Stockton+College

= Special Event =

**Celebrating the Accomplishments of the Fall 2009 MAIT Graduates**

 * Tuesday, Dec. 1st - 6:00 PM**

= “Machinima and 21st Century Literacy” =

**Marianne Malmstrom**

 * Technology Teacher @ The Elisabeth Morrow School**

Gamers have been making videos of their digital adventures long before the word “**machinima**” was coined in 2000. Could it be that creating video using 3D virtual worlds in the classroom holds real potential for learning 21st century skills? Learn how The Elisabeth Morrow School is exploring the use of machinima as a tool for building media literacy as well as proficiencies in communication, collaboration, creativity, and problem solving. See examples of how 21st century learning is addressed.

media type="custom" key="4938131" "Multimedia in the Classroom - The Future is Here" - Marianne Malmstrom

=//Map for the Future://=

//**The ISTE National Educational Technology Standards (NETS•S) and Performance Indicators for Students **//
 * METIRI Group :**

=Choosing 21st Century Tools for the Classroom:=


 * ==//Why are we using this technology?//==
 * ==//What does it allow us to do better?//==
 * ==//What does it allow us to do that we have never done before?//==

As technological advancements continue to grow exponentially, it can be tricky for educators to navigate the vast array of new tools and choose where to invest their time, money & energy. The tools may change, but what we really want kids to know remains constant. We want our students to be able to think, question, research, authenticate, interpret, draw conclusions, communicate, collaborate, problem solve, and apply what they learn to new situations. If we stay focused on these primary objectives, then we have a basis for choosing new tools that will help us meet those objectives. With those core objectives in mind, there are two important questions to always ask when considering a new tool. How will it improve on what we already do in the classroom? What does it allow us to do that we were unable to do before?

In the early 90's The Elisabeth Morrow School made the important decision that curriculum would drive technology growth, and not the other way around. That philosophy has served our school well in our own journey of designing 21st century learning.

=//Why Multimedia?//=

When cameras & editing software became affordable and easy to use in the early 00's, our school felt it made sense to bring those tools into the classroom. It was a great deal of work, but the teachers found it to be transformative in the level of engagement and ownership the students experienced.

media type="custom" key="4914419" Sample Classroom Media Project: "The Revolution" - 5th grade

At EMS, we learned that producing quality work takes time. Why shouldn't it? We spend years teaching students how to understand the subtleties of what they read and how to express themselves articulately in writing. Multimedia is absolutely a new form of "pen & paper" and students should be as facile in comprehending and communicating in digital media as they are with the written word.

The reality of producing quality media in school is hindered by constraints of space & time. Getting into costume, finding appropriate spaces to to film, creating sets and setting up equipment can be a challenge. Often, by the time you get all of those pieces into place, the period is almost over.

=Why Machinima?=

Using a 3D virtual world & screen capture software to create video not only offers a unique solution to some of the known obstacles to creating videos at school, it also affords us some advantages that were previously unavailable.

media type="youtube" key="0hhUF1EmEUc" height="344" width="425" Machinima: "Virtual Worlds" - 8th grade

Imagine students building their own sets, creating their own environments and controlling the time of day without ever rearranging the classroom. Imagine students changing their characters (becoming any gender, race, age or even something other than human) in just one click. Imagine, students working cooperatively to create the needed shots. Best of all, imagine being able to create movies in real time with students in other schools.

Working within a 3D virtual world and creating machinima encompasses several of the 21st Century Standards outlined by groups such as //**ISTE**// and **METIRI Group.**

=Creativity=
 * Kids LOVE LOVE LOVE working with animation
 * More options for filming than with cameras, costumes & hallways
 * Planning & setting up shots, creating avatars & building sets

=Communication= storytelling instruction reporting advertising Record: ISTE Speaker Series Presentations: Anne Collier "Youth Safety on the Social Web" = = =Media Literacy=
 * No longer just about the written word
 * More effective than still images alone
 * SLEDcc 2008 Machinima Festival revealed:
 * Documenting
 * Literacy through deconstruction & construction
 * More tools to express complex ideas
 * Students more focused on the content when they are not in the shot
 * Easier to publish end results

=Collaboration=  "The Vet" Digital Storytelling Project with Bernajean Porter  "No Future Left Behind"  "ISTE in Second Life"  ISTE Collaborative Machinima Project
 * Ramapo Island - across schools & across school bells
 * Greek God Commercials - across grades & across school bells
 * ISTE Projects - across distance & across expertise (Teachers as 21st Century Learners)

=Unexpected Discoveries=  "Razer's Crib"
 * Assessment: New Model

=Samples of ToMorrow Island Machinima:=

Documentation:
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Collaborative Projects:
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Tutrorials:
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=//Working on Their Own//=

Commercaials:
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Reviews:
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Music Videos:
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=Resources=