Read

November 2019: On film and cinema

Scroll to content

This month we’re thinking about all things cinema. Developing our primary and secondary film program for the re/newed ACMI 2020 has led to much reflection by our team members on the role of film in the classroom and in our lives.

We’ve been fascinated by the debate generated by Martin Scorsese’s initially off-the-cuff observation that Marvel movies are more akin to a theme park than cinema. His remark has generated some passionate responses, for and against the franchise. Indeed the passion expressed by those on the opposite side of the debate is a reminder of the cultural significance of the superhero universe.

Scorsese has since qualified his comment in an essential read for Media teachers. But whether or not you agree with him on Marvel, none of us could doubt the integrity of his perspective. He is a passionate advocate of film history and screen literacy.

Screen literacy is integral to English and Media Arts in both the Australian and Victorian Curricula, and there are many practical resources available including these accessible modules for primary and secondary students. We’ve been enjoying the Into Film resources, and always keep an eye out for the latest ATOM study guides (such as Quilty: Painting the Shadows) and ACTF resources on FUSE. And what about this behind-the-scenes insight into the making of the brilliant Toy Story 4!

Most of all we look forward to sharing our new film program with you in February supported by plenty of screen literacy resources from ACMI to support you in the classroom.

We'd love to know about how you use films in the classroom. Let us know by completing the Perspectives survey.

Perspectives rundown, October 2019

Last month, in the lead-up to the Education in Games Summit, we asked teachers about their experience of using videogames in the classroom. We had some positive responses in regards to using Minecraft for collaborative projects as well as using games such as League of Legends, Overwatch and Fortnite for a curriculum-based subject on eSports. 

Videogames in the classroom is not without its challenges, with student behaviour in Minecraft cited as an issue (preventing them from destroying each others work can be challenging). But one teacher turned this into a learning opportunity around social etiquette and student-led rulemaking for their game worlds. Changing the way parents view videogames and eSports looks to also be a challenge faced by teachers.