Commissioned by the Wallace Foundation, this book explores research indicating that youth are learning new ways to engage in the arts on their own time and according to their own interests. Digital technologies, such as production tools and social media, allow youth to create and share their art. Kylie Peppler urges educators and policy makers to take advantage of «arts learning opportunities» and imagine a school setting where young people are driven by their own interests, using tablets, computers, and other devices to produce visual arts, music composition, dance, and design. This book gives educators an understanding of what is happening with current digital technologies and the opportunities that exist to connect to youth practice, and raises questions about why we don't use these opportunities more frequently.
Developing Content Area Literacy by Patricia A. Antonacci; Catherine M. O'Callaghan; Esther Berkowitz
Call Number: LB1050.455 .A58 2015
Publication Date: 2014
Forty evidenced-based strategies for integrating literacy instruction into the content areas Providing unique content on assessment, differentiated instruction, technology, and reflective practice, Developing Content Area Literacy, Second Edition is designed to help busy middle school and secondary teachers meet the challenge of addressing the literacy learning needs of all students, including English language learners. Each of the 40 evidence-based strategies is organized around eight essential areas of literacy instruction: academic vocabulary, reading fluency, narrative text, informational text, media and digital literacies, informational writing, critical thinking, and independent learning. Each topic has five strategies from which to choose, giving teachers ample variety to meet the diverse needs of the classroom.
Fantasy Media in the Classroom by Emily Dial-Driver (Editor); Sally Emmons (Editor); James M. Ford (Editor); Jim Ford (Editor)
Call Number: LB1043 .F27 2012
Publication Date: 2012
A common misconception is that professors who use popular culture and fantasy in the classroom have abandoned the classics, yet in a variety of contexts--high school, college freshman composition, senior seminars, literature, computer science, philosophy and politics--fantasy materials can expand and enrich an established curriculum. The new essays in this book combine analyses of popular television shows including Buffy the Vampire Slayer; such films as The Matrix, The Dark Knight and Twilight; Watchmen and other graphic novels; and video games with explanations of how best to use them in the classroom. With experience-based anecdotes and suggestions for curricula, this collection provides a valuable pedagogy of pop culture.
Including animation in your classroom can: . improve literacy and numeracy . develop critical thinking, communication and problem-solving skills . enhance teamwork and negotiation . encourage creativity This toolkit, together with an extensive companion website, will give you the confidence to use animation in your classroom. From teaching basic flip-book animation right through to producing an animated film, there are drawing templates for the less confident artists and tried-and-tested schemes of work, plus advice on how to use animation equipment and what technology and software is available. This practical, cross-curricular resource is particularly suitable for use with students aged 11-16, although many of the activities can be adapted for older or younger students. It can be used in Art, Media Studies, ICT and many other subjects to engage learners of all styles and abilities.
Making New Media by Andrew Burn
Call Number: P96.M4 B87 2009
Publication Date: 2009
Making New Media offers a series of case studies from the author's work with students and teachers from the mid-90s to the present day, charting the dramatic rise of new media in schools. Work across a wide range of media is presented: computer animation, digital video and film, computer games and machinima. The author tackles the vital contemporary themes of literacy and creativity, making an innovative argument for the combination of traditions of social semiotics and cultural studies in the study of literacy and new media. This volume should be read by every undergraduate and graduate student, as well as any faculty member, involved with or interested in any aspect of new media.
Film Theory. A wide-ranging introduction to film history, this book covers the history of film from 1895 to the present day. The book is arranged chronologically, and each chapter contains an introduction by the editors on the key developments within the period, followed by a classic piece of historical research about that period. Various types of film history are undertaken in the chapters, so that readers can become familiar with different types of film historical research. For example, topics include the history of audiences; exhibition; marketing; censorship; aesthetic history; political history; and historical reception studies. The book is therefore designed to provide a narrative history spine while simultaneously introducing readers to different approaches to the study and research of film history. Concentrating on the plurality of the ‘historical turn’ in film studies, it demonstrates that film history is, and should be, about more than simply key films, directors, and movements.
Despite the growing number of books designed to radically reconsider the educational value of video games as powerful learning tools, there are very few practical guidelines conveniently available for prospective history and social studies teachers who actually want to use these teaching and learning tools in their classes. As the games and learning field continues to grow in importance, Gaming the Past provides social studies teachers and teacher educators help in implementing this unique and engaging new pedagogy. This book focuses on specific examples to help social studies educators effectively use computer simulation games to teach critical thinking and historical analysis. Chapters cover the core parts of conceiving, planning, designing, and implementing simulation based lessons. Additional topics covered include: Talking to colleagues, administrators, parents, and students about the theoretical and practical educational value of using historical simulation games. Selecting simulation games that are aligned to curricular goals Determining hardware and software requirements, purchasing software, and preparing a learning environment incorporating simulations Planning lessons and implementing instructional strategies Identifying and avoiding common pitfalls Developing activities and assessments for use with simulation games that facilitate the interpretation and creation of established and new media Also included are sample unit and lesson plans and worksheets as well as suggestions for further reading. The book ends with brief profiles of the majority of historical simulation games currently available from commercial vendors and freely on the Internet.
This volume 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 hidden treasure and, even, blasting away an enemy with a high-powered rifle.
"Contains twenty-seven lesson plans designed to help teachers integrate media literacy concepts, and skills into the curriculum, each with a rationale, activity, and assessment and adaptation suggestions, covering photography, multimedia, video, print, graphic novels, music, video games, and advertising." Worldcat