Making Machinima: Animation, Games, and Multimodal Participation in the Media Arts
Learning, Media and Technology Volume 41, Number 2, ISSN 1743-9884
In the project discussed in this article, 30 11-year olds made an animated film in the machinima style, influenced by both film and game culture, and using a 3-D animation software tool, Moviestorm. The processes and products of the project will be analysed using a social semiotic/multimodal approach, exploring the social interests behind the integration of visual design, music, voice acting, story-writing, and animation which characterise the project. The outcomes suggest a need to move beyond established thinking and practice in media literacy practice and research in three ways. Firstly, we need to develop moving image education to recognise new genres and cultures. Secondly, we need to recognise that such productions are intensely multimodal, involving music, drama, story-writing, and visual design. Thirdly, such projects demand connected pedagogy across media, literacy, music, drama, computer science, and art.
Burn, A. (2016). Making Machinima: Animation, Games, and Multimodal Participation in the Media Arts. Learning, Media and Technology, 41(2), 310-329. Retrieved March 21, 2019 from https://www.learntechlib.org/p/175615/.