Making and Using Machinima in the Language Classroom By Carol Rainbow & Christel Schneider A round publication www.the-round.com © 2014 Carol Rainbow and Christel Schneider All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or by any means electronic, mechanical, photocopying, recording or otherwise without the prior permission of the authors. Please contact us at www.the-round.com for more information. Cover design by Mark Bain Edited by Penny Hands This book is devoted with huge thanks to all the people who have helped, often without knowing, as they have made their lands available for photographs and machinima, particularly Heike Philp, Randall Sadler, Chic Aeon, The University of West of England and the wonderful people of the Machinima Creative Club and MachinEVO who have offered support and criticism, were enjoyable to work with, and gave us more than they can ever know towards the journey of us all making machinima! Finally, a very special thank you to HazelDazel – actor, adviser, mentor, designer, machinimatographer and always a wonderful friend! About the authors Christel Schneider is founder and managing director of CSiTrain, a company founded in January 2013. (www.csitrain.net) From 2006 until 2012, she was project manager and director of the international language association, ICC (www.icc-languages.eu). Prior to this, Christel worked as head of the language department for the German adult education association in Schleswig-Holstein (Landesverband der Volkshochschulen Schleswig-Holsteins e.V. (http://www.vhs-sh.de/) and as a lecturer at the University of Hamburg (Dept. of Education), teaching didactics and methodology. Presently, Christel is partaking in an MA in Virtual Education at the University of Western England. Christel Schneider has been a partner in more than ten European-funded projects, some of which had a specific focus on virtual learning; others were designed for people with specific needs or intercultural encounters. She is a passionate machinimatographer. Carol Rainbow has been a teacher and teacher trainer for many years. She worked in local government as an ICT Consultant for over 15 years, helping teachers enhance teaching and learning through the use of technology. She has spent the last six years teaching in Second Life®, alongside her online tutoring work for The Consultants-E www.theconsultants-e.com. She has spent three years working as a moderator on the MachinEVO project, supporting teachers who are learning how to make machinima for their language learners. She has been a teacher on the Avalon course and taught English at the Second Life® school Language Lab™. She has also taught e-safety for teachers from all over the world in Second Life®. Using and Creating Machinima in Language Learning Table of Contents About the authors Introduction A virtual world: a MUVE? What is machinima? Avatars Why teach in a virtual world? What this book is about Who this is book for What if I don’t have experience in a virtual world? Pedagogical underpinnings o o o Experiential learning Lim’s Six Learnings of Second Life® Situated learning Section 1 Chapter 1 Examples of Machinima in Different Genres Documentaries Poetry Storytelling Grammar Idioms Conversation practice Heritage Humour Instructional machinima Informative machinima Project-based machinima Roleplay Sketches Intercultural issues Advertising Chapter 2 A Case Study of Making and Using Machinima in the Language Classroom Using machinima to give feedback The teaching steps are as follows Integrating quizzes Further ideas for roleplay and filming locations Section 2 Chapter 3 How to make a Machinima in a virtual world Six stages 1. Finding the idea 2. The script 3. The machinima plan 4. Filming 5. Editing 6. Post production Machinima group management Case study: the making of the Two Travelers and the Bear Stage 1 Getting an idea Stage 2 The script Stage 3 The machinima plan Stage 4 The filming Stage 5 The editing process Stage 6 Post production Chapter 4 Making your First Machinima in a Virtual World The software needed Deciding where to film o Studios o Holodecks Getting ready for filming o Set the window for HD video o Check the lighting for your scene o Prepare your shot o Hide the buttons o Use an invisible avatar o Capture video o Check continuity Add interest to your machinima o Use animations o Using a pose ball o Use gestures o Use different clothes o Obtain and use props Editing your video o Adding transitions o Adding titles or call outs o Adding audio files Making a vocal recording Music and sound effects Publishing your machinima Sharing your machinima Chapter 5 Challenges Virtual world video is not accessible Dialogue and script writing o Other ways of generating ideas for student-created machinima Adding text to your machinima should you or shouldn’t you? Dealing with copyright issues o Copyright o Creative Commons licensing o Finding Pictures to use in Machinima o Second Life® permissions Things don’t always look right Griefers or griefing Chapter 6 More Advanced Machinima Techniques Graphics card settings o Draw distance o Depth of field Getting the light right o How to make lights in a virtual world o How to use the windlight™ settings Green screen or chroma key o Creating a photobox or photosphere o A demonstration of using green screen Using a 3D mouse Chapter 7 Machinima in Other Contexts Machinima in transmedia o Inanimate Alice o The Cavendish Chronicles o Transmedia Storyteller References Appendix I How to use pre-existing machinima in the classroom o Before watching the machinima o Whilst watching the machinima o After watching the machinima Appendix II Second Life® and other virtual-world shortcuts and settings Appendix III A scheme of work – using machinima in a language class Appendix IV Lesson plans Dog idioms Simple past talk Past Talk - Simple Past - Self Study or Revision Talking about the weather Appendix V Machinima resources Video hosting sites Story starters More machinima for use with students Machinima web links Appendix VI Downloadable resources Other video editing software Free sound effects and music Appendix VII Areas of interest to machinimatographers Machinima Festivals and competitions Research into machinima Projects Involving machinima o Euroversity o MachinEVO o The CAMELOT Project If you are reading a paper version of the book, or an e-reader that allows pictures but not videos, and have a mobile phone or tablet, use the Augmented Reality program ‘Aurasma’, to make each machinima image play the machinima as you hover over the picture in the book. Subscribe to the Machinima Book http://auras.ma/s/FkL0m or use the QR code to subscribe to the channel on your mobile device. Introduction Many teachers are sceptical about using virtual worlds for teaching and learning. This book aims to demonstrate to teachers and learners how they might become more confident using virtual worlds by getting engaged in making machinima. What is machinima? Machinima is simply a word composed from ‘machine’ and ‘cinema’, and it has become the collective name for films or videos made in virtual worlds and gaming environments. A machinima can be very simple – just a recording of a scripted narration, a dialogue or a roleplay. Machinima can also be very elaborate, with several film clips or images woven into the action. Call-outs, subtitles, blocks of text, speech bubbles, music and special effects can also be added to produce a more complex and satisfying machinima. Examples that the authors have created of the simplest to the more complex will be used to demonstrate techniques through this book. We produced a series of machinima which aimed to: promote learning in virtual worlds make access easy through simple and visual instructions trigger interest in learning and teaching in virtual worlds demonstrate what can be achieved by learning in virtual worlds help teachers and learners understand the benefits and challenges of learning in 3D worlds. One of the machinima that we made called ‘It is never too late to learn something new’ was produced to encourage potential users to get involved in using a virtual world. A virtual world A virtual world is a 3D environment, where people from all around the world can come together in space, regardless of their geographical location. Second Life® is one of numerous virtual worlds. At the time of writing, Second Life® has the equivalent of about 24,000 square miles of developed landscape in nearly as many privately-owned regions of every conceivable design, with thousands of free artefacts. Virtual worlds can be rewarding places for language learning, where learners may mix freely with native speakers of their target language. Virtual worlds are also known as MUVEs (Multi User Virtual Environments). The experience which can be obtained from a MUVE is summed up in the following quotation: MUVEs like SL have unique affordances that can provide opportunities for a richer embodied social presence, sensory immersive experiences, hands-on activities, and authentic contexts for experiential learning. (2) Table of Contents Avatars A person in a virtual world is presented as an avatar – a graphical model of him- or herself. People can choose to look like a human, an animal or almost anything imaginable. The avatar can move around the 3D world, flying, walking and talking to others. When people set up an account in any virtual world, the first thing they do is to create or choose a starter avatar. The avatar is controlled by the mouse, the trackpad, arrow or letter keys. What we see on screen is from just behind the avatar looking forward. Why teach in a virtual world? The virtual world offers something quite different from conventional teaching and learning. It can create an immersive environment which is not possible in the physical classroom. Below is a list of ‘affordances’ (opportunities that present themselves and are good for learning and teaching) of a virtual world. Teachers and learners can interact with people both within and outside the virtual world at the same time. People with different language and cultural backgrounds are able to meet, interact and learn collaboratively, regardless of their geographical location. People can take part in simulations of events which would be impossible for many in real life – such as going into space in a rocket, sky-diving, flying aeroplanes or helicopters, working on an oil rig, or mending a pipeline under the sea. People can do things which are physically impossible in their physical life such as flying or walking under water, and, in fact, anything imaginable. People can visit places such as virtual Morocco, take part in the virtual Hajj, fly to the top of the Eiffel Tower, visit Berlin in the ’20s or climb Big Ben, either alone or in groups. People can completely change their identity, personality, gender, size or shape, and become non-human. They might become a robot, a vehicle or an animal. There are no physical disabilities in a virtual world unless someone wants one. It is possible to record oneself and one’s peers in a wide range of places as an infinite number of characters and in many different situations (and then edit these recordings together to create machinima). Table of Contents From the point of view of a teacher, the advantages of virtual-world teaching are many. Teachers can: offer learners a place to meet and engage in social, cultural and entertainment activities prepare field trips to extraordinary places to engage and inspire learners prepare simulations of life-changing events such as a sinking ship, a plane crash or maybe a massive industrial fire, which their learners can learn from without being in any danger Tornado simulation: http://youtu.be/WrIFDl9Gaus simulate everyday situations which may occur when visiting places such as a bank, a hospital, a supermarket or a hotel, thus enhancing the immersive environment and experiential learning aspect. The freedom offered by interacting in virtual worlds gives people the scope for creating motivating videos. Avatars can adopt a shape, age, gender or costume. They can allow the learner to become anyone from Mary Queen of Scots to President Obama, from a cat to a dinosaur. Table of Contents There are some very good reasons to make machinima: They are fun. They are cheap. Students can produce them by themselves. Avatars can do the impossible. Creators have ownership. The educational potential of machinima in virtual worlds for language learners is vast. So long as they have access to a digital device, learners can: listen to a machinima created by a teacher practise the language whilst trying it out in the 3D reality of a virtual-world simulation. For higher-level learners, planning, preparing, filming and editing their own machinima is an interesting way to enhance the learning experience. In the wider sphere, instructional machinima are becoming widely available. They demonstrate, for example, how to use various pieces of equipment for nursing or farming. These can be made and shared very cheaply. With regard to language learning, we have seen machinima made to teach students what to expect when they go to a new city or country to study. Finally, there is marketing potential in machinima, both in producing them for companies and developing one’s own to sell. What this book is about This book is a guide to making machinima using Second Life® – a program offering a free machinimamaking facility called ‘Your World – Your Imagination’. We have used examples from Second Life® www.secondlife.com since this is the most sophisticated virtual world for the creation of machinima. However, everything written in this book about making machinima could also be applied to other virtual worlds. The first section of the book deals with ideas for ways in which teachers and learners can use machinima either in the classroom, the virtual world, or individually. A scheme of work (Appendix III) and several lesson plans ( Appendix IV ) are provided for further reference when planning classes. All of these can be adapted to different groups and levels of learners. The second section of the book deals with making machinima in Second Life®. Table of Contents Who this book is for This book is written for teachers, teacher trainers and learners of all subjects, with a special focus on language learning. You do not have to have experience of Second Life® to make machinima though it would help. Learners however may have experience in other games such as Minecraft™ and perfectly good machinima can be made in those too. What if I don’t have experience in a virtual world? If you are new to virtual worlds, you will need to follow some initial basic instructions before getting started with making machinima. These instructions will enable you to log into the virtual world and create your avatar. See Getting Started with Second Life® – a video guide http://youtu.be/TPHTknDn9Fo and http://wiki.secondlife.com/wiki/Second_Life_Education/Get_Started a written guide and indepth help wiki. Table of Contents Pedagogical underpinnings 1. Experiential learning According to Kolb, American educational theorist (see below), experiential learning is a way of learning through taking part in an activity, and then reflecting on that activity afterwards. Learners can take part in roleplays, for example, making a pitch to some prospective customers, or visiting a restaurant and ordering food and drinks. The action can be filmed, and the result is a simple machinima. Learners can watch their work and reflect on their performance and language. A teacher and other learners present may question the performer at length. Thus, the learner is reflecting on the experience and revising or updating his or her thoughts. Whilst developing the machinima itself, it is necessary to reflect quite deeply on what has been done in the lesson to ensure the machinima is true to the learning intentions. Sharing the machinima helps the learner to analyse the outcome and further practise the language. Simply practising booking into a hotel, making complaints, ordering food and similar scenarios in a virtual world make the language learning experiential. Interviews for business language learners, people looking for jobs, or learners hoping to get into university are powerful, realistic and easy to manage rehearsal opportunities. A machinima of the applicant’s mock interview can be studied and discussed, and verbal techniques can be improved, all simply as a result of having conducted the interview in a virtual world and having recorded the action. Table of Contents Kolb’s Experiential Learning Cycle: (4) 1. Learners have a concrete experience. 2. This is followed by a period of ‘Reflective observation’ where they step back and review what has been experienced, ask questions and discuss it with others. 3. The third stage is ‘Abstract conceptualisation’, a process of making sense of what happened. This may call on knowledge of others or textbooks. 4. The final stage is ‘Active experimentation’ where one tried out the new learning to see how it works and if it is useful. Table of Contents 2. Lim’s Six Learnings of Second Life® When teachers move into a virtual world, the temptation is to replicate their physical classroom. Teachers and trainee teachers need to be encouraged to be adventurous and try out new styles of teaching. This can be difficult, especially in the first instance, when it is hard to see how they might do anything differently, and they do not have well developed virtual-world skills. New methods and learning perspectives offer approaches which will help teachers think differently when they come to teach in Second Life® or any other virtual world. A prime example is the ‘Six Learnings Framework’(5) created by Kenneth Lim, educator at the National Institute of Education, Nanyang Technological University. It is easy to see, when reading down the list, that machinima could give notable language learning potential within this framework. Lim’s six learning perspectives are: Learning by exploring: for example, visiting a museum or art gallery in the virtual world and exploring the artefacts found there. http://youtu.be/qSq8Dx4OJSU A virtual tour to Renaissance island http://youtu.be/jbaOtyoaIYw A virtual tour to a museum Learning by collaborating: for example, working as part of a team to plan, design and film a tour guide for one of the ‘sims’ (= areas of land in a virtual world, so called as they are hosted on simulators), or solving a puzzle such as reconstructing a rocket, where one partner gives the other instructions in the target language. http://youtu.be/CAo-fC3O-eo Building a rocket Learning by being: there are many roleplay sims in virtual worlds where learners may be encouraged to explore and take part with native speakers. Also, there are any number of holodecks (storage containers for holding many different scenes, which individually can be opened on the same plot of land when they are needed). These can be used for small dialogue scenarios such as booking into a hotel, visiting a doctor, ordering food in a restaurant and more. Making machinima of these activities gives learners opportunities to revise and correct any language issues. Table of Contents The following image shows a simulation of an Earthquake, where the avatar is experiencing the house falling down around him as the Earthquake takes place. Learning by building: working in a group to build a simple poster display based on a theme would ensure new vocabulary is learned, used and hopefully committed to the long-term memory. https://www.youtube.com/watch?v=ajc-BfrRhv8 How to build a window in a wall Learning by championing: for example, language learners, teachers or trainee teachers could make a machinima to teach everyone how to use a new teaching tool such as the Opinionator or share information about a charity event which they support. Lim, in his paper titled ‘Pedagogy, Education and Innovation in 3_D Virtual Worlds’(5) suggests championing a real-life cause. There are many of these in Second Life® such as Cancer Research or Aid for Africa. The following machinima was taken in Fantasy Faire, a Relay for Life™ cancer awareness and fundraising activity which takes place yearly in Second Life®. http://youtu.be/hz10N2G0MwQ Fantasy Faire Table of Contents Learning by expressing: learners focus on expressing and articulating their learning by sharing it with others outside the virtual world. In this instance, machinima could act as a huge enabling resource; the potential is vast. Visiting art galleries, museums, virtual representations of other countries inside the virtual world, when often not possible in the real world, gives learners for more scope for a broader experience to talk about and share ideas. http://youtu.be/km_afd0_dEI Why Second Life® (or any virtual world) 3. Situated learning Lave and Wenger’s theory of ‘Situated Learning’ sees adult learning as taking place within communities of practice through socialisation, visualisation and imitation. Lave and Wenger (3) argue that ‘learning should not be viewed as simply the transmission of abstract and decontextualized knowledge from one individual to another, but a social process whereby knowledge is co-constructed.’ If we consider how their theory could apply to learning in a virtual world, we find that opportunities for all three are present. Socialisation: a virtual world gives access to situated learning as it is a place for anyone from anywhere to meet socially, chat, dance, make music as in the following machinima, and more. http://youtu.be/TZP54zcZQfc The Drumming Circle Table of Contents Visualisation: this is a major factor in learning in a virtual world. It is possible to walk through molecular cell structures or be in the middle of a tornado without danger. http://youtu.be/WrIFDl9Gaus Tornado Simulation Imitation: this refers to doing the thing that you are learning about. For example, in a virtual-world language learning context, learners may go shopping with the group and rehearse buying clothes. This will enable them to familiarise themselves with the experience before needing to go into a real shop in a foreign country. http://youtu.be/invu_jwfql8 Einkaufsbummel Table of Contents
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