EduTubePlus

with references

Teaching Youth Media : A Critical Guide to Literacy, Video Production, and Social Change

Description: 
This book explores the power of using media education to help urban teenagers develop their critical thinking and literacy skills. Drawing on his twenty years of experience working with inner-city youth at the acclaimed Educational Video Center (EVC) in New York City, Steven Goodman looks closely at both the problems and possibilities of this model of media education. Responding to our national concern about adolescents, literacy, media, and violence,Teaching Youth Media: * Describes the changes schools and after-school programs need to make in order to create a media education that empowers students to change their world. * Explores the intersection of literacy and culture as youth learn to analyze information from a variety of sources, including television, newspapers, books, films, school, church, and lives outside of school. * Features case studies of students and teachers engaged in making video documentaries at EVC and in an alternative high school. * Illuminates the practical day-to-day challenges faced by professional developers and teachers working to change the way education is practiced in their classes and schools. * Looks at the profound "disconnect" that results when teachers and curriculum fail to recognize the social and cultural contexts in which urban students live. * Explores the critical thinking and technical video arts skills students develop as they learn to collaboratively conduct interviews, research, shoot, log, and edit their documentaries.
Author: 
Steven Goodman
ISBN: 
# ISBN-10: 0807742880 # ISBN-13: 9780807742884
Year: 
2003
Length: 
144 pages

The Director in the Classroom - How Filmmaking Inspires Learning

Description: 
Offering a fun voyage of discovery for learners of all ages, The Director in the Classroom provides the "Why" for digital video in the classroom in a clear and concisely written book. The Director in the Classroom examines how filmmaking engages learners and explores how the process of filmmaking fosters the development of personal, social and higher-order thinking skills. Digital filmmaking can empower students with the tools, skills and confidence to take creative control of their research projects. This book identifies how today’s digital cameras and software tools are revolutionizing filmmaking and enhancing learning in the classroom, and investigates curriculum connections and strategies for meeting standards and provides examples of successful video projects from K-12 and beyond. The Director in the Classroom also provides you with strategies for assessing video projects, dealing with copyright issues, and project ideas.
Author: 
Nikos Theodosakis
ISBN: 
# ISBN-10: 1930870116 # ISBN-13: 978-1930870116
Year: 
2001
Length: 
336 pages

An examination of the impact of organisational constraints on change in UK Higher Education brought about by the introduction and use of learning technologies

Description: 
The uptake and diffusion of the use of Learning Technologies in UK Higher Education is an instance of the adoption of change. There has been considerable research into the ways in which the uptake and diffusion of innovation can effect change processes. This work has identified the importance of barriers and drivers to change as a part of the process. Areas of study have included general instances, those specific to technology and those relevant to the use of learning technology in higher education. It has also been shown that a higher education institution’s organisational structure may itself inhibit or accelerate the way in which it will respond to external changes and adopt new practices. This study reviews the development and growth in the use of learning technologies. It sets these activities in the context of changes in computing and predominant theories in education and psychology from a UK and US perspective. This study goes on to describe the methodology adopted when undertaking an extensive survey of use of learning technology at the University of Southampton to make an initial case that institutional approaches associated with the known organisational models may amplify or dampen the known barriers and drivers for change. The full thesis will take forward this work by analysing this data alongside a range of previously published data undertaking additional research into institutional approaches and the use of learning technology across a range of UK Higher Education Institutions.
Author: 
Su White
Year: 
2003
System requirements: 
University's login needed

Digital Video in Education

Description: 
This is a segment of Keith Lightbody's continously updated web site (http://www.zardec.net.au/keith/index.html) of which he says "This site is about helping everyday people use technology to do a quality job - quicker, easier, smarter! The focus is on achieving good solutions cost-effectively, calmly and simply. I aim to help the 80% of people who just want learning technology to be easy to use and reliable."
Author: 
Keith Lightbody
Year: 
2007
Length: 
14 subsections
Table of contents: 
1. Quick Start 2. Curriculum Benefits 3. Recent Advances 4. Possible Uses 5. Buying Camcorders 6. Project Planning 7. Video Production 8. Video Output 9. Software Tips 10. Camcorder Tips 11. Hardware Tips 12. Glossary 13. Helpful Resources 14. Site Credits

Information Society Technologies (IST 2006) Broadcast site

Description: 
This broadcast site (dated 2006) is a collection of recorded sessions, winner videos, best of videos and spotlights of the IST 2006 event. IST stands for Information Society Technologies and the event is now called ICT 2008, ICT 200…
Author: 
European Commission
Year: 
2006
Length: 
AV repository

Designing Video and Mulitmedia for Open and Flexible Learning

Description: 
"This is a comprehensive, practical guide to the most effective use of video and multimedia in open and distance learning. Illustrated throughout, it considers pedagogic design principles for the highest quality learning material, covering: * what to teach on video and how to teach it * when to choose and how to use other media for teaching * a framework of pedagogic design principles for video and multimedia * practical development advice for interactive multimedia. With insights into the comprehensive process of designing, developing and managing distance learning materials, this book will appeal to those involved in course development, educational video, audiovision and interactive multimedia design, as well as to students of general video and multimedia production."
Author: 
Jack Koumi for the Open and Flexible Learning Series
ISBN: 
ISBN-10: 0-415-38303-X ISBN-13: 978-0-415-38304-5
Year: 
2006
Length: 
220 pages (without appendix)
Table of contents: 
Study Guide: How you might use this book Part 1: Techniques and Teaching Functions that Exploit Video's Strengths, Adding Pedagogic Value 1. Video that adds cognitive value or skills value 2. Video that adds experiential value 3. Video that adds nurturing value Part 2: Optimal media selection and deployment 4. Matching media attributes to learning tasks and functions Part 3: Pedagogic Screenwriting Principles for Video 5. Screenwriting for video in educational multimedia: an overview of the screenwriting principles 6. Screenwriting for video in educational multimedia: in-depth coverage of the screenwriting principles Part 4: Picture-word Synergy for Audiovision and Multimedia 7. Principles of picture-word synergy for Audiovision 8. Screenwriting principles for a multimedia package - picture word synergy for mutltimedia with audio commentary

Managenergy.tv, European Commission webcast portal

Description: 
The European Commission aims at promoting efficient multilingual communication with the high number of geographically dispersed in the enlarged Union using innovative solutions. Since 2001, within the ManagEnergy program, the European Commission has been developing and using a combination of multimedia and Internet based streaming technologies to enable more people throughout Europe to benefit from its activities. From within this portal, you will watch workshops, conferences, programme information days, contract negotiations and other events broadcast live on the Internet. These are combined at times with interactive chats enabling virtual participants to ask questions at the actual event and discuss related topics amongst themselves and with Commission staff. After the events, online video-recordings provide an easy to use, cost-effective and environmentally-friendly resource. Images are webcast within a user-friendly interface integrating video, audio, slides, speaker information, interactive chat, polling mechanism and other useful information on a single screen. The information on this site is subject to Disclaimer, Copright and Private Policy Notice.
Author: 
European Commission
Year: 
up-to-date
Length: 
video repository

IPSE - Using Interactive Video for Instruction

Description: 
The purpose of this paper is to provide information and practical suggestions to be used in planning a distance education course or class session. Emphasis is placed on activities to increase student participation and involvement. Instructional methods are described as well as their use in a distance education environment. The implementation of each method in a distance education setting is contrasted with its use in a traditional classroom setting.
Author: 
James E. Siantz and Richard Pugh, Office of Education Technology Services, Indiana University
Year: 
1994?
Length: 
approx. 15 pages

Consolarium: games-based learning to boost performance

Description: 
Consolarium on BBC News - Gaming in Education. Learning and Teaching Scotland's Derek Robertson explains new gaming in education projects with the Nintendo DS which are motivating, engaging and improving the attainment of Scottish students. Related links: # video via Technorati: http://technorati.com/videos/youtube.com%2Fwatch%3Fv%3DX5xFMmK5Ujs # article "Adventures in education - Myst as a teaching tool" (Courtesy of Focus Multimedia & Games Press): http://www.justadventure.com/articles/AdventuresInEducation.shtm # web site Tim Ryland: http://www.timrylands.com
Author: 
Ewan McIntosh
Year: 
up-to-date
Length: 
1 page

What Video Games Have to Teach Us About Learning and Literacy. Second Edition

Description: 
A controversial look at the positive things that can be learned from video games by a well known professor of education. James Paul Gee begins his new book with 'I want to talk about video games- yes, even violent video games - and say some positive things about them'. With this simple but explosive beginning, one of America's most well-respected professors of education looks seriously at the good that can come from playing video games. Gee is interested in the cognitive development that can occur when someone is trying to escape a maze, find a hidden treasure and, even, blasting away an enemy with a high-powered rifle. Talking about his own video-gaming experience learning and using games as diverse as Lara Croft and Arcanum, Gee looks at major specific cognitive activities: * How individuals develop a sense of identity * How one grasps meaning * How one evaluates and follows a command * How one picks a role model * How one perceives the world
Author: 
James Paul Gee
ISBN: 
# ISBN-10: 1403961697 # ISBN-13: 978-1403961693
Year: 
2008
Length: 
256 pages
Table of contents: 
Introduction: 36 Ways to Learn a Video Game Semiotic Domains: Is Playing Video Games a 'Waste of Time'? Learning and Identity: What Does It Mean to Be a Half-Elf? Situated Meaning and Learning: What Should You Do after You Have Destroyed the Global Conspiracy? Telling and Doing: Why Doesn't Lara Croft Obey Prof. Von Croy? Cultural Models: Do You Want to be the Blue Sonic or the Dark Sonic? The Social Mind: How Do You Get Your Corpse Back after You've Died? Conclusion: Duped or Not? Appendix: The 36 Learning Principles