EduTubePlus

book

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

Philosophy Through Video Games

Description: 
How can Wii Sports teach us about metaphysics? Can playing World of Warcraft lead to greater self-consciousness? How can we learn about aesthetics, ethics and divine attributes from Zork, Grand Theft Auto, and Civilization? A variety of increasingly sophisticated video games are rapidly overtaking books, films, and television as America's most popular form of media entertainment. It is estimated that by 2011 over 30 percent of US households will own a Wii console - about the same percentage that owned a television in 1953. In Philosophy Through Video Games, Jon Cogburn and Mark Silcox - philosophers with game industry experience - investigate the aesthetic appeal of video games, their effect on our morals, the insights they give us into our understanding of perceptual knowledge, personal identity, artificial intelligence, and the very meaning of life itself, arguing that video games are popular precisely because they engage with longstanding philosophical problems. Topics covered include: * The Problem of the External World * Dualism and Personal Identity * Artificial and Human Intelligence in the Philosophy of Mind * The Idea of Interactive Art * The Moral Effects of Video Games * Games and God's Goodness Games discussed include: Madden Football, Wii Sports, Guitar Hero, World of Warcraft, Sims Online, Second Life, Baldur's Gate, Knights of the Old Republic, Elder Scrolls, Zork, EverQuest Doom, Halo 2, Grand Theft Auto, Civilization, Mortal Kombat, Rome: Total War, Black and White, Aidyn Chronicles
Author: 
Assoc. Prof. Jon Cogburn, Louisiana State University, USA; Assoc. Prof. Mark Silcox University of Central Oklahoma, USA
ISBN: 
ISBN-10: 0415988586, ISBN-13: 978-0415988582
Year: 
2008
Length: 
216 pages
Table of contents: 
1 The Game inside the Mind, the Mind inside the Game (The Nintendo Wii Gaming Console) 2 I, Player: The Puzzle of Personal Identity (MMORPGS and Virtual Communities) 3 Artificial and Human Intelligence (Single-Player RPGs) 4 The Metaphysics of Interactive Art (Puzzle and Adventure Games) 5 Do Video Games Make us Evil? (First-Person Shooters) 6 Games and God’s Goodness (World-Builder and Tycoon Games) 7 Epilogue: Video Games and the Meaning of Life
Additional comments: 
Chapter Resources (key words, key arguments, cool links, discussion questions): http://www.projectbraintrust.com/ptvg/

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

Virtual Seminars - Creating new opportunities for universities. Experience and Best Practice from the VENUS Seminars and Summer School

Description: 
VENUS aims to internationalise prestigious courses, with international scope and importance, in each member university through virtual mobility, open to both students and citizens. Related: # The VENUS Handbook entitled 'Creating New Opportunities for Universities' has just been published. This handbook is based on the experience of the partners in the VENUS project who organised Virtual Seminars on a broad range of European subjects and a Summer School on the Use of Social Software in Business and Higher Education. http://www.venus-project.net/images/Venus_gids_v05.pdf # The VENUS Platform, an online Platform which was created to support the main outcomes of the Venus project.http://www.venus-seminars.net
Author: 
The VENUS Project
ISBN: 
ISBN-13: 9789081148023
Year: 
2008
Length: 
156 pages

Digital Storytelling Cookbook

Description: 
"In all communities, in all cultures, stories evolve from the culinary experience. Making media, like making a meal, requires guidance, learning from our friends through the sharing of recipes and from those who spend their professional lives in the kitchen. We have helped over 10,000 people mine stories from their lives and personal media archives. Our cookbook shares our experience, some recipes and some humour to help you get started with your own storytelling experience. Review a PDF copy of the introductory chapters of our Digital Storytelling Cookbook (2.1 MB)"
Author: 
Joe Lambert, Center for Digital Storytelling. Contributions by Amy Hill, Nina Mullen, Caleb Paull, Emily Paulos, Thenmozhi Soundararajan, Daniel Weinshenker
ISBN: 
978-0-9726440-1-3
Year: 
2010
Length: 
40 pages (excerpt)
Table of contents: 
Preface 1 Stories in Our Lives 2 Seven Steps of Digital Storytelling 3 Approaches to Scripting 4 Storyboarding 5 Digitizing Story Elements 6 Introduction to Photoshop Elements 7 Introduction to Final Cut Express
System requirements: 
PDF reader
Additional comments: 
Also available: Digital Storytelling, Capturing Lives, Creating Community, by Joe Lambert. Digital Diner Press, 2002; Second Edition 2006, Third Edition, 2009.

Video Modeling: A Visual Teaching Method for Children with Autism

Description: 
The techniques described in Video Modeling form an easy-to-use method for developing and strengthening communication, academic, play, social and self-help skills in children with autism. Parents, educators, friends, and relatives with access to a camcorder may be able to make a difference in the life of a child with autism simply by creating videos.
Author: 
Liisa Neumann
ISBN: 
# ISBN-10: 0615113109 # ISBN-13: 978-0615113104
Year: 
2004
Length: 
113 pages

Towards a learning organisation - Reviewing technologies for company training

Description: 
Towards a learning organisation' brings human resource managers up-to-date with the various applications that are open to them, such as Electronic Learning Environments, Web based training, Videoconferencing, etc. This handbook provides user-friendly information about emerging technologies for training, checklists and other decision-making tools. Based on broad experience and peppered throughout with case studies and examples from leading European companies and institutions, it also offers plenty of background information including an onverview of network options as well as a handy glossary and further resources list. Related: http://openlibrary.org/b/OL3993552M
Author: 
Mathy Vanbuel, Annemie Boonen, Jean-Joseph Scheffknecht
ISBN: 
ISBN-13: 9789058670724
Year: 
2000
Length: 
132 pages
Table of contents: 
# Introduction # Foreword: Network Infrastructure # Chapter 1 : Video and Audio # Chapter 2: CDs, DVDs and Hybrids # Chapter 3: Video Conferencing # Chapter 4: Electronic Mail # Chapter 5: Electronic Learning Platform # Chapter 6: Web-based Training # Resource, Reading and Reference List