A range of case studies are presented which show how digital media work can be produced in schools, drawing on children's own cultural knowledge. It also shows the benefits of such projects in terms of learning outcomes and increased self-esteem for a range of learners. The book comes with a CD-Rom of children's work from the various case study projects, exhibiting the high standard of film clips and animations that can be produced with the help of this text.
With an integrated approach drawing together practice, theory and research, the book will help teachers to plan for and develop their own media projects in school. It offers advice on integrating media work across the curriculum (in English and media classes as well as in ICT and citizenship), and presents a model of progression which shows how learning can develop from the first years of secondary school through to GCSE level. In line with current government initiatives to open up curriculum boundaries, the book shows how to plan for longer periods of time for these projects.
Contents
Acknowledgements vi
Introduction to the DVD ix
Preface xiii
1 What is Media Literacy? 1
2 Designing Superheroes: Cultural Functions of Comicstrip Literacy 23
3 Animation, Moving Image Literacy and Creativity 43
4 Hospital Dramas: Critical Creativity and Moving Image Literacy 64
5 Teaching Horror: Interpretation as Digital Anatomy 79
6 Selling Chocolate: Rhetoric, Representation and Agency 95
7 Game Literacy: Ludic and Narrative Design 110
8 The Horizontal Angle: Media Literacy across the Curriculum 129
9 The Vertical Angle: Progression in Media Literacy 150
10 Back to the Future: Possibilities and Pitfalls for Media Literacy 162
References 175
Index 185
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