technology

Noticing Tools

Noticing Tools are a ground-breaking suite of iPad apps that make learning math and science irresistible through play, creative design projects, and collaboration.

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Author

New York Hall of Science (NYSCI)

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Brainpop

BrainPOP is a suite of digitally animated products that presents curriculum-based topics for students in grades K-8. The site strives to spark curiosity while delivering introductory material covering a wide range of topics. BrainPOP is subscription-based.

GOALS

BrainPOP strives to spark curiosity while delivering introductory material covering a wide range of topics. The site is organized into myriad modules, each of which showcases a short movie on a particular topic, accompanied by quizzes, interactive activities, and learning games. BrainPOP also creates monthly featured playlists on broader “Spotlight” topics such as ancient civilizations or cyberbullying.

The eponymous product, BrainPOP targets students in grades 3-8; BrainPOP Jr. is geared for students in K-3; other products (i.e. BrainPOP Español, BrainPOP ESL, etc.) have been created for other specific audiences. BrainPOP is also home to GameUp, an online learning games portal featuring vetted titles developed by leading game publishers. BrainPOP Educators is a hub for free professional development, teacher tools, and best practices.

APPROACH

Teachers select a topic to teach, and watch the movie with their class. They can then use the quiz provided by BrainPOP or use the materials provided to engage their classroom with the topic at hand. Additional modules related to the initially chosen topic are also displayed on the site.

Alternatively, teachers can assign movies and activities to be watched and completed. Available with certain subscriptions, the "My BrainPOP" suite of features allow teachers to track students’ progress through the work. Students can also view their past progress using My BrainPOP.

BrainPOP activities and quizzes align with a variety of standards, including the Common Core State Standards; educators can search for movies and activities by state or national standards, grade level and subject.

IMPLEMENTATION

BrainPOP’s is primarily a web-based tool available for any browser running Flash. Apps are also available for all major platforms, including iOS and Android, though not all features are available on all versions of the app. A projector screen or large television may be used when watching movies as a class.

Table of contents: 

ENTER CODE
LOG IN
Tour
About
Subscribe
Funding
Help
Jr (K-3)
Español
See a Full List of Topics
BrainPOP Educators
BrainPOP Lessons
Arts and Music
English
Health
Math
Science
Social Studies
Technology
Most Recent Resources for BrainPOP
Topics
Tour
Learn the ins and outs of BrainPOP Educators with this quick...
Calendar
Lesson Plans + Materials
Training
Tools on BrainPOP
Games + Teaching
Help + FAQ
Academic Standards
BrainPOP & the Common Core »
Visit
BrainPOP (3-8)
BrainPOP Jr. (K-3)
BrainPOP ESL
BrainPOP Español
BrainPOP Français
BrainPOP UK
Subscribe
New Subscription
Renew
Funding
Order Form (PDF)
FAQs
FAQ Directory
BrainPOP Educators FAQs
BrainPOP FAQs
BrainPOP Jr. FAQs
BrainPOP ESL FAQs
App Support FAQs
Terms of Use
Privacy Policy (updated)
Trademarks Page

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browser

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FWD Media Inc. d/b/a BrainPOP, BrainPOP IP LLC and related companies

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Useful tools for teachers for a more inclusive classroom by SENnet

SENnet is the Special Educational Needs Network that brings together decision-makers and practitioners supporting young people with disabilities in mainstream schools. The network connects, informs and supports those using technology to improve access to learning for young people with special educational needs. After three years' work, the partners have produced useful resources for every teacher.

Table of contents: 

Home
Resources
Partners
Wiki
About
Research, policy and practice
New learning environments
Teacher competence development

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Browser

Technology Tools for Teachers

An e-book aimed at providing teachers with a toolkit to examine and use tools for education. Among the Creativity Tools you will find instructions about how to help learners to familiarise with Video Making, Digital Storytelling, Data Visualisation, Infographics and other innovative uses of media to learn.

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Commonwealth Educational Media Centre for Asia (CEMCA)

Year

2014

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MEDEAnet webinar "How to integrate gaming in the classroom"

Game-based learning offers a variety of opportunities to teachers to stimulate pupils' engagement and to strengthen their collaborative learning skills. During this one hour webinar on Monday, 25 June 2012 (4 - 5pm CET) participants received an insight into what it's like to integrate games into their teaching practice. 27 participants took part in this webinar aimed at teachers, educators and school directors interested in getting to know more about the different ways in which they can integrate digital games into learning activities.

The speakers that MEDEAnet lined up for this webinar are Steven Ronsijn, teacher and educational ICT-coordinator at Sint-Lievenscollege Gent (Belgium) and Jolanta Galecka from Young Digital Planet (Poland). Steven described the concrete benefits and experiences he has had as a teacher when using games in his lessons. Jolanta's focus was on how you can use games in different learning settings to better motivate children to learn from both a theoretical and a practical perspective.

To see the discussion linked to this webinar go to http://www.media-and-learning.eu/content/how-to-integrate-digital-games-...

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browser

inGenious – Teaching practices for engaging science lessons

inGenious, the European Coordinating Body in STEM Education, brings together teachers and industry to excite students about maths and science subjects. inGenious identifies and shares free teaching practices developed by industry, including industry visits, hands-on experiments, games and competitions.

You can learn about the educational activities industry has developed to help pupils understand the world of work and hear from teachers who are piloting industry education activities.

Table of contents: 

Home
About
Partners
Communities
Resources
Practices
News
Events
Competition
The Code

System requirements: 
Browser

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European Schoolnet

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L3T Lehrbuch für Lehren und Lernen mit Technologien

L3T is a comprehensive textbook on teaching and learning with technology. It covers various aspects of ICT and media in education. E.g. it covers trends in mobile learning, distance learning, the framework for e-learning at universities, quality assurance for e-learning etc.
The book was edited by Martin Ebner and Sandra Schön. More than 200 people were involved in writing this state of the art textbook.
It is structured in three parts: an introduction to learning and teaching with and through media, an in-depth analysis and a part dealing with specialized applications (see: table of content). Each of the individual chapters and parts can be read on its own.. Consequently, the reader can chose the most relevant ones.
It can be viewed on the L3T webpage, freely downloaded as pdf and on iTunes and even a hardcopy of this book was released in 2011.

Table of contents: 

Einführung

Einleitung zum Lehrbuch und zu dem etwas anderen Lehrbuchprojekt
Martin Ebner, Sandra Schön

Einführung Das Themenfeld "Lernen und Lehren mit Technologien"
Martin Ebner, Sandra Schön, Walther Nagler

Vom Overhead-Projektor zum iPad Eine technische Übersicht
Clemens Kroell, Martin Ebner

Hypertext Geschichte, Systeme, Strukturmerkmale und Werkzeuge
Rolf Schulmeister

Geschichte des Fernunterrichts Vom brieflichen Unterricht zum gemeinsamen Lernen im Web 2.0
Olaf Zawacki-Richter

Informationssysteme Technische Anforderungen für das Lernen und Lehren
Anja Lorenz, Christian Safran, Martin Ebner

Webtechnologien Technische Anforderungen an Informationssysteme
Christian Safran, Anja Lorenz, Martin Ebner

Interaktive, multimediale Materialien Gestaltung von Materialien zum Lernen und Lehren
Michael Tesar, Robert Pucher, Kerstin Stöckelmayr, Johannes Metscher, Frank Vohle, Martin Ebner

Human-Computer Interaction Usability Engineering im Bildungskontext
Andreas Holzinger

Didaktisches Design Von der Lerntheorie zur Gestaltungsstrategie
Gabi Reinmann

Medienpädagogik Strömungen, Forschungsfragen und Aufgaben
Mandy Schiefner

Systeme im Einsatz Lernmanagement, Kompetenzmanagement und PLE
Marco Kalz, Sandra Schön, Martin Lindner, Detlev Roth, Peter Baumgartner

Kommunikation und Moderation Internetgestützte Kommunikation zur Lernunterstützung
Gabriela Bäuml-Westebbe, Ilona Buchem, Martin Ebner, Marc Egloffstein, Christian Lehr, Birgit Peterson, Sandra Schön

Planung und Organisation Technologieeinsatz von der Bedarfsanalyse bis zur Evaluation
Taiga Brahm, Tobias Jenert

Literatur und Information Datenbanken, Fachliteratur, Literaturrecherche und -verwaltung
Lambert Heller, Rolf Kretschmann, Markus Linten

E-Learning-Kompetenzen entwickeln Deutschsprachige Aus- und Weiterbildungsprogramme
Johannes Maurek, Wolf Hilzensauer

Vertiefung
Die „Netzgeneration“ Empirische Untersuchungen zur Mediennutzung bei Jugendlichen
Patricia Arnold

Multimedia und Gedächtnis Kognitionspsychologische Sicht auf das Lernen mit Technologien
Tanja Jadin

Mobiles und ubiquitäres Lernen Technologien und didaktische Aspekte
Marcus Specht, Martin Ebner

Prüfen mit Computer und Internet Didaktik, Methodik und Organisation von E-Assessment
Susanne Gruttmann, Claus Usener

Blogging und Microblogging Anwendungsmöglichkeiten im Bildungskontext
Ilona Buchem, Ralf Appelt, Sascha Kaiser, Sandra Schön, Martin Ebner

Vom Online-Skriptum zum E-Book Lehr- und Lernunterlagen als elektronische Bücher
Walther Nagler

Educasting Wie Podcasts in Bildungskontexten Anwendung finden
Isabel Zorn, Andreas Auwärter, Marc Krüger, Heike Seehagen-Marx

Game-Based Learning Spielend Lernen?
Son Le, Peter Weber

Einsatz kollaborativer Werkzeuge Lernen und Lehren mit webbasierten Anwendungen
Stefan Karlhuber, Günter Wageneder
Qualitätssicherung im E-Learning Veränderungen durch derzeitige Technologien und Konzepte
Ulf Ehlers

Offener Zugang Open Access, Open Educational Resources und Urheberrecht
Katja Mruck, Günter Mey, Peter Purgathofer, Sandra Schön, Nicolas Apostolopoulos

Lernen mit Videokonferenzen Szenarien, Anwendungen und Praxistipps
Bernhard M. Ertl, Kathrin Helling, Ilona Herbst, Manuela Paechter, Gergely Rakoczi

Simulationen und simulierte Welten Lernen in immersiven Lernumgebungen
Susan Jolie, Uwe Katzky, Klaus Bredl, Frank Kappe, Dirk Krause

Spezial
Die Akteur-Netzwerk-Theorie Eine Techniktheorie für das Lernen und Lehren mit Technologien
Andréa Belliger, David J. Krieger, Erich Herber, Stephan Waba

Barrierefreiheit Grundlage gerechter webbasierter Lernchancen
Klaus Reich, Klaus Miesenberger

Designentwicklung Anregungen aus Designtheorie und Designforschung
Heidrun Allert, Christoph Richter

Geschlechterforschung Ihr Blick auf das Lernen und Lehren mit neuen Technologien
Sabine Zauchner

Zukunftsforschung und Innovation… wissen was kommt
Sandra Schön, Mark Markus

Kognitionswissenschaft Ihre Perspektive auf Lernen und Lehren mit Technologien
Brigitte Römmer-Nossek, Markus F. Peschl, Elisabeth Zimmermann

Lernservice-Engineering Eine ökonomische Perspektive auf technologiegestütztes Lernen
Corinna Fink, Roland Gabriel, Martin Gersch, Christian Lehr, Peter Weber

Medientheorien Ein Beitrag zum medienbasierten Lernen
Stefanie Panke

Spielend Lernen im Kindergarten Neue Technologien im Einsatz
Elisabeth Schallhart, Andreas Eitel, André Lenich, Claudia Gartler, Diana Wieden-Bischof

Technologieeinsatz in der Schule Zum Lernen und Lehren in der Primar- und Sekundarstufe
Peter Babnik, Johannes Dorfinger, Martin Ebner, Klaus Meschede, Ursula Mulley, Marc Widmer

Hochschule Strukturen, Rahmen und Modelle für die Lehre mit Technologien
Philipp Budka, Martin Ebner, Walther Nagler, Claudia Schallert

Webbasiertes Lernen in Unternehmen Entscheider/innen, Zielgruppen, Lernformen und Erfolgsfaktoren
Christian Böhler, Conrad Lienhardt, Jochen Robes, Werner Sauter, Maria Süß, Kirsten Wessendorf

Erwachsenen- und Weiterbildung Technologieeinsatz beim Lernen und Lehren mit Erwachsenen
Erich Herber, Bernhard Schmidt-Hertha, Sabine Zauchner, Severin Kierlinger-Seiberl

Entwicklungszusammenarbeit Technologieeinsatz beim Lernen und Lehren
Thorsten Trede, Günter Podlacha, Volker Lichtenthäler

Human- und Tiermedizin Technologieeinsatz im Gesundheitswesen
Kai Sostmann, Jacqueline Henning, Jan P. Ehlers

Online-Labore Formen, Einsatz in der Lehre, Beispiele und Trends
Andreas Pester, Michael E. Auer

Mehr als eine Rechenmaschine Computer im mathematisch-naturwissenschaftlichen Unterricht
Steffen Schaal, Christian Spannagel, Markus Vogel

Bildungstechnologien im Sport Forschungsstand, Einsatzgebiete und Praxisbeispiele
Rolf Kretschmann, Andreas Hebbel-Seeger, Frank Vohle

Fremdsprachen Mit Technologien Sprachen lernen und lehren
Gerlinde Buchberger, Johanna Chardaloupa, Georgios Perperidis, Verena Heckmann

Literaturverzeichnis aller Kapitel
Martin Ebner, Sandra Schön

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Martin Ebner, Sandra Schön et al.

Year

2011

Length

452 pages (hardcopy)

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MIT Video

The MIT Video website aggregates and curates video produced by the Institute's offices, laboratories, centres and administration. This includes feature and editorial videos, event recordings, academic content and more. Each day, the editorial team at MIT Video selects one or more videos to "spotlight" based on the videos' content, production value and timeliness.

MIT Video currently contains more than 12,000 videos. Here are some of the most recently added and featured.

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MIT - Massachusetts Institute of Technology

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GCF Learn Free

GCFLearnFree.org provides quality, innovative online learning opportunities to anyone who wants to improve their technology, literacy and math skills. Users can choose among over 1,000 free lessons including include video and interactive contents.

Wikiversity

Wikiversity is a learning community which aims to further the discovery and distribution of knowledge by helping people to learn and to share learning resources. Users can use Wikiversity to find information, ask questions, or learn more about a subject, to explore knowledge through advanced study and research and also to share their knowledge about a subject with others by building learning materials.
Wikiversity is available in 15 different languages, with a different number of learning resources for every language, varying from a few hundreds to over 20k.
The library of learning materials is growing and contains materials of all types, including a wide variety of multimedia course materials. They are designed, not just for self-study, but also as material which can be used in your classroom.
Everyone can create and revise teaching materials. Anyone can participate in the learning activities. Everyone can take a course. Everyone can teach a course. There are no entrance requirements and no fees. All content in Wikiversity is written collaboratively, using wiki software, and everyone is welcome to take part through using, adding and discussing content.

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