Emergent Media Literacy: Digital Animation in Early Childhood
Emergent Media Literacy: Digital Animation in Early Childhood
Emergent Media Literacy: Digital Animation in Early Childhood
doi: 10.2167/le660.0
Keywords: media literacy, digital animation, multimodality, early childhood
In a global context, early years curricula are focused on print-based texts and
in many early years settings childrens previous learning in homes and communities with new technologies is largely discounted. However, such learning
is becoming increasingly central to childrens multimodal, communicative
practices (Marsh et al., 2005). This paper outlines a research project in which
three- and four-year-old children in one nursery engaged with editing software
to create short animated films, some of which were planned initially using storyboards. Research questions were related to the knowledge and understanding
of multimodal texts that the children developed in the activity, the skills they
demonstrated in undertaking the animation work and the implications for curriculum and professional development. Qualitative data were collected over
the period of an academic year as children were observed (using fieldnotes and
video camera) planning and producing the films. This paper analyses some of
the knowledge and understanding of multimodal texts developed throughout
the project, in particular childrens understanding of the affordances offered
by the different media, that is what each media enabled them to do, or how it
limited possibilities. In addition, the processes the children were involved in as
they produced these multimodal texts were analysed in relation to Lankshear
and Knobels (2004) categories of the writer/reader roles of the digitally at
home, specifically, the roles of designer of texts and text bricoleur. The implications of this work for policy and practice in early childhood education are
discussed.
0950-0782/06/06 0493-14 $20.00/0
LANGUAGE AND EDUCATION
2006 J. Marsh
Vol. 20, No. 6, 2006
493
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Changing Literacies
Although it is widely accepted that there have been profound changes to
literacy as a result of technological developments in recent years (Carrington,
2004; Kress, 2003; Lankshear & Knobel, 2003), there is far less agreement on
what this means for literacy itself. Some argue that literacy is still focused on
written language (Kress, 2003), others that it should now be seen as plural in
nature and embodying a range of modalities (Cope & Kalantzis, 2000). Just to
add to this confusion, phrases which incorporate the word literacy are now
being used to suggest competence in a range of areas emotional literacy,
computer literacy and so on. The area which is a focus for this paper is media
literacy, a term which now has wide currency within England as a result of the
Office for Communications (Ofcom) remit to develop media literacy amongst
the general population.1 Ofcom define media literacy as the ability to access,
understand and create communications in a variety of contexts (Ofcom, 2004).
Within this paper, this term is used to indicate that the activities analysed fall
within this remit, although the broader argument is made that these activities
should take place within the communications, language and literacy strands of
early years curricula. In addition, it needs to be recognised that if media literacy
were to be introduced as a separate curriculum subject from English, this has
dangerous consequences for the literacy curriculum itself, which could remain
enmeshed in print-focused practices that relate more to the social milieu of the
20th century than the 21st.
In relation to young children, there is growing evidence to suggest that they
are engaged in a wide range of digitised literacy practices from birth (Marsh,
2005). A major US study conducted for the Kaiser Foundation (Rideout et al.,
2003) surveyed over 1000 parents of 06 year olds. They found that young
children were using screen media (television, video/DVD, computers,
console games) for approximately two hours per day. This is a similar figure
to that identified in a recent study conducted in England (Marsh et al., 2005).
In addition, very young children are acculturated to family social practices
which utilise a range of contemporary technologies, such as text messaging
and interactive television (Marsh, 2004; Gillen et al., 2005). By the time they
start nursery education, many children are already competent in using a wide
range of technological artefacts and have developed understandings about
their uses in wider social practices (Knobel, 2005). However, this knowledge is
not always recognised or built upon in meaningful ways (Knobel & Lankshear,
2003; Plowman & Stephen, 2003).
This paper explores the digital communicative practices of three- and fouryear-old children as they made animated films using a laptop computer.
Animated films are created by sequencing a series of still images until they give
the appearance of movement. They can be produced in various ways through
drawings, models and computer graphics, for example and they form a large
part of many childrens cultural pleasures, as the popularity of films such as
Toy Story (Walt Disney Pictures, 1995) and Finding Nemo (Walt Disney Pictures,
2003) suggests. There has been very little research undertaken in relation to the
digital production of films by young children.
In a recent review of research which has focused on the analysis and pro-
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duction of the moving image, one important aspect of media education, Burn
and Leach (2004) identified only 12 studies in the UK which were relevant to
their review and, of these, four involved children of primary school age. None
involved children in the foundation stage (three- to five-years-old). This lack of
attention in the early years to a range of contemporary communicative practices
is of concern, as it is clear that in this post-Fordist society, young people will be
leaving school and emerging into the labour force needing a range of skills and
knowledge which will equip them sufficiently well for employment in technologically driven, globalised societies (Luke & Luke, 2001). The concern to develop
digital literacy is not confined to employment needs; technology-mediated
literacy forms a large part of children and young peoples out-of-school social
practices (Lankshear & Knobel, 2005). These developments require an education
system which acknowledges the centrality of digital literacy practices from birth
in order to build on and develop these in appropriate, incremental ways, instead
of viewing such practices as suitable for development only at a later stage of
schooling, once children are competent with alphabetic print. Lack of attention
to digital communicative practices ignores the extensive knowledge of a range
of new media, such as computer games and mobile phones, that young children
bring with them to nurseries and kindergartens (Marsh, 2004). The introduction of media education into early years curricula is, therefore, needed urgently
if children are to build successfully on their funds of knowledge (Moll et al.,
1992) and extend appropriately the skills, knowledge and understanding they
acquire in homes and communities from an early age.
There have been a few studies conducted which have explored the production of films in schools. Reid et al. (2002) evaluated the work of 50 schools which
introduced digital filming and editing into the curriculum and found that introducing work on moving image media supported the development of a range of
transferable skills, including problem-solving, negotiation, thinking, reasoning
and risk-taking (Reid et al., 2002: 3). In addition, they determined that the
opportunities afforded by animation work were strong because of the way in
which children could combine voice, gesture, music, image and language. It
may be the case that the difficulties in developing sustained analyses of media
production in schools lie in the area of assessment and evaluation (Goodwyn,
2004). There has been little documented work on the assessment of production skills and most acknowledge the complexities and challenges faced by this
aspect of media education (Buckingham et al., 1995). In this study, one of the
concerns was to map out the skills, knowledge and understanding developed
in the animation production in order to provide a framework for future work
on assessment.
The Project
The study was undertaken in a nursery in the north of England. The nursery
serves very diverse racial and linguistic communities, with a large number of
refugee families located in the area. It is an area of economic deprivation and
high unemployment and thus constitutes the type of catchment area which has
families often labelled at risk. However, the concept of at-riskness has been
widely critiqued because of its focus on the communities in question rather
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than the larger sociopolitical context which creates poverty in the first place
(Carrington & Luke, 2003; Gregory & Williams, 2000). Although 53 children
took part in the animation work, this paper focuses on the work of only three
children: Jasim and Sofia, who were both four years of age, and Emma, who was
three until the final month of the project, when she had her fourth birthday. The
work of these three children in particular was chosen for discussion because it
exemplifies the theoretical concern of this paper; that is, the processes involved
in moving from print to moving image media. Jasim was a boy of Pakistani
heritage who spoke Punjabi as a first language and English as an additional
language. Sofias family were refugees from Somalia and she spoke Arabic as
a first language. Emma was white, monolingual, and lived with a middle class
family. Although Jasim and Emma had access to computers at home, neither
had engaged in animation work before. Sofia did not have access to a computer
at home.
During the study, an animation studio was set up in one corner of the nursery
on a regular basis. This consisted of one or two laptops, connected to which
were webcams. There were a variety of props to hand for the animation: toy
figures, artefacts and scenery. Some children planned their stories first using a
storyboard, although the majority preferred not to plan them at all. The children
filmed the plastic figures using webcams, chosen because their small, pod-like
shape meant that the cameras could be placed in stable positions by the children
and could be operated using the laptops. The children then used a piece of
film-editing software, imovie2, to edit the animations. Although imovie has been
found to have limitations for more advanced moving image production work,
such as that undertaken by media studies students in secondary schools (Reid
et al., 2002), it was a very effective piece of software in the project discussed in
this paper.
Children were provided with opportunities to undertake the activity over
the course of the school year and 53 three- and four-year-old children in total
were involved in film production. Research questions which guided the project
included: what knowledge and understanding of multimodal texts and production skills are developed in this activity and what are the implications for
curriculum and pedagogy? I took part in the activity as a participant observer,
acting in the role of teacher, but also making notes and filming the workshops
at appropriate times. I demonstrated how to use the hardware and software,
outlined the process for children, answered their questions and provided help
when they required it. This scaffolding took the form of verbal instructions and
modelling when appropriate. The majority of children were able to complete most
of the activities independently, requiring adult help only in the transfer of images
from the webcam software to imovie2. The activity did demand that the children
were able to control a mouse independently. A minority of children found mouse
control so difficult that they did not persist in the task of creating a film.
Research methods included observations of the children using the hardware
and software, which were recorded as fieldnotes, video filming of short
sequences of the animation workshops and analysis of the films the children
produced. Parental consent was obtained for the use of video films and childrens participation in the research. Children were not formally interviewed,
but were asked about their previous experiences with new technologies in the
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Multimodal Stories
An analysis of the data collected during this project indicated that a wide
range of skills, understanding and knowledge was developed (see Appendix for
a summary of these). Given the lack of knowledge we have of young childrens
understanding in relation to multimodal texts, the following discussion focuses
on the childrens awareness of the affordances of the different media used and
the transduction process. Both of these concepts (affordances and transduction)
have been explained in the work of Kress (2003). Affordances are the possibilities offered by different modes, what kinds of representations they will allow
and what they will or will not permit in terms of use. Transduction occurs when
semiotic material is shifted across modes:
This is not the process of transformation, the process which works on a
structure and its elements in one mode, but of transduction, a process in
which something which has been configured or shaped in one or more
modes is reconfigured, reshaped according to the affordances of a quite
different mode. It is a change of a different order, a more thoroughgoing
change. (Kress, 2003: 47)
In relation to the childrens understanding of the affordances of the different
modes, this was expressed in various ways. Sofia, aged four, planned a story
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Table 1 Similarities and differences in the stories across the media, identified by the
children
Similarities
Characters the same
Same story in both (point related to
plot structure)
Differences
Characters move in the animated
film
The animated film included sounds
on paper which was quite typical for this age group in that it included familiar
characters drawn from her experiences of family life. The storyboard outlined a
narrative that focused on a girl who was walking and clapping. A baby entered
the plot and the baby crashed the cupboard. Sofia then produced an animated
film in 10 frames which incorporated a soundtrack that included clapping and
crashing sounds at appropriate points in the story. What was interesting about
this film was that Sofia had spent some time observing other children making
their films before she attempted her own. During those observations, she had
seen children add a soundtrack to their films and two of the soundtracks on
the menu of imovie2 consisted of the sounds of an audience clapping and glass
breaking. These were duly incorporated into Sofias animated film and it is
tempting to consider whether she had included these elements deliberately into
her storyboard because of her anticipation of the affordances of the digitally
produced text.
A number of children in the study were asked, once their stories in both media
were completed, what they felt were the similarities and differences between
their paper and moving-image versions. Their answers are collated in Table 1.
Sofia suggested that the difference between her story on paper and the
animated film was that one could hear the cupboard crashing on her film.
These data point to childrens emergent ability to articulate the differences in
the affordances of different modes. Children demonstrated their implicit understanding of this in their creation of the films, often drawing on features of the
visual mode (relationship of objects to each other in space) and aural mode
(adding very specific sound effects to their films). None of the children who
planned their stories on paper first appeared to have difficulties with the task
of recreating their story multimodally, in that all of the transitions from paper
to digital media maintained key aspects of the paper-based narrative, whilst
utilising the affordances of the additional modes effectively. The childrens
early understandings of the principles of this transformation may have been
developed through their experiences of encountering narratives in a range of
media from an early age (Robinson & Mackey, 2003).
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some children attempted to convey movement through their framing of characters and animals for a single still shot, rather than sequencing that movement
across frames. This, noticeably, was a feature of the work of some boys. In the
following example, Jasim spent a long time juxtaposing a large number of
animals for one shot, conveying action through the sound effects and gestures
he used as he placed the animals. However, when edited, his films conveyed
little movement or narrative structure, as can be seen in Figure 1 this had all
been contained in the setting up of the shots.
In the next example, Emma developed a storyboard which consisted of 12
individual frames that detailed a complex story of a family visit to a campsite.
The narrative involved a car journey, the family putting up the tent, sleeping
overnight in the tent, playing football on the campsite and having a flat tyre on
the way home. As can be seen in Figure 2, Emmas film maintained this complex
plot.
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500
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501
Moving image
narratives (A)
Oral or written
narratives (B)
Still images or
non-chronological
moving image texts (C)
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fied here are necessary as children begin to navigate the multiple platforms of
current technologies (Kress, 2003; Mackey, 2002).
However, one consequence of this kind of curriculum activity is that educators
need to develop new understandings of the nature of authorship and readership
in relation to multimodal texts. In the final section of this paper, the processes the
children were involved in as they produced these texts are analysed in relation to
Lankshear and Knobels (2004) categories of the writer/reader roles of the digitally
at home, specifically, the roles of designer of texts and text bricoleur.
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Conclusion
In this paper, I have outlined a project in which aspects of moving image
education were introduced into the curriculum of one nursery. Only by pushing
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Technical skills
Visual skills
Framing shots
Understanding
of narrative
Creating stories
Understanding
of genre
(animation)
Creating stop-motion
animation
Awareness of
audience
Critical skills
Reflecting on product;
making changes
where necessary
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