2020
DOI: 10.1002/jaal.1043
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Examining Studio Ghibli’s Animated Films: A Study of Students’ Viewing Paths and Creative Projects

Abstract: Being literate in today’s world involves more than reading and writing traditional works in print. Students need experiences with a range of multimodal narratives, including animation. Multimodal narratives offer many entry points for engagement, and design plays an important role as readers/viewers navigate their way through these works and make meaning. This qualitative study took place in the U.S. Southwest and involved 20 university students enrolled in a Studio Ghibli Films course. Analysis of coursework … Show more

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Cited by 4 publications
(3 citation statements)
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“…An instructional system supported by technology will be meaningful for learning in the 21 st century like the use of computer technologies in teaching and learning such as computer aided learning, computer-based training, computer assisted instruction, interactive computer video disc, multimedia, Animated Instructional Material etc (Rajaram, 2021;Hamutoglu et al, 2021). Animated Instructional Material is a form of animated instructional method that involves the use of computer animation, graphics and cartoons in classroom instruction (Salisu, 2015;Antó et al, 2021;Yulianti et al, 2021;Abu Bakar et al, 2021;Williams, 2020). It involves the use of drawings, cartoons and other graphical materials to create motion pictures.…”
Section: Introductionmentioning
confidence: 99%
“…An instructional system supported by technology will be meaningful for learning in the 21 st century like the use of computer technologies in teaching and learning such as computer aided learning, computer-based training, computer assisted instruction, interactive computer video disc, multimedia, Animated Instructional Material etc (Rajaram, 2021;Hamutoglu et al, 2021). Animated Instructional Material is a form of animated instructional method that involves the use of computer animation, graphics and cartoons in classroom instruction (Salisu, 2015;Antó et al, 2021;Yulianti et al, 2021;Abu Bakar et al, 2021;Williams, 2020). It involves the use of drawings, cartoons and other graphical materials to create motion pictures.…”
Section: Introductionmentioning
confidence: 99%
“…Cultural and creative products refer to the extraction and processing of historical and cultural characteristics and the combination of modern technology and objects, thus forming a fusion of traditional historical culture and current novel products, mainly focusing on creativity, assisting in the development of emerging cultural and innovative products [1][2][3]. In the research and design around the cultural and creative products, not only should we start from the perspective of nationalities, cultures, regions, religions, etc., to avoid conflict with the traditional cultural factors, but also conduct deep excavation of the typical cultural elements, and reasonably incorporate them into the product design process, so as to realize the multiple expression effects of culture, creativity, and connotations, and to enhance the sales results of the cultural and creative products, in the context of guaranteeing the reasonable promotion of regional cultures.…”
Section: Introductionmentioning
confidence: 99%
“…As anime are multimodal narratives (i.e. sound, vision, emotion, and social actions appear simultaneously), Williams 3 calls for a "critical framing" approach. In analyzing anime, she uses the thematic approach by Coiro et al, 4 who argued that a deep analysis "involves contextualizing and critically interrogating ideas from multiple perspectives."…”
Section: Introductionmentioning
confidence: 99%