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Making and Using Machinima in the Language Classroom
Making and Using Machinima in the Language Classroom
Making and Using Machinima in the Language Classroom
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Making and Using Machinima in the Language Classroom

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Many language learning situations in the classroom lack visualisation, there is not always the resource you need for an ad hoc grammar point or other illustration, therefore being able to create a video, quickly, easily and cost effectively when needed is a really useful skill for the teacher and learners to know. Teachers could illustrate their lesson focussing on a specific story, grammar point or other topics of interest whereas learners could use such videos to demonstrate knowledge and understanding or as evidence of achievement.

Creating and using machinima in the language classroom is a guide to encourage teachers and learners to create videos in virtual worlds (machinima) for enhancing language lessons.
Although the book is not specifically about learning or teaching in virtual worlds it does help and gives instructions for the reader to access and be able to use Second Life for the purpose of machinima making.

There are some very good reasons to make machinima:
· They are fun.
· They are cheap.
· Students can produce them by themselves.
· Avatars can do the impossible.
· Creators have ownership.

This book is written for teachers, teacher trainers and learners of all subjects, with a special focus on language learning. You do not have to have experience of Second Life® to make machinima though it would help. Learners however may have experience in other games such as MinecraftTM and perfectly good machinima can be made in those too.

Part one of the book shows a range of machinima created in various genres to demonstrate what can be achieved. Part two teaches people how to make machinima in a virtual world such as Second Life. It starts with generating an idea and leads the readers through to completion and publication of their machinima. The book includes some case studies, a scheme of work and some lesson plans to help teachers see how machinima may be incorporated into their curriculum. The pedagogical underpinnings are dealt with, see the sample for details. There is a chapter dealing with challenges and offering solutions, and a further chapter addresses a number of issues such as copyright, licensing, permissions and similar. There are a number of suggestions for developing scripts and scenarios, and a whole set of hints and tips.

More advanced techniques for filming are covered and there are a number of example of ready-made machinima along with ideas for use in the classroom. Resources such as free editing software, free sound effects and background music are shared.

Whether using Minecraft TM, Second Life ® , World of Warcraft or Assassin’s Creed, the techniques of machinima making are the same.

LanguageEnglish
Release dateJun 26, 2014
ISBN9781311904034
Making and Using Machinima in the Language Classroom
Author

Christel Schneider

Christel Schneider is founder and managing director of CSiTrain, a company founded in January 2013. (www.csitrain.net) From 2006 until 2012, she was project manager and director of the international language association, ICC (www.icc-languages.eu). Prior to this, Christel worked as head of the language department for the German adult education association in Schleswig-Holstein (Landesverband der Volkshochschulen Schleswig-Holsteins e.V. (http://www.vhs-sh.de/) and as a lecturer at the University of Hamburg (Dept. of Education), teaching didactics and methodology. Presently, Christel is partaking in an MA in Virtual Education at the University of Western England.Christel Schneider has been a partner in more than ten European-funded projects, some of which had a specific focus on virtual learning; others were designed for people with specific needs or intercultural encounters. She is a passionate machinimatographer.

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    Book preview

    Making and Using Machinima in the Language Classroom - Christel Schneider

    Making and Using Machinima in the Language Classroom

    By Carol Rainbow & Christel Schneider

    Making and Using Machinima in the Language Classroom

    Carol Rainbow & Christel Schneider

    Copyright Carol Rainbow & Christel Schneider 2014

    Published by the round at Smashwords

    This book is devoted with huge thanks to all the people who have helped, often without knowing, as they have made their lands available for photographs and machinima, particularly Heike Philp, Randall Sadler, Chic Aeon, The University of West of England and the wonderful people of the Machinima Creative Club and MachinEVO who have offered support and criticism, were enjoyable to work with, and gave us more than they can ever know towards the journey of us all making machinima! Finally, a very special thank you to HazelDazel – actor, adviser, mentor, designer, machinimatographer and always a wonderful friend!

    About the authors

    Christel Schneider is founder and managing director of CSiTrain, a company founded in January 2013. (www.csitrain.net) From 2006 until 2012, she was project manager and director of the international language association, ICC (www.icc-languages.eu). Prior to this, Christel worked as head of the language department for the German adult education association in Schleswig-Holstein (Landesverband der Volkshochschulen Schleswig-Holsteins e.V. (http://www.vhs-sh.de/) and as a lecturer at the University of Hamburg (Dept. of Education), teaching didactics and methodology. Presently, Christel is partaking in an MA in Virtual Education at the University of Western England.

    Christel Schneider has been a partner in more than ten European-funded projects, some of which had a specific focus on virtual learning; others were designed for people with specific needs or intercultural encounters. She is a passionate machinimatographer.

    Carol Rainbow has been a teacher and teacher trainer for many years. She worked in local government as an ICT Consultant for over 15 years, helping teachers enhance teaching and learning through the use of technology. She has spent the last six years teaching in Second Life®, alongside her online tutoring work for The Consultants-E www.theconsultants-e.com. She has spent three years working as a moderator on the MachinEVO project, supporting teachers who are learning how to make machinima for their language learners. She has been a teacher on the Avalon course and taught English at the Second Life® school Language Lab™. She has also taught e-safety for teachers from all over the world in Second Life®.

    Using and Creating Machinima in Language Learning

    Table of Contents

    About the authors

    Introduction

    A virtual world: a MUVE?

    What is machinima?

    Avatars

    Why teach in a virtual world?

    What this book is about

    Who this is book for

    What if I don’t have experience in a virtual world?

    Pedagogical underpinnings

    Experientiallearning

    Lim’s Six Learnings ofSecond Life®

    Situated learning

    Section 1

    Chapter 1 Examples of Machinima in Different Genres

    Documentaries

    Poetry

    Storytelling

    Grammar

    Idioms

    Conversationpractice

    Heritage

    Humour

    Instructional machinima

    Informative machinima

    Project-based machinima

    Roleplay

    Sketches

    Intercultural issues

    Advertising

    Chapter 2 A Case Study of Making and Using Machinima in the Language Classroom

    Using machinima to give feedback

    The teaching steps are as follows

    Integrating quizzes

    Further ideas for roleplay and filming locations

    Section 2

    Chapter 3  How to make a Machinima in a virtual world

    Six stages

    1. Finding the idea

    2. The script

    3. The machinima plan

    4. Filming

    5. Editing

    6. Post production

    Machinima group management

    Case study: the making of the Two Travelers and the Bear

    Stage 1 Getting an idea

    Stage 2 The script

    Stage 3 The machinima plan

    Stage 4 The filming

    Stage 5 The editing process

    Stage 6 Post production

    Chapter 4 Making your First Machinima in a Virtual World

    The software needed

    Deciding where to film

    Studios

    Holodecks

    Getting ready for filming

    Set the window for HD video

    Check the lighting for your scene

    Prepare your shot

    Hide the buttons

    Use an invisible avatar

    Capture video

    Check continuity

    Add interest to your machinima

    Use animations

    Using a pose ball

    Use gestures

    Use different clothes

    Obtain and use props

    Editing your video

    Adding transitions

    Adding titles or call outs

    Adding audio files

    Making a vocal recording

    Music andsound effects

    Publishing your machinima

    Sharing your machinima

    Chapter 5 Challenges

    Virtual world video is not accessible

    Dialogue andscript writing

    Other ways of generating ideas for student-created machinima

    Addingtext to your machinima should you or shouldn’t you?

    Dealing with copyright issues

    Copyright

    CreativeCommons licensing

    Finding Pictures to use in Machinima

    Second Life® permissions

    Things don’t always look right

    Griefers or griefing

    Chapter 6 More Advanced Machinima Techniques

    Graphics card settings

    Drawdistance

    Depth offield

    Getting the light right

    How to make lights in a virtual world

    How to use thewindlight™ settings

    Green screen or chroma key

    Creating aphotobox or photosphere

    A demonstration of usinggreen screen

    Using a 3D mouse

    Chapter 7 Machinima in Other Contexts

    Machinima in transmedia

    Inanimate Alice

    The Cavendish Chronicles

    Transmedia Storyteller

    References

    Appendix I

    How to use pre-existing machinima in the classroom

    Before watching the machinima

    Whilst watching the machinima

    After watching the machinima

    Appendix II

    Second Life® and other virtual-world shortcuts and settings

    Appendix III

    A scheme of work – using machinima in a language class

    Appendix IV

    Lesson plans

    Dog idioms

    Simple past talk

    Past Talk - Simple Past - Self Study or Revision  

    Talking about the weather

    Appendix V

    Machinima resources

    Video hosting sites

    Story starters

    More machinima for use with students

    Machinima web links

    Appendix VI

    Downloadable resources

    Other video editing software

    Free sound effects and music

    Appendix VII

    Areas of interest to machinimatographers

    Machinima Festivals and competitions

    Research into machinima

    Projects Involving machinima

    Euroversity

    MachinEVO

    The CAMELOT Project

    I f you are reading a paper version of the book, or an e-reader that allows pictures but not videos, and have a mobile phone or tablet, use the Augmented Reality program ‘Aurasma’, to make each machinima image play the machinima as you hover over the picture in the book. Subscribe to the Machinima Book http://auras.ma/s/FkL0m or use the QR code to subscribe to the channel on your mobile device.

    Introduction

    Many teachers are sceptical about using virtual worlds for teaching and learning. This book aims to demonstrate to teachers and learners how they might become more confident using virtual worlds by getting engaged in making machinima.

    What is machinima?

    Machinima is simply a word composed from ‘machine’ and ‘cinema’, and it has become the collective name for films or videos made in virtual worlds and gaming environments. A machinima can be very simple – just a recording of a scripted narration, a dialogue or a roleplay. Machinima can also be very elaborate, with several film clips or images woven into the action. Call-outs, subtitles, blocks of text, speech bubbles, music and special effects can also be added to produce a more complex and satisfying machinima. Examples that the authors have created of the simplest to the more complex will be used to demonstrate techniques through this book.

    We produced a series of machinima which aimed to:

    promote learning in virtual worlds

    make access easy through simple and visual instructions

    trigger interest in learning and teaching in virtual worlds

    demonstrate what can be achieved by learning in virtual worlds

    help teachers and learners understand the benefits and challenges of learning in 3D worlds.

    One of the machinima that we made called ‘It is never too late to learn something new’ was produced to encourage potential users to get involved in using a virtual world.

    A virtual world

    A virtual world is a 3D environment, where people from all around the world can come together in space, regardless of their geographical location. Second Life® is one of numerous virtual worlds. At the time of writing, Second Life® has the equivalent of about 24,000 square miles of developed landscape in nearly as many privately-owned regions of every conceivable design, with thousands of free artefacts. Virtual worlds can be rewarding places for language learning, where learners may mix freely with native speakers of their target language. Virtual worlds are also known as MUVEs (Multi User Virtual Environments). The experience which can be obtained from a MUVE is summed up in the following quotation:

    MUVEs like SL have unique affordances that can provide opportunities for a richer embodied social presence, sensory immersive experiences, hands-on activities, and authentic contexts for experiential learning. (2)

    Table of Contents

    Avatars

    A person in a virtual world is presented as an avatar – a graphical model of him- or herself. People can choose to look like a human, an animal or almost anything imaginable. The avatar can move around the 3D world, flying, walking and talking to others. When people set up an account in any virtual world, the first thing they do is to create or choose a starter avatar. The avatar is controlled by the mouse, the trackpad, arrow or letter keys. What we see on screen is from just behind the avatar looking forward.

    Why teach in a virtual world?

    The virtual world offers something quite different from conventional teaching and learning. It can create an immersive environment which is not possible in the physical classroom. Below is a list of ‘affordances’ (opportunities that present themselves and are good for learning and teaching) of a virtual world.

    Teachers and learners can interact with people both within and outside the virtual world at the same time.

    People with different language and cultural backgrounds are able to meet, interact and learn collaboratively, regardless of their geographical location.

    People can take part in simulations of events which would be impossible for many in real life – such as going into space in a rocket, sky-diving, flying aeroplanes or helicopters, working on an oil rig, or mending a pipeline under the sea.

    People can do things which are physically impossible in their physical life such as flying or walking under water, and, in fact, anything imaginable.

    People can visit places such as virtual Morocco, take part in the virtual Hajj, fly to the top of the Eiffel Tower, visit Berlin in the ’20s or climb Big Ben, either alone or in groups.

    People can completely change their identity, personality, gender, size or shape, and

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