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The Machinima Reader$
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Henry Lowood and Michael Nitsche

Print publication date: 2011

Print ISBN-13: 9780262015332

Published to MIT Press Scholarship Online: August 2013

DOI: 10.7551/mitpress/9780262015332.001.0001

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Everything I Need to Know about Filmmaking I Learned from Playing Video Games: The Educational Promise of Machinima

Everything I Need to Know about Filmmaking I Learned from Playing Video Games: The Educational Promise of Machinima

Chapter:
(p.241) 14 Everything I Need to Know about Filmmaking I Learned from Playing Video Games: The Educational Promise of Machinima
Source:
The Machinima Reader
Author(s):

Matthew Thomas Payne

Publisher:
The MIT Press
DOI:10.7551/mitpress/9780262015332.003.0015

This chapter examines how media education can leverage one game to support its twin goals of cultivating media production and analysis competencies. It begins by reviewing how twenty-first-century media literacy has been defined and framed. Next, it demonstrates how the process of machinima making is strongly compatible with constructivist learning theory. Finally, it argues that The Sims is a game primed for educational application because it easily doubles as a virtual film school, providing a clear framework and workflow for students wanting to learn both production-related skills, such as screen aesthetics and editing, and analytic skills, such as media criticism and narrative strategies.

Keywords:   media education, machinima, media literacy, constructivist learning theory, The Sims

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