"Die Kultusministerkonferenz fordert die systematische Integration digitaler Lernszenarien in die Gestaltung der Unterrichts- und Lernprozesse sowie Medienbildung als integralen Bestandteil aller Unterrichtsfächer. Das von Daniel Bernsen und Ulf Kerber herausgegebene Praxishandbuch „Historisches
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Lernen und historische Medienbildung im digitalen Zeitalter“ zeigt auf, wie dies für den Geschichtsunterricht gelingen kann. Auf der theoretischen Grundlage einer „historischen Medienbildung“ zeigen die Autoren digitale Lernszenarien an zahlreichen Beispielen für die Praxis des Geschichtsunterrichts auf. Mit einem transdisziplinären Zugriff werden Geschichtsdidaktik und Medienbildung verbunden. Der Brückenschlag von theoretischer Diskussion zu vorhandenen Praxisansätzen bietet eine fundierte Einführung und einen aktuellen Überblick über historisches Lernen mit digitalen Medien in und außerhalb der Schule. Die Grundlage dafür bildet die Definition einer historischen Medienbildung mit eigenen kompetenzorientierten Aufgaben- und Handlungsbereichen, die Medienbildung im Sinne der Kultusministerkonferenz als integrativen Teil schulischen Geschichtsunterrichts begreift." (Verlagsbeschreibung)
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"This publication provides a selection of literacy programmes that use radio, TV, mobile phones, tablets and computers to support the development of literacy, numeracy and language skills. Due to continuous demand, the second edition of the publication has been updated with new case studies. All pro
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grammes included in this publication are also available on UNESCO’s Effective Literacy and Numeracy Practices database (LitBase). This database allows users to identify trends, challenges and lessons learnt in applying ICTs to literacy teaching and learning worldwide. The programmes share valuable examples of how ICTs can be used creatively and innovatively to complement face-to-face adult literacy teaching. They highlight the prerequisites that must be met to reach the full potential of ICTs." (Foreword)
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"ICT have a high potential for education system strengthening, despite the particular obstacles that exist in conflict and crisis settings. Enabling education systems, for example, involves the use of mobile money transfers to ensure teachers receive regular salaries. Two-way communication systems u
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sing SMS (text messaging) over mobile phones promote safe learning spaces by informing parents, guardians, and young people directly about danger near schools. ICT is also being used for data collection about students, teachers, schools, and the larger education infrastructure. However, the project landscape shows much more room for growth with regard to ICT for education system strengthening in conflict and crisis. The two major areas of programmatic focus in ICT for education in crisis and conflict are teacher training and student learning. A characteristic of programs working in postsecondary education – including higher education, teacher training, and vocational training – is that they are using multiple tools for teaching and learning, which gives learners varied opportunities for participation in unstable contexts. This includes the use of locally existing technologies, such as mobile phones. Overall, blended learning is an important component of education at the post-secondary level. The examined case studies also confirm that human resources and teachers are still crucial to the success of educational initiatives and projects. Good blended learning practices involve using technology to support face-to-face learning." (Executive summary)
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"This Guide comprises three sections. The first – a summary of the key issues – is presented in the form of a set of ‘Frequently Asked Questions’. Its purpose is to provide readers with a quick and user-friendly introduction to Open Educational Resources (OER) and some of the key issues to t
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hink about when exploring how to use OER most effectively. The second section is a more comprehensive analysis of these issues, presented in the form of a traditional research paper. For those who have a deeper interest in OER, this section will assist with making the case for OER more substantively. The third section is a set of appendices, containing more detailed information about specific areas of relevance to OER. These are aimed at people who are looking for substantive information regarding a specific area of interest." (Back cover)
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"This guide is designed to document the process and good practice in developing training material, piloting and testing it. The guide is aimed to help you (the course organiser) to plan and conduct the course. The guide includes information on the main steps and stages in sequence of designing a tra
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ining course all the way to evaluation for feedback into further development. It is worth mentioning here that the design and development process of training material is anything but linear. It’s very iterative but it’s a challenge and a difficulty to capture this in a document such as this guide. Throughout the process it’s important to remember that stage evaluation is paramount and going back for modification maintains the integrity and relevance of the material. Design processes are always divided into steps and phases in order to make sure that checks and tests are carried out at the appropriate time to avoid any lengthy and costly time consuming modifications at the end." (Preface and purpose of this guide, page 7)
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"Copyright laws and policies cover many controversial issues that are linked to different disciplines, in science, culture, technology, economics, law and other fields. The concepts and issues in the field are also approached from different perspectives and with different political and economic agen
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das, sometimes in a misleading context, and often in an imprecise manner. For this reason, policymaking in the area of copyright, particularly in developing countries, has at best been guesswork and at worst uninformed. At the international level, debates and rule-making on copyright, as with other IP, are punctuated with propaganda, anecdotes and dogma. This is what Nobel Laureate Joseph Stiglitz and others have called ‘faith-based’ policymaking. Evidence to justify particular policies or laws is rare. Evidence of the real world impact of specific copyright or, for that matter, other IP laws or policies, is almost unheard of. The ACA2K project is unique because the work summarised in this book provides evidence both for policymaking and of the impacts of copyright in the real world. But this book, and the work of the ACA2K project, is not pioneering only because of the illuminating findings in all the eight study countries. It is pioneering also because of the replicable research methodology developed, and the interdisciplinary collaboration in an area that is usually seen as a preserve of lawyers. The project is also of immense importance because of its focus on education and learning materials in Africa, where copyright is always associated with the positive aspects of promoting African music and culture. This research tells us that while copyright laws and policies might have positive effects in one sector, the same is not necessarily universally true. Other project outcomes, such as building networked research capacity on the areas of IP, knowledge governance and development, and the exploratory work on examining the gender aspects of copyright and access, are also ground-breaking." (Foreword)
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"In the many studies of games and young people's use of them, little has been written about an overall “ecology” of gaming, game design and play—mapping the ways that all the various elements, from coding to social practices to aesthetics, coexist in the game world. This volume looks at games
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as systems in which young users participate, as gamers, producers, and learners. The Ecology of Games aims to expand upon and add nuance to the debate over the value of games—which so far has been vociferous but overly polemical and surprisingly shallow. Game play is credited with fostering new forms of social organization and new ways of thinking and interacting; the contributors work to situate this within a dynamic media ecology that has the participatory nature of gaming at its core. They look at the ways in which youth are empowered through their participation in the creation, uptake, and revision of games; emergent gaming literacies, including modding, world-building, and learning how to navigate a complex system; and how games act as points of departure for other forms of knowledge, literacy, and social organization." (Back cover)
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"This synthesis presents learning, based on experience in Africa, around the production, distribution and use of HIV/AIDS information and communication materials. It explores what different users want, need and find useful (or less useful) from these materials. The purpose is to guide and inform peo
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ple working on, or thinking about undertaking, communications work in the field of HIV/AIDS." (Page 2)
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"This study examines the empowerment effects of film and video among participants of various nonformal education programmes. It provides recommendations for changes in the legal system as well as in the use of video in development co-operation." (Cat. IKO 2004)
"This is something of a benchmark volume on the subject of publishing and book development in Africa (and in some other developing countries). It contains the proceedings, and reflects the thinking and the deliberations that emerged from a seminar on“Understanding the Educational Book Industry”,
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which was organized by the World Bank in Washington, DC in September 1997. Participants included representatives of publishing houses and book trade associations from both industrial and developing countries, as well as donor representatives with a strong interest in strengthening publishing capacity in Africa and in other parts of the world. The objective of the seminar was to offer World Bank Group staff from education, finance, and private sector development networks with a better understanding of the nature of educational publishing, including the linkages between government textbook policies, the publishing industry, and Bank-financed textbook operations. It also provided an opportunity for some participants to voice their current grievances about the World Bank’s textbook procurement procedures and bidding systems. The book contains over 30 papers which are grouped under four major themes: “Policies for the Long-Term Provision of Educational Materials’” “Finance and Book Trade Issues”, “Procurement, Protection, and Copyright”, and “The Role of Publishing Partnerships”, together with a section on “The Publishing Industry in the Twenty-First Century”. Contributions include papers reporting about the publishing industries in various countries of Africa, in Central and South America, the Caribbean, as well as in Eastern Europe. A record of the discussions that took place follows each section." (Hans M. Zell, Publishing, Books & Reading in Sub-Saharan Africa, 3d ed. 2008, nr. 1885)
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"Fächerübergreifende, zum Teil multimediale Übungs- und Projektideen zu den Medien Radio, Fotografie, Film, Video und Internet. "Erfreulich an diesem Buch ist, dass das gesamte Spektrum der Medienarbeit berücksichtigt wird und die Potenziale der 'neuen' Medien nicht gegen die 'alten' Medien ausg
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espielt werden." (Medien praktisch)
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