FRAME BY FRAME: The Development and Integration of a Community Stop-motion Animation Area at Mount Holyoke College

This poster tells the story of the development of our community stop-motion animation stand and its use in anchoring the Animation-a-Thon, a recurring event that invites members of the Mount Holyoke College community to engage in an act of collaborative storytelling that has both physical and digital components, and a digital output. This ongoing community-engaged digital humanities effort has enabled access to and use of a form of technology that was previously unavailable or restricted to art studio majors on our campus. We will also highlight examples of the animation stand's use in various disciplines, with an emphasis on its applicability in an interdisciplinary First Year Seminar environment. Join us to explore how bringing in one new piece of technology can become a means of democratizing pedagogical and creative development across departments and communities. The audience of this poster will gain insight into the potentially outsized impact of a project with a small budget, while also cultivating an understanding of the creative potential that an analogue/digital hybrid animation stand can bring to a variety of courses.

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Publication Details

Published
2025-04-04
DOI
https://doi.org/10.1145/3675229.3712563
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

FRAME BY FRAME: The Development and Integration of a Community Stop-motion Animation Area at Mount Holyoke College

Matthew Newman
Educational Games and Gamification
article

FRAME BY FRAME: The Development and Integration of a Community Stop-motion Animation Area at Mount Holyoke College

Matthew Newman
article en

Abstract

This poster tells the story of the development of our community stop-motion animation stand and its use in anchoring the Animation-a-Thon, a recurring event that invites members of the Mount Holyoke College community to engage in an act of collaborative storytelling that has both physical and digital components, and a digital output. This ongoing community-engaged digital humanities effort has enabled access to and use of a form of technology that was previously unavailable or restricted to art studio majors on our campus. We will also highlight examples of the animation stand's use in various disciplines, with an emphasis on its applicability in an interdisciplinary First Year Seminar environment. Join us to explore how bringing in one new piece of technology can become a means of democratizing pedagogical and creative development across departments and communities. The audience of this poster will gain insight into the potentially outsized impact of a project with a small budget, while also cultivating an understanding of the creative potential that an analogue/digital hybrid animation stand can bring to a variety of courses.

Mount Holyoke College (US)
Openalex Percentile: Top 94%
Educational Games and Gamification
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