Instructional Media

"Creating Cyber Libraries: An Instructional Guide for School Library Media Specialists" by Kathleen W. Craver

"Creating Cyber Libraries: An Instructional Guide for School Library Media Specialists" by Kathleen W. Craver
Libraries Unlimited, Grееnwооd Publishing Group | 2002 | ISBN: 0313320802 9780313320804 9780313009280 | 249 pages | PDF | 2 MB

This guide outlines the steps library media specialists can take to create a cyber library, provide content and policies for use, and maintain it for maximum efficiency.

Screening the Nonhuman : Representations of Animal Others in the Media  eBooks & eLearning

Posted by readerXXI at Dec. 8, 2016
Screening the Nonhuman : Representations of Animal Others in the Media

Screening the Nonhuman : Representations of Animal Others in the Media
by Amber E. George and J. L. Schatz
English | 2016 | ISBN: 1498513743 | 238 Pages | True PDF | 1.2 MB

Screening the Nonhuman draws connections between how animals represented on screen translate into reality.

The Buffer App : A Must Use For Social Media Marketing  eBooks & eLearning

Posted by naag at Dec. 8, 2016
The Buffer App : A Must Use For Social Media Marketing

The Buffer App : A Must Use For Social Media Marketing
MP4 | Video: AVC 1280x720 | Audio: AAC 44KHz 2ch | Duration: 28M | Lec: 8 | 72 MB
Genre: eLearning | Language: English

A Guide On How To Use The BufferApp To Optimize Your Social Media Sharing And Promotion Experience .

Media Opener - Project for After Effects (VideoHive)  Graphics

Posted by angus77 at Dec. 6, 2016
Media Opener - Project for After Effects (VideoHive)

Media Opener - Project for After Effects (VideoHive)
CS5, CS6, CC | 1920x1080 | AEP | 189 MB
Common Core State Standards for Grades K-1: Language Arts Instructional Strategies and Activities (repost)

Common Core State Standards for Grades K-1: Language Arts Instructional Strategies and Activities by Michelle Manville
English | 2013 | ISBN: 1475806639 | 96 pages | PDF | 0,5 MB

The Pimp Game: Instructional Guide [Repost]  eBooks & eLearning

Posted by tanas.olesya at Dec. 1, 2016
The Pimp Game: Instructional Guide  [Repost]

The Pimp Game: Instructional Guide (Scan)
English | 1998 | ISBN: 0970058705 | 95 Pages | PDF | 13 MB

The former Hollywood king reveals secret techniques with proven results on mastering the art of submission. A look inside of the mind of the master as well as a chilling peek into the shadow world.

F-Stop Media Gallery Pro v4.8.0b2  Software

Posted by HDPRo at Nov. 30, 2016
F-Stop Media Gallery Pro v4.8.0b2

F-Stop Media Gallery Pro v4.8.0b2 | Android | 9.31 Mb

F-Stop Media Gallery is a powerful photo and video organizer for Android that will easily replace your stock gallery app.

Precarious Alliances: Cultures of Participation in Print and Other Media  eBooks & eLearning

Posted by ksveta6 at Nov. 30, 2016
Precarious Alliances: Cultures of Participation in Print and Other Media

Precarious Alliances: Cultures of Participation in Print and Other Media (Cultural and Media Studies) by Martin Butler
2016 | ISBN: 3837623181 | English | 300 pages | PDF | 2 MB

Media Matrix: Sexing the New Reality  eBooks & eLearning

Posted by lengen at Nov. 25, 2016
Media Matrix: Sexing the New Reality

Media Matrix: Sexing the New Reality by Barbara Creed
English | Apr. 1, 2004 | ISBN: 1865089265 | 224 Pages | PDF | 1 MB

This critique explores the effect of today's global media on contemporary ideas and experiences of sex, screen, identity, and representation from Sex and the City to discussions of sexuality and the self, from Breillat's film Romance to Harlequin romances, from reality TV to cyber porn, and from celebrity to censorship.

Emotions, Technology, and Social Media  eBooks & eLearning

Posted by readerXXI at Nov. 23, 2016
Emotions, Technology, and Social Media

Emotions, Technology, and Social Media
by Sharon Tettegah
English | 2016 | ISBN: 0128018577 | 189 Pages | True PDF | 8.74 MB

Emotions, Technology, and Social Media discusses the ways the social media sphere uses emotion and technology, and how each of these has become part of the digital culture.