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Wyszukujesz frazę "digital literacy" wg kryterium: Temat


Wyświetlanie 1-6 z 6
Tytuł:
Contextualizing Dark Patterns with the Ludeme Theory: A New Path for Digital Game Literacy?
Autorzy:
Dupont, Bruno
Malliet, Steven
Powiązania:
https://bibliotekanauki.pl/articles/2084140.pdf
Data publikacji:
2021
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
dark patterns
digital game literacy
game analysis
ludeme
ludoliteracy
SimCity
Opis:
So-called dark patterns are widely discussed in game design. This phenomenon raises concerns for gaming education because numerous dark patterns trick players into real money transactions or gambling. A major obstacle to the practical assessment of the severity of a ‘dark’ pattern is the very definition of ‘game patterns’, basing solely on action-oriented structures. In order to take into account not only abstract expressions of the game system, but also the experience of the player, as well as the diverse contexts in which games are played, this article proposes to use the semiotic model of the ‘ludeme’. A ludeme is a minimal element in game design consisting of a grapheme, an acousteme, and a motifeme. We begin by explaining and situating the conceptual framework of the ludeme theory, with a specific interest in its application to repetitions of the same game element over time and through different digital games. Then, the theoretical framework is applied to SimCity BuildIt and particularly to the ‘dark patterns’ in it. In the last part, paths for further developments of the model of ludemic analysis are discussed, with regard to its relevance for media education and digital game literacy.
Źródło:
Acta Ludologica; 2021, 4, 1; 4-22
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
On Perspectives Of Teacher Training And Understanding Of Their Digital Competencies As Determinants Of Digital Education
Autorzy:
Gáliková Tolnaiová, Sabína
Powiązania:
https://bibliotekanauki.pl/articles/2150851.pdf
Data publikacji:
2021
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
Digital information and communication technology (Digital ICT)
Digital education
Teacher
Determinants of digital education
Pedagogical training
Digital competencies and literacy
Opis:
Currently, in the context of an introduction of digital ICT in education, we are facing a problem of determinants in successful digital education that are compatible with the primary educational goals. Under the term significant determinants we understand digital competencies of teachers that necessarily become a subject of development. These competencies are pragmatically reflected in the frames or documents that describe the pedagogical training of future teachers. The author’s intention is to outline an alternative holistic perspective of understanding pedagogical training in future teachers and their digital competencies that are based more on phenomenology and hermeneutics. This perspective reflects a psychagogic approach to education. The author believes that future student training is expressed in „ars docendi“ also in digital education and this „ars docendi“ cannot be achieved without student’s self-reflection of their relationship with ICT, but especially not without self-understanding in terms of values and meaning. This self-understanding leads to moral self-awareness and responsibility. The author points out that it is necessary to accommodate the future teacher’s personal self-reflection and self-projection and incorporate also those psychagogically relevant elements that would be complementary in the process of developing digital competencies. This will allow overcoming challenges of future teacher education, considering the psychagogic needs in education.
Źródło:
Media Literacy and Academic Research; 2021, 4, 1; 118-133
2585-8726
Pojawia się w:
Media Literacy and Academic Research
Dostawca treści:
Biblioteka Nauki
Artykuł
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:
Exploring Adolescents’ Notions and Perceptions of Citizenship and Media Literacy in Formal Education Settings through the Creation Of Digital Narratives
Autorzy:
Oliveira, Ana F.
Powiązania:
https://bibliotekanauki.pl/articles/2150835.pdf
Data publikacji:
2022
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
Citizenship
Digital Narratives
Formal Education
Media Literacy
Young People
Opis:
Critical thinking, media literacy (MIL) and digital and creative competencies are essential for young people to thrive. School can play a fundamental role in raising awareness towards conscientious and creative media usage, particularly considering today’s adolescents – Gen Z. This is not only the generation most exposed to online contents, but also the one that makes the most use of mobile media to connect, learn, express and actively engage in causes. This research conducted media production activities based on secondary school curricula to explore and promote discussions about citizenship and MIL topics. Digital narratives (DNs) creation activities were co-designed with teachers of various subjects and carried out in two Portuguese schools, involving about 190 students aged between 15 and 18. The results of the exploratory questionnaire to students and the DNs’ content analysis point out that the creation of DNs acts as a lever to promote discussions about citizenship in formal settings and that, despite difficulties related to tools and basic literacies, students appreciate activities that engage them in critical reflection and transformative learning. However, the findings suggest that young people don’t believe that using these languages contributes to making a change or to their voices being heard by adults and institutions.
Źródło:
Media Literacy and Academic Research; 2022, 5, 1; 53-75
2585-8726
Pojawia się w:
Media Literacy and Academic Research
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
The New Digital Divide: Disinformation and Media Literacy in the U.S.
Autorzy:
Hicks-Goldston, Christina
Applebaum Ritchart, Amy
Powiązania:
https://bibliotekanauki.pl/articles/526465.pdf
Data publikacji:
2019
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
Media literacy
Disinformation
Knowledge Gap Theory
Propaganda
Digital Divide
Opis:
This research addresses the impact of disinformation and media illiteracy on civil discourse and informed societal activity in the United States. The research provides analysis of the conditions surrounding disinformation and media illiteracy, as well one proposed solution for the problem: a media literacy educational program for both digital and non-digital natives via an international alliance of experts. Initially, the „Digital Divide“ of the early 21st century referenced individuals unable to access digital information with the same efficiency as those individuals in a household with a personal computer. In 2007, the introduction of smart phone technology transformed some of the Digital Divide population by providing information previously restricted to individuals with PC access to anyone who owned a phone. However, frequency of use is not the equivalent of mastery or thorough understanding. In 2016, the disinformation campaigns surrounding the U.S. presidential election, and later popular culture campaigns such as supposed controversy surrounding Disney’s The Last Jedi, emerged as foreign interference with American culture exploiting cultural divides. This research addresses two things: (1) Recognition of a caveat to the Knowledge Gap Theory in 21st century media interaction; and (2) Creation of a media literacy educational program via an international coalition for the sole purpose of combating disinformation..
Źródło:
Media Literacy and Academic Research; 2019, 2, 1; 49-60
2585-8726
Pojawia się w:
Media Literacy and Academic Research
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Trust Me
Autorzy:
Odziomková, Juliána
Powiązania:
https://bibliotekanauki.pl/articles/526530.pdf
Data publikacji:
2018
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
Digital age
The Internet
Critical Thinking
Media Literacy
Trust Me
Opis:
In the digitalization period projects to support the development of critical thinking are needed to maintain political and societal balance. Rapid changes in technology and information leave a space wherein can form many harmful groups or individuals to influence their respondents with false messages and hoaxes. It is necessary to develop the critical thinking of people from a young age, so the project Trust Me has been created. The aim of the project is to support the education of pupils of primary and secondary schools in the field of media literacy and critical thinking. Through two specialized curriculums students can understand the ways of manipulation with information and learn how to distinguish trustworthy contents on the Internet.
Źródło:
Media Literacy and Academic Research; 2018, 1, 2; 86-88
2585-8726
Pojawia się w:
Media Literacy and Academic Research
Dostawca treści:
Biblioteka Nauki
Artykuł
    Wyświetlanie 1-6 z 6

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