A group to support the development and use of machinima in education will begin meeting bi-weekly, starting on Monday September 16 at the Front Range Sim in Second Life. The SLURL for the meeting is http://maps.secondlife.com/secondlife/Front%20Range/108/26/35 and the meeting will begin at … Continue reading →
Badges are a hot topic in education these days. Edutopia has a list of badges you can self-select or apply for, Mozilla’s Open Badge Project provides an infrastructure (still in Beta), including code, for the designing, earning and issuing of … Continue reading →
Teachers are generally a creative and resourceful bunch, and though we do make use of commercially produced materials, we often customize them for our students. Unusual, humorous, poignant and the relevant materials (pictures, artifacts, movies, stories) help us to … Continue reading →
Teachers attend Machinima Monday at the Montmarte Theatre in Second LIfe.
The second week of the 4-week VWBPE Games and Education Tour MOOC had a Machinima focus. What fun to watch and participate with fellow educators as they crammed an incredible amount of energy, curiosity, intellect, humor and talent into developing machinima to help us all learn to do it better and to help our students with machinima as a learning strategy. The word that kept cropping up was FUN…and fun it was, sometimes funNY.
The week started with a Second Life Machinima Monday meeting with non-educators, an introduction to some machinima created by artists using this medium to relay emotions and ideas. There was much discussion on technical issues…aspect ratio, capture tools, in world camera devices, editing software, special effects, space navigators to name a few. Always a benefit to get a different perspective. Our Hostess, the gracious and talented Chantal Harvey facilitated the conversation and welcomed teachers to join the digital artisan group.
Discussing a possible script with an alien avatar – the alien ended up in the movie Sand Surf Saloon.
The remainder of the week consisted of working groups, and some individual work on machinima with the of using the medium for teaching and learning. The MOOC participants were all comfortable in virtual environments and some, though not all, had significant comfort with creating machinima. The week was an opportunity for educators to work together on a machinima project and reflect on the potential use with students and in delivery of instruction. K-12 and higher education educators worked side-by-side, incorporating strategies, taking on a variety of roles (script development, actor, director, machinimatographer, builder, costume designer, sound editor, video editor, stunt actor, special effects editor), and collaborating to complete a project in less than 1 week.
Attendees enjoy teacher created machinima at the Gaity Theatre on Second Life.
The exercise served to help us understand what we can expect of your students and what skills our students will need and will develop as they participate in this kind of learning activity. The culminating activity was a Premier held at the Gaity Theatre on Caledon in Second Life, a tour destination from week 1 of the MOOC.
As the ISTE Conference this summer draws near, this talented group of machinima educators will continue to polish off their work and encourage colleagues and students to submit their digital creations to the ISTE EDUmachinma Fest. No doubt we will have entries form the growing number of virtual worlds and from a growing number of participants.
The Internet is changing the world of journalism, publishing, the music industry, education, storytelling and moviemaking. Video capture and editing tools provide an opportunity for anyone to create, entertain and inform using video and audio. Machinima, originally used to capture … Continue reading →
Copyright laws apply in the virtual world just as they do in the real one. In the United States, Educators have had some flexibility with Fair Use and The TEACH Act but those rules are very specific and sometimes a little complicated … Continue reading →
The VWBPE Conference has a number of events to support machinima endeavors for both novice users and experts. The sessions are being held at different locations on the VWBPE 20 sims built in a Steampunk motif, just for this event.
20 Sim site on SL built specifically for the event 3/17-3/19.
Creating films for learning is not new in K-12 education nor has the strategy been limited to magnet programs or exclusive schools that offer high-level technology classes and/or broadcasting. Teachers have used filmmaking as a way to help students learn … Continue reading →
The virtual world is of course a visual art in and of itself, but there is potential to provide learning experiences in a virtual setting that would otherwise be impossible in the real world. In my experience, the world of visual arts can be brought to students to consume in 4 ways.
First the traditional way of walking around a museum and looking at the art. One of the most extensive museums in the virtual world that I have seen is the Dresden Museum on Second Life (Dresden Gallery 120,128,26), which houses 750 masterpieces of European art. An avatar can walk around the museum and see the famous art, clicking on it to get information as it is desired. This method of learning about the art mimics a strategy used in the real world.
An avatar floats down Rumsey's Map Museum tower
The second method takes the display and viewing of works to a different level, literally. Here an avatar can view a large collection of artwork in a “museum” that can be traversed only in a virtual setting. A wonderful example of this is the Rumsey Map Museum on Second Life ( Rumsey Maps 2 (193,201,715)). The avatar visiting this museum can fly through a tower to view the extensive map collection, stopping to click on any of interest to get additional information.
The third method of learning about art in a virtual setting involves becoming a part of the art. Art Box (Klaw 5,21,46) on Second Life has selected pieces of artwork with human subjects.
An avatar becomes a part of a famous piece of art in Art Box.
Participants are provided an opportunity to choose a painting and then click on a poseball to become the subject in the art. The owners offer props and costumes for some of the art work. Laguna Beach California has a real life, annual art show reminiscent of this strategy of enjoying art. Actors dress and pose while backdrops and lighting are used to duplicate a painting in real life. In the virtual setting the participant gets to make the art selection and become a part of it. Certainly more immersive than just looking at it.
Sitting in Van Gogh's room. The builder created an elongated room to ensure groups of visitors had a correct view.
Finally, an avatar can visit a location and be completely immersed in the art. In the case of Arles (168,23,29) on Second Life. This amazing sim allows avatars to walk around Vincent Van Gogh’s paintings as they may have been seen by the artist. The paintings are a 3D form and allow complete interaction. An avatar can climb one of the famous yellow haystacks, sit in a cafe and enjoy the “starry night”, or even sit in Van Gogh’s bedroom.
The many museums in the virtual environment each have policies regarding the use of the images they display. It is best to experience them by visiting the location.
The places described here are not available to students under 18 years of age, but the methods may be used to create art locations in the Opensim grids so that students may interact with art and thus learn about it. Better yet, students may become the producers and create these environments with art work in the public domain or even their own art work.