive Play.
Part I: The Product. H. Lowood, A Brief Biography of Computer Games.
B.P. Smith, The (Computer) Games People Play.
S. Smith, Perps, Pimps, and Provocative Clothing: Examining Negative Content Patterns in Video Games.
E. Chan, P. Vorderer, Massively Multiplayer Online Games.
Part II: Motivation and Selection.
G.C. Klug, J. Schell, Why People Play Games: An Industry Perspective.
P. Ohler, G. Nieding, Why Play? An Evolutionary Perspective.
T. Hartmann, C. Klimmt, The Influence of Personality Factors on Computer Game Choice.
C. Klimmt, T. Hartmann, Effectance, Self-Efficacy, and the Motivation to Play Video Games.
M. von Salisch, C. Oppl, A. Kristen, What Attracts Children?
A.A. Raney, J.K. Smith, K. Baker, Adolescents and the Appeal of Video Games.
J. Bryant, J. Davies, Selective Exposure to Video Games.
Part III: Reception and Reaction Processes.
D. Williams, A Brief Social History of Game Play.
J.L. Sherry, K. Lucas, B.S. Greenberg, K. Lachlan, Video Game Uses and Gratifications as Predicators of Use and Game Preference.
R. Tamborini, P. Skalski, The Role of Presence in the Experience of Electronic Games.
S.M. Zehnder, S.D. Lipscomb, The Role of Music in Video Games.
K.M. Lee, N. Park, S-A. Jin, Narrative and Interactivity in Computer Games.
M.A. Shapiro, J. Pe¤a-Herborn, J.T. Hancock, Realism, Imagination, and Narrative Video Games.
A-S. Axelsson, T. Regan, Playing Online.
F.F. Steen, P.M. Greenfield, M.S. Davies, B. Tynes, What Went Wrong With The Sims Online: Cultural Learning and Barriers to Identification in a Massively Multiplayer Online Role-Playing Game.
Part IV: Effects and Consequences.
K.M. Lee, W. Peng, What Do We Know About Social and Psychological Effects of Computer Games? A Comprehensive Review of the Current Literature.
R. Weber, U. Ritterfeld, A. Kostygina, Aggression and Violence as Effects of Playing Violent Video Games?
K.E. Buckley, C.A. Anderson, A Theoretical Model of the Effects and Consequences of Playing Video Games. D.A. Lieberman, What Can We Learn From Playing Interactive Games?
U. Ritterfeld, R. Weber, Video Games for Entertainment and Education.
K. Durkin, Game Playing and Adolescents' Development.