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Marking machinima : a case study in assessing student use of a Web 2.0 technology

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journal contribution
posted on 2011-01-01, 00:00 authored by G Barwell, Christopher Moore, R Walker
The model of learning best suited to the future may be one which sees learning as the process of managing the different kinds of participation an individual might have in complex social systems. Learning capability and engagement is thus dependent on the relationship between an individual identity and social systems. We report on the incorporation of machinima, a Web 2.0 technology, as part of an interdisciplinary and collaborative project where the focus is not on the mastery of the tools or the acquisition of predetermined knowledge, but on the development of learning engagement. We provide the case study of a pilot project involving students across two Arts disciplines collaborating via the game, World of Warcraft, to produce an animated adaptation of one of Geoffrey Chaucer's Canterbury Tales. Their contributions were differently assessed according to the pre-existing requirements of their home disciplines. We argue that the assessment in such projects, in conjunction with innovations and experimentation with Web 2.0 technologies, should shift from an emphasis on product to process. We believe that this has a sound pedagogical and theoretical foundation, and also fits better with the increasingly digitalised, unfixed and interdisciplinary world that students will face on graduation.

History

Journal

Australasian journal of educational technology

Volume

27

Season

Special Issue

Pagination

765 - 780

Location

Figtree, N.S.W.

Open access

  • Yes

ISSN

1449-3098

eISSN

1449-5554

Language

eng

Publication classification

C1 Refereed article in a scholarly journal

Copyright notice

2011, The Authors

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