Search results for author:"Andrew Burn"
Total records matched: 5 Search took: 0.108 secs
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Making Machinima: Animation, Games, and Multimodal Participation in the Media Arts
Andrew Burn
Learning, Media and Technology Vol. 41, No. 2 (2016) pp. 310–329
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...
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Repackaging the Slasher Movie: Digital Unwriting of Film in the Classroom
Andrew Burn
English in Australia Vol. 1, No. 127 (2000) pp. 24–34
Considers the study of film in the secondary curriculum. Discusses film selection and value: which movies are studied and what kind of notion of cultural value is taught. Notes how educators study film: what new kinds of visual literacy comes into...
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Game literacy in theory and practice
David Buckingham; Andrew Burn
Journal of Educational Multimedia and Hypermedia Vol. 16, No. 3 (July 2007) pp. 323–349
If we intend to teach through educational media, we also have to teach about those media. This article explores the implications of this perspective for the use of computer games in the classroom. It seeks to explain why and how teachers might teach ...
Topics: Literacy, Educational Technology, Schools, Creativity, Virtual Environments
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Motivating Maths? Digital Games and Mathematical Learning
Margaret Scanlon; David Buckingham; Andrew Burn
Technology, Pedagogy and Education Vol. 14, No. 1 (March 2005) pp. 127–139
It is often claimed that computers have the potential to engage and motivate children in ways that conventional classroom teaching does not. Children are assumed to have a natural aptitude and enthusiasm for computers; and the Internet is seen to...
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Game Design as Textual Poaching: Media Literacy, Creativity and Game-Making
Caroline Pelletier; Andrew Burn; David Buckingham
E-Learning and Digital Media Vol. 7, No. 1 (2010) pp. 90–107
This article addresses practices of textual appropriation in computer games made by young people. By focusing on how young people's production work makes reference to popular media texts, it examines the basis on which such work claims to be legible ...