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Page 1: Sample Machinima in Language Learningthe-round.com/wp-content/uploads/downloads/2014/04/... · Machinima(in(Language(Learning Introduction “Manyuniversities&and&organisations&have&found&their&wayinto&virtual&worlds&over&the&past&10&

 

   

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Machinima  in  Language  Learning Introduction “Many  universities  and  organisations  have  found  their  way  into  virtual  worlds  over  the  past  10  years  to  offer  courses  and  seminars  with  qualifications  and  degrees.  However,  there  are  numerous  organisations  as  well  as  individual  teachers,  who  are  still  sceptical  about  learning  and  teaching  in  virtual  worlds.  One  of  the  main  factors  that  prevent  teachers  from  getting  involved  with  virtual  worlds  is  technical  insecurity  and  the  fear  that  their  learners  might  be  well  ahead  of  them.”    (1) In  order  to  help  teachers  or  individual  learners  with  virtual  worlds  and  trigger  interest  for  further  use,  the  authors  produced  a  series  of  films  called  machinima  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,  • understand  the  benefits  and  challenges  of  learning  in  3D  worlds.  

“Our  vision  is  that  ‘It  is  never  too  late  to  learn  something  new’    and  this  is  what  one  of  the  machinima  was  devoted  to.  It  was  produced  to  encourage  people,  in  this  case  especially  older  people  or  people  with  disabilities,  who  are  not  able  to  go  to  places  or  travel  around  and  are  bound  to  stay  in  their  home,  to  get  involved  in  virtual  worlds  and  maybe  learn  a  language  or  visit  other  places  and  meet  people  to  talk  to.  In  virtual  worlds  the  avatar,  which  is  the  graphical  representation  of  a  computer  user  representing  himself/herself  or  his/her  alter  ego,  does  not  show  –  unless  you  wish  to  do  so  -­‐  age  or  impairments.”  (1)

A Virtual World - MUVE A  virtual  world  is  a  3D  (three  dimensional)  environment  where  people  from  all  around  the  world  can  come  together  in  space  regardless  of  their  geographical  location.    Second  Life  is  one  of  the  numerous  virtual  worlds  existing  in  the  metaverse.    At  the  time  of  writing  Second  Life  has  the  equivalent  of  something  like  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  are  known  by  the  acronym  MUVE  -­‐  Multi  User  Virtual  Environments.  Virtual  worlds  are  great  places  for  language  learning  where  learners  may  mix  freely  with  native  speakers  of  their  target  language.

“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.”  

E-­‐LEARNING  DESIGN  AND  SECOND  LIFE:  A  RESEARCH  ON  AFFORDANCES   LAURA  FEDELI

An Avatar People  in  the  virtual  worlds  are  presented  as  avatars,  a  graphical  model  of  themselves.  People  can  choose  to  look  like  a  human,  animal  or  almost  anything  imaginable,  who  can  move  around  the  3D  world,  flying,  walking  and  talking  to  others.  When  people  make  an  account  in  any  virtual  world,  the  first  thing  they  do  is  to  create  or  choose  a  starter  avatar.  

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The  avatar  is  controlled  by  the  mouse,  track  pad,  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  to  what  is  available  in  the  physical  classroom.  The  things  that  are  good  for  learning  and  teaching  are  call  affordances.

The affordances of a virtual world for the learners are: • They  can  interact  with  people  both  within  and  outside  of  the  virtual  world  at  the  same  

time.  • People  with  all  different  languages  and  cultures  are  able  to  meet,  interact  and  learn  

collaboratively  regardless  of  their  geographical  location.  • They  can  take  part  in  simulations  of  events  which  would  be  impossible  for  many  in  real  

life  situations  -­‐  such  as  going  on  a  rocket  into  space,  working  on  an  oil  rig  or  mending  a  pipeline  under  the  sea.  

• People  can  do  things  which  they  can’t  do  in  their  physical  life  such  as  fly,  walk  under  water,  sky  dive,  fly  aeroplanes  or  helicopters  and,  in  fact,  anything  one  can  imagine  doing.  

• They  can  visit  place  such  as  virtual  Morocco,  take  part  in  the  virtual  Hajj,  fly  up  the  Eiffel  Tower,  visit  Berlin  of  the  Twenties  or  climb  Big  Ben,  either  alone  or  in  groups.  

• People  can  completely  change  their  identity,  personality,  gender,  size  or  shape  and  become  non-­‐human  such  as  a  robot,  vehicle  or  an  animal.  

• There  are  no  physical  disabilities  in  a  virtual  world  unless  someone  wants  one.  • Being  able  to  record  oneself  and  peers  in  a  great  number  of  places  as  an  infinite  number  

of  characters  and  in  many  different  situations,  and  these  recordings  can  be  edited  together  to  create  machinima.    

The affordances of a virtual world for teachers are: • They  can  offer  learners  a  place  to  meet  and  engage  in  social,  cultural  and  entertainment  

activities.  • They  can  prepare  field  trips  to  the  most  wonderful  places  to  engage  and  inspire  learners.    • They  can  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.  http://youtu.be/WrIFDl9Gaus  Tornado  simulation  

• They  can  simulate  many  everyday  situations  which  may  occur  when  visiting  places  such  as  a  bank,  the  hospital,  the  supermarket  or  a  hotel,  thus  enhancing  the  immersive  environment  and  experiential  learning  aspect,  particularly  for  language  learners.    

The  affordances  for  language  learning  in  virtual  worlds  and  the  use  of  avatars  which  can  adopt  any  shape,  age,  gender  or  costume,  so  can  become  anyone  from  Mary  Queen  of  Scots  to  President  Obama,  a  cat  to  a  dinosaur,  give  people  the  scope  for  creating  motivating  videos.

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.    Machinima  can  be  very  simple,  just  a  recording  of  scripted  narration,  dialogues  and  role  plays,  or  they  can  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  

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added  to  produce  a  more  complex  and  satisfying  machinima.  Examples  of  the  simplest  to  more  complex  will  be  used  to  demonstrate  techniques  through  this  book.

What this book is about This  book  is  a  guide  which  concentrates  on  using  Second  Life,  a  program  offering  “Your  World  -­‐  Your  Imagination,”  that  is  completely  free  to  join.    The  authors  have  used  examples  from  Second  Life  www.secondlife.com  rather  than  OpenSim  or  any  other  virtual  world  as  Second  Life  is  the  most  sophisticated  virtual  world  for  the  creation  of  machinima.  Everything  about  making  machinima  written  here  could  also  be  applied  to  other  virtual  worlds.  

Who is this guide for? This  book  is  written  for  teachers  and  learners  of  all  subjects  with  a  special  focus  on  language  learning.    Those  people  new  to  virtual  worlds  need  to  follow  some  basic  instructions  in  order  to  log  into  the  virtual  world  and  create  their  avatar  before  they  can  get  started  with  making  machinima.  There  is  lots  of  orientation  material  available  but  that  is  not  being  covered  by  this  book.    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  in-­‐depth  help  wiki.  

Pedagogical underpinnings Experiential Learning “Experiential  learning  can  exist  without  a  teacher  and  relates  solely  to  the  meaning  making  process  of  the  individual's  direct  experience.  However,  though  the  gaining  of  knowledge  is  an  inherent  process  that  occurs  naturally,  for  a  genuine  learning  experience  to  occur,  there  must  exist  certain  elements.  According  to  David  A.  Kolb,  an  American  educational  theorist,  knowledge  is  continuously  gained  through  both  personal  and  environmental  experiences.  He  states  that  in  order  to  gain  genuine  knowledge  from  an  experience,  certain  abilities  are  required:

• The  learner  must  be  willing  to  be  actively  involved  in  the  experience;  • The  learner  must  be  able  to  reflect  on  the  experience;  • The  learner  must  possess  and  use  analytical  skills  to  conceptualize  the  experience;  and  • The  learner  must  possess  decision  making  and  problem  solving  skills  in  order  to  use  the  

new  ideas  gained  from  the  experience.”  Wikipedia (4)

Index

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Experiential  learning  is  learning  by  taking  part  in  an  activity,  actually  doing  it  and  then  reflecting  on  that  activity.    Learning  in  Second  Life  or  other  virtual  worlds  and  using  the  experience  to  make  machinima  ideally  supports  this  learning  method.  One  can  take  part  in  an  activity,  for  example  making  a  pitch  to  some  prospective  customers  in  a  business  language  learning  class,  or  visiting  a  restaurant  and  ordering  food  and  drinks  in  a  social  setting  for  tourism.  It  can  be  filmed  ready  to  make  a  machinima.  If  ordering  food  and  drink  in  the  restaurant  for  example,  then  the  vocabulary,  remembering  to  say  please  and  thank  you  or  any  other  cultural  conventions  will  all  be  important.  In  a  business  language  learning  pitch  the  actual  presentation  skills  and  pitch  associated  vocabulary  may  be  the  learning  objectives.  Also  a  teacher  and  other  learners  present  may  question  the  performer  at  length,  thus  again  the  learner  is  reflecting  on  the  experience  and  revising  or  updating  their  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  practice  the  language.  

Index

The Six Learnings of Second Life When  teachers  move  into  a  virtual  world,  the  temptation  to  simply  replicate  their  classroom,  so  that  they  are  comfortable  and  familiar  with  their  lessons  is  quite  powerful.  However,  teachers  need  to  be  encouraged  to  try  out  new  styles  of  teaching.    This  is  really  difficult  especially  in  the  first  instance  where  it  is  hard  to  see  how  to  do  anything  different  from  their  usual  classroom  practice  and  they  do  not  have  well  developed  virtual  world  skills.    New  methods  and  learning  perspectives  such  as  the  “Six  Learnings  Framework”(5)  offer  approaches  which  will    help  teachers  think  differently  when  they  come  to  teach  in  Second  Life  or  any  other  virtual  world.  It  is  easy  to  see,  when  reading  down  the  list,  that  machinima  could  give  great  language  learning  potential  within  this  framework.  

   The  six  learning  perspectives  are:  

• Learning  by  exploring    -­‐  for  example  learning  results  from  exploring  virtual  world  builds    such  as  a  virtual  museum  or  art  gallery  where  specific  vocabulary  would  be  introduced  into  the  conversation.    A  virtual  tour  to  Renaissance  island  Virtual  tour  to  Renaissance  Island  Virtual  Museums  in  AvayaLive  

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• Learning  by  collaborating  -­‐  here  learning  results  from  working  together  for  example  by  planning,  designing  and  filming  a  tour  guide  for  one  of  the  sims,  or  solving  a  puzzle  such  as  reconstructing  the  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  role-­‐play  sims  in  virtual  worlds  where  learners  may  be  encourage  to  explore  and  take  part  with  native  speakers.  Also  there  are  any  number  of  holodecks  which  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  give  opportunities  to  revise  and  correct  any  language  issues.    

 

   

• Learning  by  building  -­‐  for  example  the  conversation  based  around  building  a  simple  poster  display  based  on  a  theme  where  new  vocabulary  is  needed  would  ensure  new  vocabulary  is  learned,  used  and  committed  to  the  long  term  memory.  https://www.youtube.com/watch?v=ajc-­‐BfrRhv8  How  to  build  a  window  in  a  wall  https://www.youtube.com/watch?v=nO9pi3kN0kw  Setting  up  a  presentation  in  Second  Life    

• Learning  by  championing  -­‐  for  example  learners  could  make  a  machinima  to  teach  everyone  how  to  use  a  new  teaching  tool  such  as  the  Opinionator.  Lim,  in  his  paper,  suggests  championing  a  real-­‐life  cause  and  there  are  many  in  Second  Life  such  as  Cancer  Research  or  Aid  for  Africa.    https://www.youtube.com/watch?v=hz10N2G0MwQ    Fantasy  Faire  

• Learning  by  expressing    -­‐  this  is  to  focus  learners  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.  https://www.youtube.com/watch?v=km_afd0_dEI  Why  Second  Life  (or  any  virtual  world)  

 

 

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Situated  Learning Situated  learning    “Lave  and  Wenger  (1991)[1]  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;  they  suggest  that  such  learning  is  situated  in  a  specific  context  and  embedded  within  a  particular  social  and  physical  environment.”  Their  theory  is  that  adult  learning  may  take  place  through  socialization,  visualization,  and  imitation.    Socialization  -­‐  A  virtual  world  gives  access  to  situated  learning  as  it  is  a)  a  place  for  anyone  from  anywhere  to  meet  socially,  chat,  dance,  make  music  and  more.    http://youtu.be/TZP54zcZQfc    The  Drumming  Circle  

Visualisation  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  is  doing  the  thing  that  you  are  learning  about.  Imitating  what  you  are  learning  in  the  physical  world,  for  example  in  a  language  learning  context  one  may  go  shopping  with  the  group  and  rehearse  buying  clothes  to  familiarise  themselves  with  the  experience.  http://youtu.be/invu_jwfql8    Einkaufsbummel

Who is this book for? The  first  section  of  the  book  deals  with  ideas  for  teachers  and  learners  to  use  machinima  either  in  the  classroom,  the  virtual  world,  or  individually.  A  scheme  of  work  and  several  lesson  plans  can  be  found  in  the  appendix  for  further  reference  when  planning  classes.    All  of  these  can  be  adapted  to  different  groups  and  levels  of  learners.   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  involve  other  learners  using  their  target  language. Virtual  worlds  can  create  an  immersive  environment  which  is  not  possible  in  the  physical  classroom. Simply  practicing  booking  into  a  hotel,  making  complaints,  ordering  food  and  similar  scenarios  make  the  language  learning  experiential.  Learning  is  more  likely  to  be  committed  straight  to  the  long  term  memory  in  these  situations.  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  (video)  of  the  applicant’s  mock  interview  can  be  studied,  discussed  and  verbal  techniques  can  be  improved,  all  simply  by  conducting  the  interview  in  a  virtual  world  and  recording  the  action. The  second  part  of  the  book  is  showing  teachers  and  learners  how  to  make  machinima.  There  are  some  very  good  reasons  to  make  machinima:  they  are  fun,  cheap,  students  can  produce  their  own,  avatars  can  do  the  impossible,  creators  have  ownership  and  machinima  is  cheaper  than  film.  There  are  many  instructional  machinima  being  made,  how  to  use  various  pieces  of  equipment  for  nursing  or  farming  as  simulations  for  example,    these  can  be  made  and  shared  very  cheaply.  With  regard  to  language  learning  we  have  seen  machinima  made  to  teach  

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students  what  to  expect  when  they  go  to  a  new  city  or  country  to  study.  Also  there  is  marketing  potential  in  machinima  making,  both  producing  for  companies  and  developing  one’s  own  to  sell.   (NB  if  you  have  a  mobile  phone  or  tablet  and  use  the  Augmented  Reality  program  Aurasma,  each  machinima  image  will  play  the  machinima)

INDEX Introduction

• What  is  a  Virtual  World  -­‐  MUVE?  • What  is  an  Avatar?  • Why  teach  in  a  Virtual  World?  

o The  affordances  of  the  virtual  world  for  the  learner  o The  affordances  of  the  virtual  world  as  a  teacher  

• What  is  machinima?  • What  this  book  is  about?  • Who  is  this  guide  for?  • Pedagogical  underpinnings  

o Experiential  Learning  o The  Six  Learnings  of  Second  Life  o Situated  Learning  

Section 1 Chapter  1  Example  of  Machinima  in  Different  Genres

• Documentaries  • Poetry  • Storytelling  -­‐  Aesop’s  Fables  • Grammar  • Idioms  • Conversation  Practice  • Heritage  • Humour  • Informative  Machinima  • Instructional  Machinima  • Project  Based  Machinima  • Role  Play  • Sketches  • Intercultural  Issues  • Advertising  

• A  Case  study  of  making  and  using  machinima  in  a  language  lesson  

o Using  machinima  to  give  feedback  o The  teaching  steps  are  as  follows  o Integrating  quizzes  o Further  Ideas  for  role-­‐play  and  where  you  could  film  them  

Chapter  2  Ideas  for  how  to  use  Machinima

• Before  watching  the  machinima  • Whilst  Watching  the  Machinima  • After  Watching  the  Machinima  

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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  Travellers  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  

Making  your  first  machinima  in  a  virtual  world

• The  Software  Needed  • Decide  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 Use  gestures  o Use  different  clothes  o Obtain  and  use  Props  

• Edit  the  video  o Adding  Transitions  o Titles  or  Call  Outs  o Making  and  Adding  Audio  Files  

§ Making  a  vocal  recording  § Music  and  Sound  Effects  

• Sharing  your  machinima   Chapter  4  -­‐  Challenges

• Dialogue  and  Script  Writing  

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• Adding  text  to  your  Machinima    -­‐  do  or  don’t  • Dealing  with  Copyright  Issues  

o Copyright  o Creative  Commons  Licensing  o Second  Life    Permissions  

• Music  and  Sound  Effects  • Things  don’t  always  look  right  • Griefers  or  Griefing  

Chapter  5  More  Advanced  Machinima  Techniques

• Graphics  Card  Settings  • Draw  Distance  • Depth  of  Field  • Getting  the  light  right  • How  to  make  lights  in  a  virtual  world  • How  to  use  the  Windlight  Settings  • Green  Screen  or  Chroma  Key  • Creating  a  Photobox  or  photosphere  • A  demonstration  of  using  Greenscreen  • Using  a  3D  Mouse  • Second  Life  and  other  virtual  world  Short  Cuts  and  Settings    

Appendix Machinima  in  Transmedia A  Scheme  of  Work  -­‐  using  Machinima  in  a  Language  Class Lesson  Plans

• Dog  Idioms  • Simple  Past  Talk  • Talking  about  the  weather  

Story  Starters Machinima  List Machinima  Festivals  and  Competitions Useful  Web  Links Other  video  editing  software Free  Sound  Effects  and  Music Research  into  Machinima Bibliography