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| How To Maintain Classroom Discipline - Good And Bad Methods Training Educational Video |
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Maintaining Classroom Discipline (1947). Good and
bad methods of disciplining inappropriate
classsroom behavior. This was a very well made
instructional movie for teachers. While there are
new & different problems in the modern schools,
the basic ideas of this film still holds. The
opening messages are exactly what the best
research on classroom behaviour tells us:
1. The vast majority of behaviour problems in the
classrom involve minor breaches of discipline.
2. These incidents originate in the classroom
situation itself and are within the control of the
teacher.
3. Disciplinary problems in the classroom are
symptoms of underlying weaknesses in total
learning situation. BY CONTRASTING METHODS OF
HANDLING THE SAME CLASS, TECHNIQUES ARE SHOWN FOR
SECURING CLASS DISCIPLINE and STIMULATING THE
INTEREST OF STUDENTS.Producer: McGraw-Hill Films;
Creative Commons license: Public Domain. Tags : maintaining classroom discipline schools school education teachers teacher students student class disciplining behavior |
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Affichage : 80586
Durée : 823 s |
| Narrative forms in the Digital Classroom |
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This semester we launched a pilot project, Worlds
of Wordcraft: Digital Narrative and Virtual
Reality
(http://worldsofwordcraft.wordpress.com/about), a
First Year Writing Seminar at Vanderbilt
University. The mission of this class is similar
to that of courses taught at nearly all
post-secondary educational institutions: to teach
students to think critically and write effectively
beyond the basic composition level. Our seminar
focuses on how stories change as they cross from
one media to another, from books to films to
online games. We begin with The Lord of the
Rings, a work at the intersection of canonical
literature (Old English texts, romance
conventions, religious and mythical symbolism),
popular culture, and multiple media formats.
Tolkien's novels have been the inspiration not
only for Peter Jackson's successful films but for
a vast array of games from paper-and-pencil based
Dungeons and Dragons to nearly all of the early
MMOs such as Ultima Online and EverQuest to the
most popular current MMO, World of Warcraft. In
spring 2007, Turbine released Lord of the Rings
Online (LOTRO), the game we have chosen to
represent MMOs in our study.
Juxtaposing a story in three media prompts
questions about such fundamental aspects of
narrative as character, point of view, and the
experience of space and time, as well as more
theoretical considerations such as Who is the
author of an interactive work? How does the
inclusion of sound, graphics, voice, text, and the
ability to move around in a virtual world alter
one's experience of narrative? and What is one's
subject position in relation to each medium?
At the same time, the project explores the
potential of social networking and other digital
tools for managing course content, documenting
class discussions, facilitating peer editing, and
disseminating student-created knowledge. The
course blends tools with which students are
already familiar—Facebook, YouTube, blogs, and
podcasts—with freely available productivity
software—Google Documents, Microsoft Live
Office, and iTunes University—to demonstrate
that students are producers as well as recipients
of knowledge. Leveraging college-age students'
pre-existing digital competencies in the
literature classroom has the potential to
encourage active engagement, group participation,
teacher-student interaction, and connections to
real world contexts. Tags : Vanderbilt university higher education students college digital media narrative forms gaming English |
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Affichage : 35803
Durée : 956 s |
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