scholarly journals Towards a film literacy canon: identification and multicultural

2019 ◽  
Vol 32 (1) ◽  
Author(s):  
Tamara MOYA JORGE
Keyword(s):  
2020 ◽  
Author(s):  
Alina Temliakova

The main feature of modern screen culture is the transformation of all links in the chain from the author and the work of art to the viewer. Some technical innovations affect the process of filming, showing films and distributing copies. We consider three major shifts in the artistic and communicative system of cinema. Firstly, it is a transition from the author (film director) to cinematic thought. Today, the concept of imagination comes first. There are also almost limitless possibilities for visualizing imaginary worlds, such as George Lucas’ Star Wars. Secondly, it is the transition from film to cinematic reality. Moreover, this is the part of media reality that surrounds us everywhere in the modern world. Thirdly, this is a shift that affects the viewer, and this allows us to talk about the literacy of the film as universal literacy. Today, most of the data that we work with daily is visual data. The ability to work and live in a constant stream of visual, as well as to develop their own films determines the success of communication between modern people in society. Keywords: author; cinemagoer; cinematic reality; cinematic thought; film literacy


Comunicar ◽  
2010 ◽  
Vol 18 (35) ◽  
pp. 61-68 ◽  
Author(s):  
Nelson Zagalo

In this study we have analysed the current state of media literacy focusing on the game and film art forms. We aim to discover if some problems found throughout the history of film literacy were also occurring in game literacy research. It is also our intention to bring both visions together in order to get the attention of people working in the gaming field. To do this we have studied the cultural and creative dimensions in game literacy. The study is defined culturally by educational and critical approaches, and creatively by design and programming. The study also takes into account film literacy perspectives. We found that game literacy has a strong bias towards the cultural rather than the educational approach. The critical component might face the same problems that occur in film literacy studies. In terms of the creative dimension, we found a lack of investment in and support for research in design and programming practices. In conclusion we believe more interest needs to be generated in game literacy and that the literacy perspective based on creative design and programming with an emphasis on communication instead of education should be the model to follow. En este estudio hemos analizado el estado actual de la alfabetización mediática prestando especial atención al cine y los videojuegos. Hemos intentado analizar si algunos de los problemas encontrados a lo largo de la historia de la alfabetización cinematográfica han existido también en el proceso de la alfabetización en los videojuegos, intentando unificar ambas visiones para captar la atención de las personas que trabajan en el campo de los videojuegos. Para ello, el estudio abarca la alfabetización en los videojuegos en dos dimensiones, la dimensión cultural y la dimensión creativa. La dimensión cultural se define a partir de los enfoques críticos y educacionales y la creativa mediante el diseño y la programación. Estas investigaciones se han llevado a cabo sin dejar de lado la perspectiva de la alfabetización cinematográfica. Hemos descubierto que la alfabetización en los videojuegos tiene una fuerte tendencia hacia el enfoque cultural, sobre todo la vertiente educativa, y que los riesgos que plantea el enfoque crítico presentan problemas similares a los que se registran en los estudios sobre el cine. En cuanto a la dimensión creativa, hemos advertido una falta de inversión para el estudio y la investigación de prácticas de diseño y programación. En conclusión, creemos que la alfabetización en los videojuegos necesita un nivel de motivación. Estimamos urgente la implantación de una perspectiva de alfabetización basada en el diseño creativo y la programación, poniendo especial énfasis en el desarrollo del enfoque comunicativo.


Comunicar ◽  
2012 ◽  
Vol 20 (39) ◽  
pp. 81-90
Author(s):  
Vitor Reia-Baptista

The increasing development of new multimedia materials as supporting vehicles of film languages has raised some global literacy questions and problems within teacher training. These new literacy problems pose a specific curricular question: How shall different media, social and cultural contexts approach the specific training of teachers (and, in fact, media makers) in order to address those global problems of a common film language with the corresponding civic and curricular appropriations? The UNESCO MIL Curriculum for Teachers places media and information literacy at the core of lifelong learning for the acquisition of necessary civic competences within a universal perspective. A review of some European case studies helps us to understand some of the most contemporary interrelations between the predominant multimedia messages and their communication channels and social networks, taking account of the preservation of the collective memory of sounds and images as a form of cultural heritage connected to the audiovisual cultures of the world at large, since these processes never occur in geographical or cultural isolation. The aim of this article is to present the context of a possible inter-disciplinary and inter-cultural approach to a global film literacy process, taking some interesting European case studies that appeared in «Comunicar, 35» as a starting point. El creciente desarrollo de nuevos materiales multimedia como apoyo al lenguaje fílmico ha promovido y generado algunos interrogantes y problemas en torno a la necesaria alfabetización global, así como nuevas perspectivas en la formación de los docentes. Así han surgido nuevos interrogantes sobre el currículum en medios: ¿cómo sintonizar la formación específica de los docentes con la dinámica diaria de los diversos medios de comunicación en contextos culturales diversos, con el objeto de aproximar los problemas globales a un lenguaje cinematográfico común, poseedor de apropiaciones cívicas y curriculares contemporáneas? El Curriculum MIL de la UNESCO (Media and Information Literacy), destinado a la formación del profesorado, sitúa la alfabetización mediática e informacional en el centro del aprendizaje a lo largo de toda la vida, así como en la adquisición de las competencias cívicas necesarias desde una perspectiva universal. Este trabajo plantea el análisis de algunos estudios de caso europeos para comprender las actuales interrelaciones entre los mensajes multimedia predominantes, sus canales de comunicación y las redes sociales, teniendo muy presente la importancia de la conservación de la memoria colectiva de sonidos, imágenes… como patrimonio cultural conectada con las diversas culturas del mundo, y sabiendo que estos procesos jamás ocurren geográfica y socialmente aislados. En esta propuesta se avanza un posible modelo interdisciplinario e intercultural para una alfabetización fílmica global, partiendo de estudios fílmicos de casos europeos, seleccionados de las aportaciones de «Comunicar, 35».


2019 ◽  
Vol 2 (2) ◽  
Author(s):  
Maarja Ojamaa ◽  
Alexandra Milyakina

This case study presents the Estonian open access online platform Education on Screen. So far, the platform features two educational projects: Literature on Screen and History on Screen. Both projects are aimed at secondary school students and are balanced between a thorough treatment of a single film and a universal framework for discussing the topics of film adaptation of literary texts and the mediated construction of historical memory. The focus is thus both on film literacy and on film as a means for developing cultural literacies. The projects combine accessibly written theoretical discussions from the perspective of cultural semiotics, excerpts from films, materials relating to their production and reception, analytical tasks, and assignments for implementing individual creativity in multimodal forms. Finally, this paper includes some conclusions drawn from testing the platform with 230 students during 2017/18.


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