Machinima learning: prospects for teaching and learning digital literacy skills through virtual filmmaking

A Morozov - EdMedia+ Innovate Learning, 2008 - learntechlib.org
Abstract Machinima (muh-sheen-eh-mah) is a new form of filmmaking which utilizes 3D
videogame engine technology to create animated films within virtual environments …

[图书][B] A qualitative study of three secondary art teachers' conceptualizations of visual literacy as manifested through their teaching with electronic technologies

CC Lin - 2008 - search.proquest.com
This qualitative case study examined and described three technologically competent,
secondary-level visual arts teachers' insights into the notion of visual literacy in the …

Conceptualizing and teaching new literacies: A multiple-case study of teachers' perspectives of information and communication technology

BJ Bagwell - 2008 - search.proquest.com
Many teachers continue to teach as they always have despite greater access than ever to
information and communication technology (ICT) and the fact that social forces …

[PDF][PDF] Uudet lukutaidot koulun tietokäsityksen haastajina: tapaustutkimus viidesluokkalaisten mediatuottamisesta

L Rantala, V Korhonen - Informaatio, informaatiolukutaito ja oppiminen, 2008 - trepo.tuni.fi
1 8 sukupolven kasvattamisessa informaatioyhteiskunnan jäseniksi. Mutta kuten tällaiset
ylhäältä alaspäin ohjatut koulutuspoliittiset hankkeet yleensä, ei tietokonelukutaitokaan …

[图书][B] “What you need, Eddie, is another remedial reading class”: A semiotic analysis of representations of literacy in popular school film

SM Witte - 2008 - search.proquest.com
This study examines representations of literacy and literacy pedagogy in films about school.
Grounded in research traditions of textual analysis and cultural studies, the present study is …

Tinsel-town methodologies: Using new-media literacy in language arts methods courses as a model for increasing student engagement and understanding of …

K Broda, M Broda - E-Learn: World Conference on E-Learning in …, 2008 - learntechlib.org
Allowing students to demonstrate understanding and extend knowledge through the use of
technology is essential in society today. But, are we catering to the videogame generation …