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Teaching cinema with machinima

Teaching cinema with machinima The need to incorporate concepts such as creativity, innovation, collaboration, critical thinking, and digital freedom has shifted the focus of the educational process to seeking technologically advanced methods that will complement or, in many cases, replace the classical method of transfer and dissemination of knowledge. Recently, cinema and film studies, apart from tertiary education, show a trend of expanding to younger audiences, in secondary or even in primary education, acting more as ancillary tools in teaching certain concepts rather than as basic learning techniques. In this work, we employ qualitative research methods to show that these arts/techniques can be integrated in the machinima technique, a hybrid form which is a popular case of creating and consuming educational content at the research level in recent years, adjusted to the requirements of the new generation of students of the digital age. http://www.deepdyve.com/assets/images/DeepDyve-Logo-lg.png International Journal of Arts and Technology Inderscience Publishers

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Publisher
Inderscience Publishers
Copyright
Copyright © Inderscience Enterprises Ltd
ISSN
1754-8853
eISSN
1754-8861
DOI
10.1504/IJART.2020.108634
Publisher site
See Article on Publisher Site

Abstract

The need to incorporate concepts such as creativity, innovation, collaboration, critical thinking, and digital freedom has shifted the focus of the educational process to seeking technologically advanced methods that will complement or, in many cases, replace the classical method of transfer and dissemination of knowledge. Recently, cinema and film studies, apart from tertiary education, show a trend of expanding to younger audiences, in secondary or even in primary education, acting more as ancillary tools in teaching certain concepts rather than as basic learning techniques. In this work, we employ qualitative research methods to show that these arts/techniques can be integrated in the machinima technique, a hybrid form which is a popular case of creating and consuming educational content at the research level in recent years, adjusted to the requirements of the new generation of students of the digital age.

Journal

International Journal of Arts and TechnologyInderscience Publishers

Published: Jan 1, 2020

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