

46503518 / 55502992
Mais
Anbau, Geschichte, Nutzung
Mais ist eine der ältesten Kulturpflanzen der Welt. Ursprünglich kommt er aus Mittelamerika und war dort als Nahrung unentbehrlich. Christoph Kolumbus hat einige dieser Getreidepflanzen auf seinen Schiffen mit nach Europa genommen, so verbreitete sich die Pflanze recht schnell. Durch Züchtung wurden die Maiskörner größer und passten sich besser an unser Klima an. Der Film zeigt Aussehen und Fortpflanzung der Maispflanze und alles über ihren Anbau, aber auch die heutige Nutzung als Lebens- und Futtermittel und das umstrittene Produkt Rohstoff. Denn seit einigen Jahren braucht man Mais nicht nur für die Ernährung an: Zusammen mit Mist von Schweinen oder Rindern gibt man Mais in Biogasanlagen. Bei diesem Prozess entstehen Gase, in denen viel Energie steckt. Diese liefern je nach Bedarf genug Rohstoff für Strom, Wärme oder Kraftstoffe. Die Testfragen, das Glossar und die interaktiven Aufgaben wurden mit H5P erstellt und können ohne weitere Software verwendet werden.
Trailer abspielen
Lehrplanzentral und an den Bildungsstandards orientiert
Passend dazu
Inclusion
Madita is eleven and blind. She does not want to go to a special school but to a regular grammar school. She says she feels "normal" there. Jonathan is eight and has a walking disability. He likes going to the school where he lives. Here, his best friend sits next to him. Max Dimpflmeier, a teacher who is severely deaf, explains that school life is not easy. Quote Max Dimpflmeier: "You don't want to attract attention, you want to avoid saying that it is necessary for you that 70 people adjust to your situation." People on their way to inclusion.
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.
Internet Addiction
The film consists of two parts. The first part is the 15-minute short film “In the Net”. It describes the problem of excessive Internet use in a humorous way, in particular the risk of losing touch with reality when chatting. The second part illustrates with three real persons how Internet addiction can develop and the problems encountered by those who are afflicted. The authentic statements are commented by an experienced therapist. For many pupils, the issues addressed here are related to their everyday lives. What is a “sensible” use of the Internet, where does pathological addiction start? In contrast to addiction to alcohol, nicotine or drugs, the public seems to be largely ignorant of the problem of this addiction, which is not related to any substance abuse. The film provides material for discussion in the classroom (crossdisciplinary) and can be used as a basis for the formulation of prevention strategies.