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Electricity
From Turbine to Socket
How is the electricity generated with which we power our appliances in everyday life? The magic words are ‘charge‘ and ‘voltage‘. Electricity is created when bodies have different charges. If you rub a balloon with a cloth and hold it close to your hair, the hair is attracted by the balloon. By friction the balloon is charged, thus a voltage is generated between the balloon and the hair. Objects that are differently charged attract each other and the voltage tends to balance itself. As a rule, matter is neutral. That means the atoms bodies consist of have an equal amount of positive and negative charges. But if you rub specific materials like the balloon and the cloth here, the charges are separated. The electrons with their negative charge are transferred to one object, whereas the other object is charged positively. However, as matter seeks a balance and wants to equalise the charges, the opposites attract each other. And the greater the separation of the charges, the higher the voltage, and the higher the voltage, the more objects are attracted and seek a balance. You realise how important and self-evident electricity has become in our everyday lives only when it is no longer there. At home, household appliances run by electricity would not work anymore. The refrigerator would not cool anymore, the heater would not heat anymore. No washing machine, no telephone, no television, no game consoles – and, of course, we would suddenly be plunged into darkness if the light went out. Even a flashlight would not help because it works with electricity as well even though this electricity does not come from the socket but from a battery. Without electricity we would actually be in the dark.
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Curriculum-centred and oriented towards educational standards
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Podcasting
Today, the use of new media has become a matter of course not only in everyday life – schools and teaching, too, benefit from the new technologies and methods, which support active and independent learning. Especially in computer science, ethics and language courses but also in all other subjects, modern media are a valuable pedagogic and didactic asset. This DVD uses the example of podcasts to demonstrate how the possibilities opened up by new media can be applied in the classroom and how the pupils can be taught to handle them in a competent and target-oriented manner. The film is aimed at supporting the use of podcasts at school and encourages making them. This also requires the ability to find information on the Internet and assess it. The film informs on the functionality of podcasts and technical background as well as on the teaching and learning possibilities offered by podcasts – ranging from specific contents to superordinate learning targets such as the advancement of creativity and team spirit. The DVD is a useful support for teachers applying new media and wishing to show their pupils how to handle Running Time: 20:29 ms them in a sensible way.
Computer Games
This film covers the topic of computer games in a variety of ways and from many different angles. Apart from the fascina- tion of computer games for users, the historical development as well as the production of computer games are described. The established genres are introduced, the guidelines of the German BPjM are explained. In light of recent public discussions, a neutral overview of the pros and cons of playing computer games is given, and different kinds of player behaviour are outlined. In this film, the pupils will recognise many aspects of their favourite pastime that encourage an independent, constructive use of this medium and reinforce their media competency. The film and teaching material are very closely related to the real-life situation.