Film Festival hosts Patrick Epino and Stephen Dypiangco explore the history of the short film, from its experimental beginnings to today’s animated and live action films.
To cast your vote, visit http://www.pbs.org/filmfestival/vote/
Many producers create educational materials to help teachers reinforce the learning goals of PBS KIDS programming. For each of the on-air or Web-original series, teachers can find information on the educational philosophy of the series, episode descriptions and related online content, and classroom activities or lesson plans to help extend the learning of PBS KIDS programming in the classroom. Check out some featured links below:
Each series also has special content for Teachers, Parents, and Kids to make sure that the right information is presented to the audience.
Are the kids in your classroom looking for something to do during free computer time? Or maybe you’re a parent looking for some great learning games to beat the winter doldrums. Check out the newest games from pbskids.org:
As internet use has become a daily part of most students’ lives, students must know how to protect themselves and their identity at all times—especially when teachers and parents aren’t there to help them. To get an idea how educators are approaching this issue, the editors of eSchoolnews recently asked readers: “Do you teach internet safety at your school or district? If so, how?” The responses were cataloged in ten categories: gaming activities, student generated projects, role playing, use of guest speakers, having students be the teachers, self-created curriculum, department citizenship programs, part of a research lesson and through school-wide programs.
Some of the responders recommended commercial software as part of their approach, but many relied on their own ingenuity. One elementary school teacher uses the analogy of Little Red Riding Hood (that things aren’t always as they seem; there are people who try to pretend they are something they are not). Another teacher uses investigative role-playing by having students figure out which of three websites is a hoax.
Read the entire article by clicking here.
To keep kids learning this summer, The Electric Company has created Prankster Planet, an animated video and online “transmedia” experience featuring Electric Company members Jessica and Marcus as comic book heroes in a 12-part animated adventure. Their mission is to get to Prankster Planet ASAP and stop the pranksters from stealing all the words from Earth. The TV segments will end with the characters directing viewers online, where the story continues in 12 multilevel online quests, 60 minigames, an avatar creator, a rewards system to encourage repeat play and a magazine. And coming in early summer, there also will be a progress tracker online for parents and teachers to follow kids’ learning online.
Here’s just one of the missions:
You can help kids fight the summer reading slide by practicing literacy skills at home. To try your hand at the game, visit The Electric Company Prankster Planet.
Webonauts Internet Academy is an original web game from PBS KIDS GO! that gives 8- to 10-year-olds an opportunity to have some fun while exploring what it means to be a citizen in a web-infused‚ information-rich world. It is an engaging experience on its own but becomes all the more powerful when parents and teachers use game play as a springboard for conversations about media literacy and citizenship in the 21st Century.
In taking on the role of a Webonaut and completing a series of missions‚ players confront issues central to good citizenship: identity‚ privacy‚ credibility and web safety. Game scenarios take place in both online and offline encounters because good citizenship spans both.
Because it addresses issues of web safety‚ information literacy and digital citizenship‚ Webonauts Internet Academy can be a great tool for classrooms and school media centers. Teachers‚ librarians and technology coordinators can support student learning by using the game as a warm-up activity to a unit on cybersafety, as a resource before hosting a debate on digital citizenship, or as a requirement before using school computers.