Games and machinima in adolescents’ classrooms
Keywords:
machinima, video games, education, ethnography, methodology, analysisAbstract
This presentation identifies innovative educational practices when commercial video games, combined with other new or traditional technologies are present in the secondary education classrooms. The major goal of the project was to generate new knowledge about how to design scenarios, using commercial video games as the starting point, which may contribute to the development of new literacies when students work with specific curriculum contents. Our data has been analyzed exploring the machinima productions in order to analyze the relationships between the video productions, the game and, the gamers’ perspective about his/her own activity. To examine these strategies several dimensions have been considered in order to compare different approaches to machinima.Downloads
Published
2011-01-01
Bibtex
@Conference{digra546, title ="Games and machinima in adolescents’ classrooms", year = "2011", author = "Lacasa, Pilar and Martínez, Rut and Méndez, Laura", publisher = "DiGRA", address = "Tampere", howpublished = "\url{https://dl.digra.org/index.php/dl/article/view/546}", booktitle = "Proceedings of DiGRA 2011 Conference: Think Design Play"}
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Papers
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