Author Archive

media literacy guide

The Global Critical Media Literacy Educators’ Resource Guide

http://gcml.org/the-global-critical-media-literacy-educators-resource-guide/

  • Introduction
  • About the GCMLP
  • Contacts for GCMLP Publication
  • Methods of Media Manipulation
  • Breaking the Corporate News Frame: Project Censored’s Networked News Commons
  • Validated Independent News Story Assignment
  • How to Find, Evaluate, and Summarize Validated Independent News Stories
  • Validated Independent News Story Grading Rubric
  • Validated Independent News Story Grading Criteria
  • Student Guide For Evaluating Web Sources
  • ‘Becoming the Media:’ Experiential Learning through Media Criticism and Political Activism During National Presidential Elections
  • ACME Classroom Activities: Challenging Big Media and News Censorship
  • Digging Deeper: Politico-Corporate Media Manipulation, Critical Thinking, and Democracy
  • Service Learning: The SUNY Buffalo State and Project Censored Partnership
  • Commodifying the Public Sphere Through Advertising and Commercial Media
  • Group Advertisement Assignment
  • Junk Food News Assignment
  • News Abuse Assignment
  • Meme Assignment
  • Solutions Video Project
  • Video Summary Assignment
  • Ethics Alerts: Applied Learning Opportunity in Higher Education
  • Ethics Alert Assignment
  • Critical Analysis of Gender Stereotypes on Television Assignment
  • Critical Analysis of Race, Ethnicity, and Class Stereotypes in Entertainment
  • 18 Fun and Easy Classroom Activities for Media Education
  • Five Ways to Flex Your Media Literacy Muscles
  • List of Independent and Corporate News and News Criticism Outlets
  • GCMLP Biographies and Participating Institutions
  • GCMLP Event on Your Campus Instructions
  • Sacred Heart University Graduate Program
  • Media Education for a Digital Generation Book Flyer

Regular Pages: https://www.dropbox.com/s/jp5isqrn6ijv9lx/ACMEbookFINAL101215.pdf?dl=0

Spreads:  https://www.dropbox.com/s/enya4iyyxahg8ik/ACMEbookFINAL101215SPREADS.pdf?dl=0

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more on media literacy in this IMS blog
https://blog.stcloudstate.edu/ims?s=media+literacy

after tinder

What Comes After Tinder?

By

Eliza, 29, said she’d mostly abandoned using swipe apps for their intended purpose. “Tinder transitioned from being a thing where I actually wanted to meet people to being, ‘I’m bored, tell me I’m pretty,’” she said. “I don’t really meet people on it anymore.”

Talking to women in their 20s and 30s about the ways they avoid swipe burnout (or at least make swiping more pleasant), almost all of them said basically the same thing as Serena, 34: “I can only stand dating apps at this point because I delete them frequently. It feels less like a full-time job that way.” She was contemplating joining Match.com, one of the oldest and most traditional dating sites, in hopes that it might mean sifting through fewer profiles in search of decent, mature people looking to go on real dates.

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more on Tinder in this IMS blog:
https://blog.stcloudstate.edu/ims?s=tinder

more on dating apps in this IMS blog
https://blog.stcloudstate.edu/ims?s=dating+apps

transmedia storytelling

from https://blog.stcloudstate.edu/ims/2017/04/20/serious-play-conference-2017/

Ben Ward, Kansas State University
Transmedia, unicorns, and marketing, oh my!: The not-quite epic failure of transmedia design efforts in Oz.

Transmedia storytelling, also called Alternate Reality Games, have been designed to intrigue, engage, and even engineer groups of people since the release of The Beast in 2001. A few colleges and Universities have employed them to engage their student populations and even teach them a thing or two using narrative game mechanics. Presenters will chronicle a highly successful transmedia design effort at Kansas State University, and the subsequent annual efforts to replicate the engagement and enthusiasm. Best practices and not-quite epic failures will be discussed, as will tips (and laments) for marketing to our current student populations.

http://www.tstoryteller.com/transmedia-storytelling
Remove term: transmedia storytelling transmedia storytelling

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more on digital storytelling in this IMS blog
https://blog.stcloudstate.edu/ims?s=digital+storytelling

Serious Play Conference 2017

Serious Play Conference

http://seriousplayconf.com/2017-conference-program/

Ben Ward, Kansas State University
Joelle Pitts, Instructional Design Librarian and Associate Professor, Kansas State University Libraries
Stefan Yates, Instructional Design Librarian and Associate Professor, Kansas State University

Transmedia, unicorns, and marketing, oh my!: The not-quite epic failure of transmedia design efforts in Oz.

Transmedia storytelling, also called Alternate Reality Games, have been designed to intrigue, engage, and even engineer groups of people since the release of The Beast in 2001. A few colleges and Universities have employed them to engage their student populations and even teach them a thing or two using narrative game mechanics. Presenters will chronicle a highly successful transmedia design effort at Kansas State University, and the subsequent annual efforts to replicate the engagement and enthusiasm. Best practices and not-quite epic failures will be discussed, as will tips (and laments) for marketing to our current student populations.

https://en.wikipedia.org/wiki/Transmedia_storytelling

http://www.tstoryteller.com/transmedia-storytelling

http://henryjenkins.org/2007/03/transmedia_storytelling_101.html

http://athinklab.com/transmedia-storytelling/what-is-transmedia-storytelling/

http://www.stateofdigital.com/complete-guide-transmedia-storytelling/

What is Transmedia Storytelling?

https://www.technologyreview.com/s/401760/transmedia-storytelling/

http://nerdist.com/a-look-at-transmedia-storytelling/

Glenn Larsen, National Science Foundation
SBIR and Other Funding Sources for Your Game

The National Science Foundation (NSF) awards nearly $190 million annually to startups and small businesses through the Small Business Innovation Research (SBIR)/Small Business Technology Transfer (STTR) program, transforming scientific discovery into products and services with commercial and societal impact. The equity-free funds support research and development (R&D) across almost all areas of science and technology helping companies de-risk technology for commercial success. The NSF is an independent federal agency with a budget of about $7 billion that supports fundamental research and education across all fields of science and engineering. For more information, visit http://www.nsf.gov/SBIR.

Karen Schrier, Assistant Professor/Director of Games and Emerging Media, Marist College
Design Principles for Knowledge Games

Lisa Castaneda, CEO, foundry10|
Mark Suter, Teacher, Bernards Township Schools

How Teachers Can Use VR in the Classroom: Beyond the Novelty

Over the past three years, foundry10, an education research organization, has been studying the potential of Virtual Reality in Education. The research has focused on the implementation, immersion dynamics, and integration of content across the curriculum.

Working with a variety of classroom curricular areas, with students and teachers from 30 schools, we have gathered data as well as anecdotal stories to help illustrate how VR functions in a learning environment. Students from all over the US, Canada and parts of Europe, completed pre/post surveys and educators participated in extensive qualitative interviews in order to better understand what it means to learn with virtual reality.

Please join foundry10 CEO Lisa Castaneda and teachers Steve Isaacs and Mark Suter as we share what we have learned about how to effectively utilize VR for classroom learning through content creation (both inside and outside of the virtual world), content consumption and content integration and overcoming the obstacles inherent in implementation.

Lisa Castaneda, Steven Isaacs & Mark Suter – Virtual Reality in Education: Exploring the New Frontier from SeriousGamesAssoc

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more on gaming in this IMS blog
https://blog.stcloudstate.edu/ims?s=gaming

immersive VR

Immersive Tech Brings VR to Live Events

By Sri Ravipati 04/18/17

https://campustechnology.com/articles/2017/04/18/immersive-tech-brings-vr-to-live-events.aspx

Voke VR, a virtual reality (VR) company founded by two former Washington State University (WSU) professors, is working to build Intel-backed immersive tech for live events.

At the core of the platform is Voke’s TrueVR product, which delivers full stereoscopic 3D video that is integrated with augmented content in a 360-degree VR environment. It uses multiple camera angles with zoom capabilities and synchronized DVR, so that viewers can control what they want to watch. Additionally, with TrueVR, content is captured, encoded, synced with scores, metadata and audio and delivered in real time to multiple platforms.

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more on VR in this IMS blog
https://blog.stcloudstate.edu/ims?s=virtual+reality

blended online grants

Blended, Online Learning Innovation Grants Up for Grabs

By Dian Schaffhauser 04/18/17

https://thejournal.com/articles/2017/04/18/blended-online-learning-innovation-grants-up-for-grabs.aspx

Last year, the Foundation for Blended and Online Learning issued grants of up to $10,000 to seven recipients.

“overcome achievement gaps, drive engagement and personalize learning”

The funding, which goes the school, not the individual recipient, is expected to be used for technology, professional development, curriculum and related resources.

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more on blended learning in this IMS blog
https://blog.stcloudstate.edu/ims?s=blended+learning

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