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Title of the item:

Learning New Literacies through Machinima.

Title :
Learning New Literacies through Machinima.
Authors :
Thomas, Theodoros
Show more
Subject Terms :
COMPUTER literacy
COMPUTER hackers
SWARM intelligence
VIDEO games
Source :
At the Interface / Probing the Boundaries; 2010, Vol. 69, p135-147, 13p, 3 Graphs
Academic Journal
This chapter aims to describe the implementation of an introductory cyberculture course in the French language and literature faculty curriculum (University of Athens, 2008). The main objective of this course was the education of today's digital natives and future Netizens and the development of new media skills which should be seen as social skills and also include the traditional literacy. The syllabus contained an introduction to cyberspace, virtualisation and virtual communities (through MySpace), digital video and sound, digital effects, an insight into collective intelligence (through wikis), politics on the Net (by the examination of the phenomenon of hackers) and mainly the examination of digital storytelling through machinima. Machinima, a portmanteau of machine cinema or sometimes animation, is defined as 'animated filmmaking within a real-time virtual 3-D environment'. It is a new medium where filmmaking, animation, and videogames converge. Students created collaboratively characters and stories, wrote scenarios using a wiki and then produced machinima films. This chapter will present concrete course projects. Based on current research on new media literacies, we propose that the creation of machinima films by students-prosumers is a form of participatory culture and an excellent way to develop new media skills. [ABSTRACT FROM AUTHOR]
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