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Burn, Andrew – Learning, Media and Technology, 2016
In the project discussed in this article, 30 11-year olds made an animated film in the machinima style, influenced by both film and game culture, and using a 3-D animation software tool, Moviestorm. The processes and products of the project will be analysed using a social semiotic/multimodal approach, exploring the social interests behind the…
Descriptors: Animation, Educational Games, Elementary School Students, Media Literacy
Thomas, Angela – Learning, Media and Technology, 2012
This paper draws from research conducted as part of an Australian Research Council funded Linkage Project "Teaching effective 3D authoring in the middle years: multimedia grammatical design and multimedia authoring pedagogy", which is a collaboration between the University of New England, the University of Tasmania and the Australian…
Descriptors: Childrens Writing, Semiotics, Linguistic Theory, Case Studies
Thomassen, Aukje; Rive, Pete – Learning, Media and Technology, 2010
The theory and lessons of knowledge exchange, in both a physical and virtual environment, suggest a framework for understanding the specific requirements for a digital design class in "Second Life". Through teaching and observing students who were asked to complete a machinima project, our research provided examples of the strengths and…
Descriptors: Foreign Countries, Virtual Classrooms, Computer Simulation, Role Playing
Maher, Damian – Learning, Media and Technology, 2011
The purpose of the study reported on here was to explore ways in which the interactive whiteboard (IWB) can support students' understanding of texts. A Year 3 and a Year 4 primary school class in New South Wales, Australia, is the focus of the research. A qualitative case study was carried out using multimodal analysis focusing on the use of an…
Descriptors: Foreign Countries, Student Needs, Teaching Methods, Suburban Schools

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