The title refers to working with older people and technology and making it work by making it relevant and fun. This is for the Disability North DNEX Seminars at Newcastle Race Course September 2011 and "Taming The Dragon" In Cheltenham in November.
What's New Online for Languages TeachersFiona Boughey
油
This document provides a list of online tools for creating visualizations, animations, timelines, flyers, pinboards, playlists, flashcards, games, and cloze exercises for songs. It recommends considering whether a tool improves current work, is suitable for students, and appropriate for the intended task before using. Many of the listed sites were discovered through recommendations from Pip Cleaves.
My presentation at the CIRN 2010 conference in Prato, Italy. It explains the background and reason for making a Second Life film in order to develop a closer understanding between, Police, Community and Authority.
The document discusses potential digital and online collaboration opportunities for a library including using Google Apps for document sharing between 50 users, setting up cultural exchanges with other countries through connections, and collaborating on audio projects between community radio stations.
The document discusses machinima, which is movies made using virtual puppetry in virtual worlds like Second Life. It mentions that real people create machinima and direct virtual characters. The document also references a project called the Skinningrove Jetty Project by the Straad Players involving building a virtual jetty that was then presented to an actual mayor who visited both the real and virtual versions.
My keynote presentation for Future Dem 10 showing politicians, police, councillors, mayors and decision-makers engaged with their communities in ways some people may find quite unexpected. Digital technologies afford new and different approaches to old problems such as anti-social behavior, postindustrial decline and regeneration. However, to achieve digital inclusion we have to consider digital relevance and promote digital enthusiasm.
Democracy works best when communities engage their elected representatives, not just the other way round. In showing the unexpected, I hope I may challenge some of the preconceived ideas about engagement and inclusion and invite people to consider new approaches.
The document outlines the agenda for a social media training session, including:
- Four sessions held between 10am-4:30pm with breaks in between
- A recap of the previous session focusing on tools like Wordpress, Facebook, and Twitter
- Participants are asked to blog and provide feedback on social media policies and strategies
- The current session will cover managing multiple social media accounts, brand tracking, research, and simple video
This document provides an introduction to using social media for enterprise purposes. It discusses the primary tools of Facebook, blogs, and Twitter and how they can be used to promote a business, follow relevant conversations, monitor competitors, and engage customers. It also covers establishing social media identities, using tools like Picasa and Flickr, developing a social media strategy and policy, and tips for effective and responsible social media use. Practical exercises are included to have participants set up accounts and pages on these platforms.
This is my presentation given that the House of Province in North Brabant, Netherlands on March 10th 2010 at the PEOPLE Work Conference on Social & e-inclusion. The document to go with is can be found at http://www.scribd.com/stmedia
This document provides an overview of session 2 of a social media training course. It outlines the topics that will be covered, including managing multiple social media accounts, team management of social media, brand tracking, and simple video if there is time. Tools for multi-posting like Hootsuite and Co-Tweet are introduced and exercises are provided to use Hootsuite for posting, research, and timed multi-posting.
The document summarizes the origins and history of the Saltburn Clubhouse, a community organization in Tees Valley, UK that provides technology education. It traces the clubhouse back to early online community projects in 2000 and focuses on how it has evolved over time to include different programs like digital art installations, machinima filmmaking, and its current focus on digital film making. The clubhouse aims to provide informal and adventurous learning opportunities where people can explore new technologies and have fun learning together.
Presentation by Mary Moss of Niace and Steve Thompson of Teesside University at the European Institute for E-Learning conference. See also this paper.
http://www.scribd.com/doc/29504348/Adventures-in-Media-Literacy
A multi-media exhibition featured the work of multiple artists including music and soundscapes by Steve Thompson, poetry by Tom Kelly, and photography by Peter Dixon. Images from Newcastle and Tyneside in Australia were displayed alongside images from Newcastle Library and a voice recording from Jarrow. Poems were inspired by and recorded alongside pictures, including one poem inspired by a picture of the last day at Consett Works and recorded where the steel works entrance had been. The exhibition included 15 pieces and provided a virtual graffiti monument to the 140-year steel works tradition.
This document discusses several community media projects that Steve Thompson is involved in and exploring new approaches for. It provides details on projects like creating accounts in advance for digital literacy sessions, enhancing walking routes between former mining villages with virtual and geo-located media, cultural exchanges between communities using video conferencing, and using online networks and tools to connect community radio stations. The success of these projects focusing on new ideas and approaches will be measured over time by following their progress on the CIRN Wiki.
The University of the year can help give your business a competitive edge in these troubled times using a range of free Web 2.00 resources and free social media applications. These are the slides for session one.
Presentation to The Inspiring Digital Engagement Festival 15th Sept 2010 at Sheffield Hallam. A one-day event that explores the contribution of arts practice to the business of digital inclusion. Local art practitioners, digital inclusion researchers, public sector professionals and community development workers are invited to join us for an active investigation into how socially engaged arts practice promotes, enriches and challenges notions of digital inclusion
The document discusses movies that have been made in Second Life. It talks about three short films that will be shown, including one from Jack Drum Arts and two from Midlesbrough College. The document also discusses a movie project about the Skinningrove Jetty in England, including its design, production, and filming. Techniques for virtual movie making are mentioned, such as using available locations, lip syncing, crowds scenes, and stunts.
This presentation discusses ways to support community innovation through digital tools. It explores using geotagged media to allow virtual and real visitors to experience walking routes. It also mentions potential online cultural exchanges between communities and using radio and photography projects for collaboration. Support resources are provided.
A very interesting evening was had at Loftus Library this week hearing the story of the East Cleveland Image Archive and seeing some wonderful old pictures. For anyone who doesn't know, the project began as Loftus Digital Village but grew so big that is seemed highly appropriate to rename it the East Cleveland Image Archive. You can see for your self the wealth of images by clicking here. http://www.ecol.org.uk/loftus
Many of us have seen these pictures but the story came alive in the hands of Librarian John Hannah. John described linkages between people and places, past and present in a way that was fascinating.
A presentation in Wrekenton Library on March 18th 2010 in a workshop to encourage social reporting in local groups. The session a was arranged by David Wilcox http://socialreporter.com and Nial Smith http://idea.gov.uk
Tim Wright worked in digital media from 1994-2013, taking on roles in agency work, startups, freelancing, and broadcasting. His work progressed from early web projects and CD-ROMs to newer areas like social media, mobile apps, and transmedia storytelling. The document outlines trends in digital media like user-generated content, mobility, and the rise of new platforms. It encourages considering new industries, locations, and types of interactive or physical media experiences that could emerge in the future.
My books- Learning to Go https://gumroad.com/l/learn2go & The 30 Goals Challenge for Teachers http://amazon.com/The-Goals-Challenge-Teachers-Transform/dp/0415735343
Resources at http://Pearltrees.com/shellyterrell/integrating-web-2/id8081935
Digital storytelling is the practice of using computer tools to tell stories. It combines images, music, narrative, and voice. Teachers use digital storytelling to incorporate multimedia into the curriculum and teach 21st century skills like communication and technology literacy. Digital storytelling allows students to weave together various media to give depth and color to experiences. A digital story is typically a 3-5 minute personal video created by a non-professional using tools like PhotoStory, Movie Maker, and Audacity. Various free online tools like Animoto, StoryBird, and ToonDoo can also be used to create digital stories and engage students in visual storytelling.
This document outlines Tim Wright's presentation on online drama and interactive storytelling. The presentation covers developments from the early 2000s to the present day, including early concepts of interactive drama, the rise of social media and audience participation, live streaming forms, and future possibilities with immersive technologies and AI. Tim discusses the changing digital landscape, different forms of interactive content and user participation, as well as challenges around fragmentation, ownership and coherence. The presentation aims to explore storytelling possibilities across new media and encourage an experimental approach.
1. The document discusses how the internet is becoming integrated into everyday objects through applications of applied technology.
2. An example is given of an office stereo that is controlled through Twitter, playing songs via Spotify links tweeted with the stereo's handle.
3. The possibilities for integrating internet connectivity into real world objects and systems are vast and limited only by imagination, with examples given like controlling home appliances remotely or getting notifications from landmarks.
The document discusses various topics related to online tools, technologies, and skills, including building online polls and maps, remixing content, location-aware web and mobile technologies, user skills reports, search engine optimization, analytics data, and engaging with collective intelligence on the web. It also references the origins and mission of the Open University to bring degree-level education to those without access to traditional universities through communications technologies.
The Pixel Lab 2015 | Loc Dao's Lessons Learned in Interactive Documentary power to the pixel
油
The NFB's Head of Digital Content shares lessons learned around story and form from award-winning, groundbreaking interactive projects Seven Digital Deadly Sins, Circa 1948, The Last Hunt, Bear 71 and Welcome to Pinepoint.
Design and technology meets story and documentary.
This document discusses digital storytelling and provides resources for creating digital stories. It highlights that today's students are "digital natives" who are comfortable with technology, while older generations are "digital immigrants" still learning new technologies. It then outlines a simple three step process for creating digital stories: 1) outline a story idea, 2) find media like images and audio to illustrate the story, and 3) use free software or internet tools to assemble the story. Several free software and web-based tools for creating digital stories are also presented.
Digital Storytelling with VoiceThread is a tool that allows users to create, connect, and collaborate using voice, text, images, and video. VoiceThread can be used for sharing stories and facilitating discussions. It is free for educators and easy to use, requiring only a computer with internet access and optionally a microphone and/or digital camera. Users simply need to sign up for a VoiceThread account and then can start creating voice threads in three simple steps.
The effect of technology on our world in the past decade has been mind boggling. Perhaps its greatest impact has been the explosion of tools to create and share pictures, movies and sounds. What used to cost thousands of dollars and require years of training is now accessible to anyone with a camera and an internet connection. Abundance is resulting in an unbelievable amount of content but still a very low percentage of quality. As educators, it is clear we must consider viewing and multimedia content creation every bit as important as reading and writing. Visual communication is the professional language of th future. Let's examine together how we'll make our classrooms places where students can utilize the tools to tell amazing, beautiful stories.
Explore the future of Learning & Development. Understand how Artificial Intelligence is revolutionizing training and development, offering new ways to scale, personalize, and innovate. Gain practical insights to boost efficiency, tailor learning experiences, and anticipate upcoming trends in L&D. This presentation is perfect for professionals looking to harness AI's potential to enhance educational outcomes. Join us to elevate your L&D strategies and prepare for the transformative shift in professional learning.
This document provides an overview of session 2 of a social media training course. It outlines the topics that will be covered, including managing multiple social media accounts, team management of social media, brand tracking, and simple video if there is time. Tools for multi-posting like Hootsuite and Co-Tweet are introduced and exercises are provided to use Hootsuite for posting, research, and timed multi-posting.
The document summarizes the origins and history of the Saltburn Clubhouse, a community organization in Tees Valley, UK that provides technology education. It traces the clubhouse back to early online community projects in 2000 and focuses on how it has evolved over time to include different programs like digital art installations, machinima filmmaking, and its current focus on digital film making. The clubhouse aims to provide informal and adventurous learning opportunities where people can explore new technologies and have fun learning together.
Presentation by Mary Moss of Niace and Steve Thompson of Teesside University at the European Institute for E-Learning conference. See also this paper.
http://www.scribd.com/doc/29504348/Adventures-in-Media-Literacy
A multi-media exhibition featured the work of multiple artists including music and soundscapes by Steve Thompson, poetry by Tom Kelly, and photography by Peter Dixon. Images from Newcastle and Tyneside in Australia were displayed alongside images from Newcastle Library and a voice recording from Jarrow. Poems were inspired by and recorded alongside pictures, including one poem inspired by a picture of the last day at Consett Works and recorded where the steel works entrance had been. The exhibition included 15 pieces and provided a virtual graffiti monument to the 140-year steel works tradition.
This document discusses several community media projects that Steve Thompson is involved in and exploring new approaches for. It provides details on projects like creating accounts in advance for digital literacy sessions, enhancing walking routes between former mining villages with virtual and geo-located media, cultural exchanges between communities using video conferencing, and using online networks and tools to connect community radio stations. The success of these projects focusing on new ideas and approaches will be measured over time by following their progress on the CIRN Wiki.
The University of the year can help give your business a competitive edge in these troubled times using a range of free Web 2.00 resources and free social media applications. These are the slides for session one.
Presentation to The Inspiring Digital Engagement Festival 15th Sept 2010 at Sheffield Hallam. A one-day event that explores the contribution of arts practice to the business of digital inclusion. Local art practitioners, digital inclusion researchers, public sector professionals and community development workers are invited to join us for an active investigation into how socially engaged arts practice promotes, enriches and challenges notions of digital inclusion
The document discusses movies that have been made in Second Life. It talks about three short films that will be shown, including one from Jack Drum Arts and two from Midlesbrough College. The document also discusses a movie project about the Skinningrove Jetty in England, including its design, production, and filming. Techniques for virtual movie making are mentioned, such as using available locations, lip syncing, crowds scenes, and stunts.
This presentation discusses ways to support community innovation through digital tools. It explores using geotagged media to allow virtual and real visitors to experience walking routes. It also mentions potential online cultural exchanges between communities and using radio and photography projects for collaboration. Support resources are provided.
A very interesting evening was had at Loftus Library this week hearing the story of the East Cleveland Image Archive and seeing some wonderful old pictures. For anyone who doesn't know, the project began as Loftus Digital Village but grew so big that is seemed highly appropriate to rename it the East Cleveland Image Archive. You can see for your self the wealth of images by clicking here. http://www.ecol.org.uk/loftus
Many of us have seen these pictures but the story came alive in the hands of Librarian John Hannah. John described linkages between people and places, past and present in a way that was fascinating.
A presentation in Wrekenton Library on March 18th 2010 in a workshop to encourage social reporting in local groups. The session a was arranged by David Wilcox http://socialreporter.com and Nial Smith http://idea.gov.uk
Tim Wright worked in digital media from 1994-2013, taking on roles in agency work, startups, freelancing, and broadcasting. His work progressed from early web projects and CD-ROMs to newer areas like social media, mobile apps, and transmedia storytelling. The document outlines trends in digital media like user-generated content, mobility, and the rise of new platforms. It encourages considering new industries, locations, and types of interactive or physical media experiences that could emerge in the future.
My books- Learning to Go https://gumroad.com/l/learn2go & The 30 Goals Challenge for Teachers http://amazon.com/The-Goals-Challenge-Teachers-Transform/dp/0415735343
Resources at http://Pearltrees.com/shellyterrell/integrating-web-2/id8081935
Digital storytelling is the practice of using computer tools to tell stories. It combines images, music, narrative, and voice. Teachers use digital storytelling to incorporate multimedia into the curriculum and teach 21st century skills like communication and technology literacy. Digital storytelling allows students to weave together various media to give depth and color to experiences. A digital story is typically a 3-5 minute personal video created by a non-professional using tools like PhotoStory, Movie Maker, and Audacity. Various free online tools like Animoto, StoryBird, and ToonDoo can also be used to create digital stories and engage students in visual storytelling.
This document outlines Tim Wright's presentation on online drama and interactive storytelling. The presentation covers developments from the early 2000s to the present day, including early concepts of interactive drama, the rise of social media and audience participation, live streaming forms, and future possibilities with immersive technologies and AI. Tim discusses the changing digital landscape, different forms of interactive content and user participation, as well as challenges around fragmentation, ownership and coherence. The presentation aims to explore storytelling possibilities across new media and encourage an experimental approach.
1. The document discusses how the internet is becoming integrated into everyday objects through applications of applied technology.
2. An example is given of an office stereo that is controlled through Twitter, playing songs via Spotify links tweeted with the stereo's handle.
3. The possibilities for integrating internet connectivity into real world objects and systems are vast and limited only by imagination, with examples given like controlling home appliances remotely or getting notifications from landmarks.
The document discusses various topics related to online tools, technologies, and skills, including building online polls and maps, remixing content, location-aware web and mobile technologies, user skills reports, search engine optimization, analytics data, and engaging with collective intelligence on the web. It also references the origins and mission of the Open University to bring degree-level education to those without access to traditional universities through communications technologies.
The Pixel Lab 2015 | Loc Dao's Lessons Learned in Interactive Documentary power to the pixel
油
The NFB's Head of Digital Content shares lessons learned around story and form from award-winning, groundbreaking interactive projects Seven Digital Deadly Sins, Circa 1948, The Last Hunt, Bear 71 and Welcome to Pinepoint.
Design and technology meets story and documentary.
This document discusses digital storytelling and provides resources for creating digital stories. It highlights that today's students are "digital natives" who are comfortable with technology, while older generations are "digital immigrants" still learning new technologies. It then outlines a simple three step process for creating digital stories: 1) outline a story idea, 2) find media like images and audio to illustrate the story, and 3) use free software or internet tools to assemble the story. Several free software and web-based tools for creating digital stories are also presented.
Digital Storytelling with VoiceThread is a tool that allows users to create, connect, and collaborate using voice, text, images, and video. VoiceThread can be used for sharing stories and facilitating discussions. It is free for educators and easy to use, requiring only a computer with internet access and optionally a microphone and/or digital camera. Users simply need to sign up for a VoiceThread account and then can start creating voice threads in three simple steps.
The effect of technology on our world in the past decade has been mind boggling. Perhaps its greatest impact has been the explosion of tools to create and share pictures, movies and sounds. What used to cost thousands of dollars and require years of training is now accessible to anyone with a camera and an internet connection. Abundance is resulting in an unbelievable amount of content but still a very low percentage of quality. As educators, it is clear we must consider viewing and multimedia content creation every bit as important as reading and writing. Visual communication is the professional language of th future. Let's examine together how we'll make our classrooms places where students can utilize the tools to tell amazing, beautiful stories.
Explore the future of Learning & Development. Understand how Artificial Intelligence is revolutionizing training and development, offering new ways to scale, personalize, and innovate. Gain practical insights to boost efficiency, tailor learning experiences, and anticipate upcoming trends in L&D. This presentation is perfect for professionals looking to harness AI's potential to enhance educational outcomes. Join us to elevate your L&D strategies and prepare for the transformative shift in professional learning.
A rapid spin through 20yrs+ of practice, hoping to identify along the way some interesting learning points. 際際滷s assembled for the Bournemouth Uni MACME Group Sept 2016
New Download-Capcut Pro Crack PC Latest versionfk5571293
油
copy Paste
Link >>> https://click4pc.com/after-verification-click-go-to-download-page/
It is an advanced version of the popular CapCut video editing app, developed by ByteDance, the same company behind TikTok. Now Download
Nitro Pro Crack Enterprise Free Download | 2025fk5571293
油
艶COPY & PASTE LINK https://click4pc.com/after-verification-click-go-to-download-page/
The OCR feature enables users to convert scanned documents into searchable and editable PDFs, improving accessibility and document retrieval. 5. Merge and Split
6. Adventurous ICT
Trying new things
Exploration
Having fun
Make it relevant
Keep it social
Being unafraid of technology
Learning things even the teacher has not learned
33. Our Latest Member
Technology helps me do things that would
otherwise be difficult, if not impossible
And in the virtual world: I CAN EVEN FLY
Mike Findley MBE
THE FLYING MAYOR
34. Thank you
You can see this presentation
Online including media at
www.j.mp/lastwine
Editor's Notes
#31: The Movie Poster Lets watch Part One of the Movie