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Ryan, Katie – English Teaching Forum, 2018
This is a step-by-step guide for having students create a basic idea for their own movie and then write and perform a "movie trailer" to promote their movie.
Descriptors: Theater Arts, Production Techniques, Video Technology, Learning Activities
Ronald V. Morris; Denise Shockley – Childhood Education, 2024
Educators seek to foster civic engagement among the next generation through social studies. In pursuit of this goal, technology and social media strategies can be effective enticements. This article describes the community engagement demonstrated by students collaborating to present a weekly school news broadcast, making the transition from…
Descriptors: Personal Autonomy, Programming (Broadcast), Television, News Reporting
Willmott, Christopher J. R. – Journal of Biological Education, 2015
There is growing recognition that science is not conducted in a vacuum and that advances in the biosciences have ethical and social implications for the wider community. An exercise is described in which undergraduate students work in teams to produce short videos about the science and ethical dimensions of current developments in biomedicine.…
Descriptors: Science Education, Teaching Methods, Ethics, Undergraduate Students
Alexander, Curby – Computers in the Schools, 2014
In this study, student engagement during classroom activities was investigated where sixth graders created digital media projects using historical images. The study employed a qualitative design involving observations, student artifacts, and interviews while students were creating digital storyboards using a Web-based application developed for…
Descriptors: Middle School Students, Grade 6, Learner Engagement, Production Techniques
Catala, Alejandro; Garcia-Sanjuan, Fernando; Pons, Patricia; Jaen, Javier; Mocholi, Jose A. – International Association for Development of the Information Society, 2012
Children nowadays consume and manage lots of interactive digital software. This makes it more interesting and powerful to use digital technologies and videogames supporting learning experiences. However, in general, current digital proposals lack of in-situ social interaction supporting natural exchange and discussion of ideas in the course of…
Descriptors: Foreign Countries, Educational Games, Computer Software, Story Telling
Kolas, Line; Munkvold, Robin; Nordseth, Hugo – International Association for Development of the Information Society, 2012
The goal of the paper is to present possible use of EPE videos in different phases of a learning and teaching process. The paper is based on an evaluation of EPE (easy production educational) videos. The evaluation framework used in this study, divides the teaching and learning process into four main phases: 1) The preparation phase, 2) The…
Descriptors: Foreign Countries, Video Technology, Learning Processes, Educational Technology
Stoddard, Jeremy D.; Hoffman, Meg – Social Education, 2011
In this article, the authors describe three specific activities in which they have integrated mini-camcorders in their units on the American Revolution, Civil War, and Post-Reconstruction and Progressive eras that they believe provide outlets for creative middle school students and engage students in authentic intellectual work. The three…
Descriptors: Video Technology, United States History, Social History, Historical Interpretation
de Lange, Thomas – Learning, Media and Technology, 2011
This article examines how a classroom procedure known as PGE (Plan/Go-through/Evaluate) group work aims at integrating formal and non-formal media experiences and practices into classroom-based media learning. The study displays, on the one hand, how PGE group work emerged and was institutionally embedded in a media course. On the other hand, the…
Descriptors: Foreign Countries, Video Technology, Teaching Methods, Group Activities
Middleton, Andrew John; Mather, Richard – ALT-J: Research in Learning Technology, 2008
The educational value of Immersive Virtual Worlds (IVWs) seems to be in their social immersive qualities and as an accessible simulation technology. In contrast to these synchronous applications this paper discusses the use of educational machinima developed in IVW virtual film sets. It also introduces the concept of media intervention, proposing…
Descriptors: Intervention, Educational Technology, Internet, Educational Media
Felini, Damiano – Online Submission, 2008
Background: The penetration of video games in media consumption behaviors is statistically very significant all over the world. Education and media education cannot ignore this phenomenon, as it is so relevant for such a considerable part of the population, especially youth. The application of media education principles and goals to video games is…
Descriptors: Video Games, Teaching Methods, Popular Culture, Media Literacy
International Association for Development of the Information Society, 2012
The IADIS CELDA 2012 Conference intention was to address the main issues concerned with evolving learning processes and supporting pedagogies and applications in the digital age. There had been advances in both cognitive psychology and computing that have affected the educational arena. The convergence of these two disciplines is increasing at a…
Descriptors: Academic Achievement, Academic Persistence, Academic Support Services, Access to Computers