You are here:

Making Machinima: Animation, Games, and Multimodal Participation in the Media Arts ARTICLE

Learning, Media and Technology Volume 41, Number 2, ISSN 1743-9884

Abstract

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.

Citation

Burn, A. (2016). Making Machinima: Animation, Games, and Multimodal Participation in the Media Arts. Learning, Media and Technology, 41(2), 310-329. Retrieved September 18, 2018 from .

This record was imported from ERIC on February 24, 2017. [Original Record]

ERIC is sponsored by the Institute of Education Sciences (IES) of the U.S. Department of Education.

Copyright for this record is held by the content creator. For more details see ERIC's copyright policy.

Keywords