The presentation discusses machinima and its potential uses for education. Machinima involves using screen capture technology within games and virtual environments to create videos. It can help teach concepts and support curriculum through interactive demonstrations. The presentation promotes the EduMachinima Fest in June 2014, which will provide opportunities for educators and students to create machinima projects and have them judged in various categories. The fest aims to develop 21st century skills like collaboration, communication, and digital literacy.
1. EduMachinima Fest: Assessing 21st
Century Skills
Presenter: Kae Novak
Co-Presenters: Vasili Giannoutsos, Chris Luchs, Tanya Martin
Global Education Conference - November 21, 2013
2. Objectives of This Presentation
• Overview of Machinima
• Professional Development
Opportunities
• EduMachinima Fest 2014
3. Machinima
• Mix of Machine and Cinema
• Screen capture from games and virtual
environments
• Student Sample
11. Machinima and Education
• Teaching
– Lesson Intro
– Illustrate Concept
– Support Curriculum
– FLIP Classroom
– Model Digital Literacy
– Assessment
– IP Law Modeling
– NPIRL
• Learning
– Demonstrate learning
– Collaboration
– Project-Based
– Communication
– Practice Digital Literacy
– Self Assess
– IP Law practice
– NPIRL
12. Production and Learning Value
• Multiple Modalities
– STEAM
– Process more important than product
• 21st Century skills
– Collaboration
– Communication
– Problem solving
24. ISTE/SIGVE EduMachinma Fest
• Categories – Educator and Student
– Timed Shorts
– No Time Limit
– Language Learning
– Science Show
– Mixed Media
– Narrated Gameplay