EduTubePlus

RL publication

Rethinking University Teaching A Conversational Framework for the Effective Use of Learning Technologies

Description: 
Teachers in higher education are slowly accepting the fact that they have to become more professional in their approach to teaching, matching their professionalism in research. The notions of quality audit and teacher appraisal are new, and in their existing forms ill-founded, but they represent a challenge that teachers will have to face. The book aims to prepare them for this: both to contribute towards a well-founded implementation of quality audits and appraisal, and to achieve their personal aims of improving their teaching and their students' learning. There is also a growing recognition that the technological media have the potential to improve student learning, or at least teach efficiency, and university teachers are looking for ways of increasing their understanding of what can be done with the new media, and how to do it. This book will inform them about what has been done and what is already known, helping them to think constructively and critically, and building toward a practical methodology for the design, development, and implementation of educational technologies. Part one explores students' learning, and what it is that they need from educational technology; part tow looks at individual teaching methods and media, including non-interactive media (lectures, print, audio, etc.), hypermedia (CD-ROM, etc.), and interactive media (simulations, modelling programs etc.); and part three discussed the design methodology, designing learning activities, setting up the learning context and maintaining quality.
Author: 
Prof. Diana Laurillard, Open University, UK
ISBN: 
ISBN-10: 0415256798, ISBN-13: 978-0415256797
Year: 
2002 (2nd edition)
Length: 
288 pages
Additional comments: 
Google Books: http://books.google.com/books/p/tandf_uk-aa_balkema2?id=99eQakJyAj4C&printsec=frontcover&cd=1&source=gbs_ViewAPI#v=onepage&q=&f=false

Participatory Video A Practical Approach to Using Video Creatively in Group Development Work

Description: 
"Video can be a powerful tool for stimulating self-expression and interaction in group development work. Used in a participatory way, video encourages clients to examine the world around them, raising awareness of their situation and helping them to become more actively involved in the decisions which affect their lives. Based on an innovative approach researched over twelve years, Participatory Video offers a comprehensive guide to using video with groups. The book includes over 60 step-by-step exercises, explaining clearly the procedure to follow, time needed and value of each activity. It provides basic information about video equipment and how to operate it, techniques for teaching skills to group members and advice on planning a series of workshops and longer-term video projects. Jackie Shaw and Clive Robertson place the use of video within a coherent theoretical framework and show how to maximise its effectiveness in groups with a range of different needs. Participatory Video will be of particular interest to group leaders looking for new ways to enhance and amplify the group development process. It is aimed at a wide range of professionals, including social workers, youth and community workers, teachers, development educationalists, extension workers, therapists, community artists and video trainers." "Participatory Video is a comprehensive guide to using video in group development work. Used in a participatory way, video can be a powerful tool, which allows clients to examine the world around them, gain awareness of their situation and become more actively involved in decisions which affect their lives. Based on an innovative approach researched over twelve years, the book sets out a complete programme for workers in a range of social work, community, education and health settings. It features over 60 exercises, explaining clearly the procedure to follow, the time needed and the value of each activity. It includes practical advice on: * workshop planning * video equipment and how to use it * teaching technical skills to group members * running long-term projects Participatory Video is a practical handbook for a wide range of professionals, including social workers, teachers, extension workers, therapists, community artists and video trainers. "
Author: 
Clive Robertson, Jackie Shaw, directors of Real Time Video
ISBN: 
ISBN-10: 0415141052, ISBN-13: 978-0415141055
Year: 
1997
Length: 
304 pages
Table of contents: 
List of figures Preface Acknowledgements Introduction CONTEXTS 1 Background, approach and benefits Participatory video checklist WORKSHOPS 2 Basics Basics checklist 3 Initial contact Initial contact checklist 4 Playing games Games index 5 Creating video sequences Creating video sequences checklist PROJECTS 6 Applications and project outcomes Benefits checklist 7 Setting up a project Setting up a project checklist 8 Developing project plans Example project plan EQUIPMENT 9 Technical teaching and video operation Teaching checklist Putting it into practice Appendix Bibliography Index
Additional comments: 
Wikipedia related books: http://en.wikipedia.org/wiki/Participatory_video and RealTime Video: http://www.real-time.org.uk

Making Video Dance: A Step-by-Step Guide to Creating Dance for the Screen

Description: 
This is the first workbook to follow the entire process of video dance production: fro having an idea, through to choreographing for the screen, filming and editing, and distribution. In doing so it explores and analyses the creative, practical, technical and aesthetic issues that arise when making video dance. The book is written by award-winning director Katrina McPherson, whose passion for the genre combines with her wide experience of choreographing directing and teaching video dance.
Author: 
Katrina McPherson
ISBN: 
ISBN (SB): 0-415–37950-4 ISBN (HB): 0-415-37942-3
Year: 
2006
Length: 
296
Table of contents: 
Author’s Acknowledgements. Introduction Katrina McPherson. Notes on Using the Exercises in this Book. How did We Get Here – An Introductory Chapter Bob Lockyer 1. First Steps 2. Dance and the Camera 3. Developing the Work 4. Creating you On-Screen World 5. Making Strides 6. When the Shoot Comes 7. Light and Sound on the Shoot 8. Preparation for the Edit 9. Choreography of the Edit Feedback time 10. Final Stages 11. Out on the Road Diary – The Making of The Truth Glossary References and Resources. Notes on Contributors. Index
Additional comments: 
Check for accompanying DVD

Playing Video Games Motives, Responses, and Consequences

Description: 
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.
Author: 
Editors: Peter Vorderer, Jennings Bryant
ISBN: 
ISBN-10: 0805853227, ISBN-13: 978-0805853223
Year: 
2006
Length: 
480 pages
Table of contents: 
Foreword. Preface. 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.

Promoting Meaningful Learning through the Integrated Use of Digital Videos

Description: 
This research focuses on the educational use of digital videos (DVs) for supporting meaningful learning in the primary school and university contexts. Educational use is understood as including both using and producing DVs. The topic is explored using an integrated process approach, that is, emphasizing how the educational use of DVs is integrated into instructional processes as a whole. The aim of this research on its most general level is to develop teaching and learning processes, as well as their outcomes. More specifically, its goal is to gain a research-based understanding of the integrated educational use of DVs for promoting meaningful learning and to use this understanding in the design and implementation of DV-supported university courses. In pursuing these aims, the research addresses the challenges for the primary school and universities posed by working life and digital media cultures as well as a number needs identified in previous and the present research. Doctoral dissertation by Ms. Päivi Hakkarainen, University of Lapland, Finland. Her website: http://paivihakkarainen.wordpress.com/
Author: 
Päivi Hakkarainen
ISBN: 
978-952-484-106-1
Year: 
2007
Length: 
105 pages
Table of contents: 
meaningful learning, educational use of digital videos, pedagogical mode!, case-based teaching, problem-based learning (PBL), role-playing method, design-based research

Making Movies make sense

Description: 
Offers a preview of the CD-rom "Making movies make sense"
Author: 
Media Education Wales (Tom Barrance)
Table of contents: 
Introduction Reviews Content Sample pages Ordering About us System requirements

Media Education

Description: 
“Media Education: A Kit for Teachers, Students, Parents and Professionals” has been published in English and French by UNESCO. The kit is partly a product of the MENTOR project initiated by UNESCO and supported by the European Commission.
Author: 
UNESCO
Year: 
2006
Length: 
185 pages
Table of contents: 
Proposal for a Modular Curriculum Handbook for Teachers Handbook for Students Handbook for Parents Handbook for Ethical Relations with Professionals Internet Literacy Handbook FAQ: Frequently Asked Questions Glossary of Selected Terms for Media Education References, Resources and Good Practices Contributors
System requirements: 
Adobe Reader

MediaEd

Description: 
MediaEd is the site for media and moving image education in the UK. On this site you'll find teaching ideas, lesson plans and project reports, examples of student work, details of where you can get support and training or find workshops or education screenings for your students. MediaEd is currently still under construction so your feedback would be really useful.
Author: 
Media Education Wales
Year: 
up-to-date
Table of contents: 
Get started with… • Teaching about film • Teaching film-making • Media literacy Find… • Teaching ideas • Student work • Resources • Organisations • Discussion • What’s on Reframing literacy
System requirements: 
Adobe Reader (optional)

CLEMI

Description: 
The Clemi (centre for liaison between teaching and information media) is part of the French Ministry of Education. It was created in 1983 with the mission of "promoting especially by means of training activities, the multiple use of news media in teaching with the aim of encouraging a better understanding of the world by pupils while simultaneously developing critical understanding."
Author: 
French Ministry of Education
Year: 
up-to-date
Table of contents: 
Actualites Se former Semaine de la presse et des médias dans l’école Dans les classes Productions des eleves Centre de documentation Evenements Ressources et publications International et recherche Clemi TV Sites des antennes régionales

Grupo Comunicar

Description: 
Comunicar wants to dynamise the didactical, critical and plural use of media in class
Author: 
Universidad de Huelva
Table of contents: 
Revista Comunicar (Magazine “C.”) Publicaciones (Publications) Formación (Education) Murales Prensa Escuela (Didactical sheets for teachers) Biblioteca virtual (virtual library) Campañas (campaigns)