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Wyświetlanie 1-5 z 5
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
Tytuł:
Making Games: The Politics and Poetics of Game Creation Tools
Autorzy:
Švecová, Magdaléna
Powiązania:
https://bibliotekanauki.pl/articles/2084148.pdf
Data publikacji:
2021
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Opis:
Review of: WERNING, S.: Making Games: The Politics and Poetics of Game Creation Tools. Cambridge, MA : MIT Press, 2021. 158 p. ISBN 978-0-262-04483-7.
Źródło:
Acta Ludologica; 2021, 4, 1; 138-139
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Ethics of Computer Gaming: A Groundwork
Autorzy:
Švecová, Magdaléna
Powiązania:
https://bibliotekanauki.pl/articles/41308489.pdf
Data publikacji:
2022
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Opis:
Review of: ULBRICHT, S.: Ethics of Computer Gaming: A Groundwork. Heidelberg : Palgrave Macmillan Berlin, 2022. 111 p. ISBN 978-3-662-64397-6.
Źródło:
Acta Ludologica; 2022, 5, 2; 108-109
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Challenges And Limits Of Current Student Magazine Production - Case Study
Autorzy:
Hossová, Monika
Švecová, Magdaléna
Powiązania:
https://bibliotekanauki.pl/articles/526480.pdf
Data publikacji:
2019
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
Student media
Student magazines
Periodicals
Media education
Media literacy
Case study
Qualitative analysis
Opis:
The subject of the study is to review the current state of contemporary student journalism. The aim of the case study is to clarify the theoretical background and then evaluation of the state (challenges and limits) of selected student journals on the basis of defined attributes. Part of the authors' goals is also the identification of the most common errors and problems in the analysed school magazines. At the theoretical level, the authors define the main concepts of the issue, characterize the student media and the specifics of the creation of the media. Last but not least, the authors define the position of student media in the educational process and their contribution to education in the field of media education. Based on the theoretical definition of the issue, the authors' approach is to use qualitative analysis of selected student magazines. The case study focuses on six student magazines from six elementary schools in Slovakia, which are involved in a research project focused on material-didactic support of media education teaching at Slovak primary and secondary schools, as well as reflexive-productive media learning via full-time and e-learning courses. In the research part of the case study, the authors approach the journals via qualitative analysis in three defined categories: the content of the journal, the graphic aspect of the journal and the organization of work in the journal / editorial office. Within these categories, journals are analysed in several specified attributes, e.g. elaborated topics, journalistic genres, journal break, colourfulness, editorial process, editing process and others. The conclusion of the case study is to interpret and summarize the most important findings of the research and a set of recommendations that respond to the identified shortcomings of the analysed sample of student journals in the examined points.
Źródło:
Media Literacy and Academic Research; 2019, 2, 2; 34-51
2585-8726
Pojawia się w:
Media Literacy and Academic Research
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Viability of Using Digital Games for Improving Team Cohesion: A Systematic Review of the Literature
Autorzy:
Kovalčík, Juraj
Švecová, Magdaléna
Kabát, Michal
Powiązania:
https://bibliotekanauki.pl/articles/41310123.pdf
Data publikacji:
2023
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
digital games
review
team building
team cohesion
team performance
teamwork
Opis:
Team cohesion, teamwork and team building are important constructs regarding teams and their performance in various organizations and environments. In this review, we summarize the current state of research on the influence of digital games on team cohesion and related constructs. We found a total of 7 studies that fit the criteria, resulting in 18 outcomes. Among the 18 outcomes that improved throughout the intervention, 15 reported significant improvement from the intervention and 3 reported no significant differences. Specifically, team communication, task delegation, atmosphere, trust, team flow, team performance and goal commitment were the most improved sub-constructs by team building video gaming interventions. The majority (n = 9) of those with significant improvements post-test were from randomly controlled trials (RCTs) with single or two control groups. Overall, we found that team video gaming may be effective in supporting team cohesion or team building; however, to enhance the understanding of the relationship between digital games and team cooperation, it is recommended to extend or vary gameplay intervention times, prioritize diverse outcome measures, address reporting biases, conduct follow-up assessments, include diverse populations and report demographics, and recognize the specific effects of different game features on outcomes.
Źródło:
Acta Ludologica; 2023, 6, 1; 46-65
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
    Wyświetlanie 1-5 z 5

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