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Wyszukujesz frazę "digital games" wg kryterium: Temat


Wyświetlanie 1-2 z 2
Tytuł:
Media Literacy in Digital Games
Autorzy:
Škripcová, Lucia
Powiązania:
https://bibliotekanauki.pl/articles/2150836.pdf
Data publikacji:
2022
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
Critical Thinking
Digital Games
Game Literacy
Media Literacy
Opis:
The article focuses on aspects of media literacy in digital games and seeks to answer the question whether digital games can develop players' media competences and, if so, in which areas. The article points out the positive aspects of the player's immersion in digital games as a way to develop competencies without the player realizing it. Through a qualitative content analysis with a focus on media competences, it offers an extensive list of games and the competences found in them. The research included 32 digital games from 1997 to 2022. The decisive criterion was the presence of any media in the game (print, radio, television, internet, advertising, music, etc.) with which the player can interact – i.e. use them (read, listen, watch) or create other media products through them. At the same time it distinguishes between the use of media as a supplementary or entertainment element in games and media work as a direct determinant of the further development of the story or gameplay. The article concludes that digital games can indeed teach media competence without the player realising it, but that this has its limits.
Źródło:
Media Literacy and Academic Research; 2022, 5, 1; 131-140
2585-8726
Pojawia się w:
Media Literacy and Academic Research
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Location-Based Games as a Method of Teaching Seniors in the Field of Digital Technologies
Autorzy:
Švecová, Magdaléna
Powiązania:
https://bibliotekanauki.pl/articles/526522.pdf
Data publikacji:
2019
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
Digital gap. Digital immigrants
Edutainment. Linear teaching
Location-based games
Smartphones
Opis:
Research on the education of seniors is a continually developing area of educational studies. However, current researchers emphasize the need for further exploration, due to ongoing social and civilizational changes, as well as the fast digitization of society to which seniors are not able accommodate very quickly. The author of this study will present results of research experiment named LoGaSET which is based on comparing two teaching and learning concepts: edutainment and the classic linear way of education. The concept of edutainment (including the use of location-based games as an educational method) is gaining popularity as a form of teaching. However, there are only a few studies verifying the effectiveness of its use. What is especially important, is that location-based games as an educational method are aimed particularly at young learners. Furthermore, it is not used in teaching ICT. That is the reason why the fundamental idea of the LoGaSET project was the creation of a course for seniors in the field of smartphones. This course was conducted using two methods: the class-lesson method and the location-based game method. After creating both didactic models and scenarios and testing them, researchers conducted educational courses for seniors at the local level. As a result, we can now assume some main conclusions regarding education of seniors in the field of smartphones based on the quantitative and qualitative data we observed during experimental teaching.
Źródło:
Media Literacy and Academic Research; 2019, 2, 1; 61-71
2585-8726
Pojawia się w:
Media Literacy and Academic Research
Dostawca treści:
Biblioteka Nauki
Artykuł
    Wyświetlanie 1-2 z 2

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