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Wyszukujesz frazę "online video" wg kryterium: Temat


Tytuł:
AN EXPERIMENTAL STUDY OF SUBTITLED ONLINE VIDEO SUPPORTING THAI STUDENTS LEARNING ENGLISH IT CONTENT
Autorzy:
Angkananon, Kewalin
Wald, Mike
Powiązania:
https://bibliotekanauki.pl/articles/569509.pdf
Data publikacji:
2018
Wydawca:
Uniwersytet Marii Curie-Skłodowskiej w Lublinie. IATEFL Poland Computer Special Interest Group
Tematy:
English skills
cloud computing
online learning
online video
Opis:
This research study investigated whether the innovation of online video media spoken in both Thai and English with appropriate subtitles improved English skills for new students in Business Computing at Suratthani Rajabhat University. Ninety two students were split equally between an experimental group using video online media for learning and a control group learning the same content face-to-face in the classroom. Evaluation was conducted through achievement and satisfaction tests. Trials of the instructional media by 33 students with a range of English skills helped to improve it. At the end of the learning period all students using the video online media passed the achievement test standard but only 54% of the control group passed. There was no significant difference between the pre-test scores of the two groups. The post-test scores showed that the experimental group had a significantly higher average score (23.39) than the control group (14.89) at the p level of 0.05. The achievement test results of the experimental group (listening = 3.98, reading =3.89, writing = 3.93, speaking = 3.91, discussion =3.91, presenting = 3.87) were significantly higher than the control group (listening = 2.94, reading =3.07, writing = 2.72, speaking = 1.93, discussion =2.20, presenting = 2.20) at the p level of 0.01 in every English skill. The students’ satisfaction for the innovation rated out of 5 was at a high level overall (4.54), the students were satisfied with the innovation (4.67), the innovation was interesting (4.63), and the innovation was easy to understand (4.28).
Źródło:
Teaching English with Technology; 2018, 18, 4; 48-70
1642-1027
Pojawia się w:
Teaching English with Technology
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Differences in Self-Evaluation of Female and Male Students Concerning the Motives for Playing Online Video Games
Autorzy:
Ružić-Baf, Maja
Radetić-Paić, Mirjana
Debeljuh, Andrea
Powiązania:
https://bibliotekanauki.pl/articles/2028728.pdf
Data publikacji:
2014-03-31
Wydawca:
Wydawnictwo Adam Marszałek
Tematy:
online video games
students
gender
motive
Opis:
The paper aims at determining the differences in self-evaluation of the motives for playing online video games among university students. The presence of differences between the two genders was built on the assumption that in our cultural environment various gender roles, such as rebellion, non-conformity and refusal to comply with norms, are more typical of the male gender role, and also when it comes to playing online video games. The results of the survey have shown that there are differences between female and male students concerning the motives for playing online video games, which suggests the need to record these indicators, in particular the negative ones, within the university environment.
Źródło:
The New Educational Review; 2014, 35; 202-211
1732-6729
Pojawia się w:
The New Educational Review
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Negative Political Communication in Online Video Advertisements: Case Study of 2016 Lithuanian Parliamentary Election
Autorzy:
Šuminas, Andrius
Aleksandravičius, Arnas
Gudinavičius, Arūnas
Powiązania:
https://bibliotekanauki.pl/articles/514747.pdf
Data publikacji:
2017
Wydawca:
Uniwersytet Śląski. Wydział Nauk Społecznych
Tematy:
negativity
political communication
online video advertisements
election campaigns
Opis:
In the course of election campaigns politicians and political parties try their best to highlight their most favored topics that would help them draw public attention and increase people’s regard for specific political figures. In contrast to the positive communication content announced during an election campaign, candidates sometimes choose negative messages that focus on their opponents’ weaknesses (real or imagined) rather than their own strengths. The goal of this research is to identify the forms and means of negative communication used in political video advertisements during Lithuanian parliamentary election of 2016. To achieve our goal, we analyze the political video advertisements that were categorized as negative communication. We categorize and analyze those advertisements by using concepts of forms of negativity and targets of negativity. Our findings suggest that negative communication is being used by Lithuanian political organizations, but it is the positive one that is still dominant in political video advertisements. Despite that, negative aspects of communication are used by different parties, in diverse forms and for different targets.
Źródło:
Political Preferences; 2017, 14; 47-62
2449-9064
Pojawia się w:
Political Preferences
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Online Gamers, Lived Experiences, and Sense of Belonging: Students at the University of the Free State, Bloemfontein
Autorzy:
Pietersen, André J.
Coetzee, Jan K.
Byczkowska-Owczarek, Dominika
Elliker, Florian
Ackermann, Leane
Powiązania:
https://bibliotekanauki.pl/articles/623435.pdf
Data publikacji:
2018
Wydawca:
Uniwersytet Łódzki. Wydawnictwo Uniwersytetu Łódzkiego
Tematy:
Phenomenology
Interpretive Sociology
Online Video Gaming
Lived Experiences
Sense of Belonging
Immersion
Socialization
Opis:
Individuals who partake in video games are often regarded with prejudice. It is an activity that is perceived to be mainly related to senseless leisure and teenage entertainment. However, many diverse people make video games such an important part of their lives that they become passionately engaged in it. Video games and online video gaming offer the player immersive experiences unlike any other forms of media. A phenomenological and interpretive exploration is undertaken in order to gain a deeper understanding of the narratives of online gamers and their experiences of a sense of belonging to the associated online communities. Through the use of in-depth interviews, the article explores various aspects of the life stories of a group of eight South African university students. It attempts to show how online gaming has become a part of their lifeworlds. The aim of this article is to present the narratives of online gamers as rich and descriptive accounts that maintain the voices of the participants. Various aspects of the lifeworlds of online gamers are explored. Firstly, an exploration is undertaken to gain an understanding of what it means to be a gamer. It focuses on how a person can become involved with gaming and how it can evolve into something that a person is engaged with on a daily basis. Secondly, it explores how video games influence the perception of reality of gamers. Immersion in video games can transfer a player into an alternative reality and can take the focus away from the real world. This can lead to feelings of joy and excitement, but can also lead to escapism. Lastly, the article shifts attention towards how online video gamers experience online communities. Players can have positive experiences with random strangers online, but because of the anonymous nature of the online environment, it can also lead to negative and isolating experiences.
Źródło:
Qualitative Sociology Review; 2018, 14, 4; 122-137
1733-8077
Pojawia się w:
Qualitative Sociology Review
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Student Evaluation of Flipgrid at a Japanese University: Embarrassment and Connection
Autorzy:
Innes, Andrew Richard Burns
Powiązania:
https://bibliotekanauki.pl/articles/2056967.pdf
Data publikacji:
2020
Wydawca:
Uniwersytet Marii Curie-Skłodowskiej. Wydawnictwo Uniwersytetu Marii Curie-Skłodowskiej
Tematy:
Flipgrid
video
EFL
ESL
transactional distance
online teaching
Opis:
The present study looked at student evaluations of Flipgrid, a video sharing platform. A total of 100 students gave their consent to take part in the study. Students were asked to make a video between 60 and 90 seconds on various subjects, and then evaluate Flipgrid using an online survey. Student evaluations were coded, and interpreted in relation to the sub-constructs of transactional distance outlined by Zhang (2003). Results of the qualitative survey indicate – among others - positive feedback for mediation of social features (54.9%) and platform features (27.5%), but negative feedback for technical problems (39.2%) and feelings of embarrassment (30.3%).
Źródło:
Lublin Studies in Modern Languages and Literature; 2020, 44, 3; 151-166
0137-4699
Pojawia się w:
Lublin Studies in Modern Languages and Literature
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Identyfikacja determinantów wzrostu wydatków na reklamę internetową typu display
Identification of determinants of the growth of expenditure of online advertising as display type
Autorzy:
Szymański, Grzegorz
Powiązania:
https://bibliotekanauki.pl/articles/586810.pdf
Data publikacji:
2016
Wydawca:
Uniwersytet Ekonomiczny w Katowicach
Tematy:
Display
E-reklama
Social marketing
Video marketing
Ad video
Online advertising
Social media
Opis:
Reklamy display stanowią najstarszy i najpopularniejszy typ reklamy online, charakteryzują się formą graficzną przeznaczoną do zamieszczenia w dowolnych portalach internetowych oraz są wykorzystywane przy realizacjach kampanii budujących i utrwalających wizerunek. Display można podzielić ze względu na różne kryteria; podstawowa kategoryzacja – ze względu na warstwę prezentacji – wyróżnia płaską i warstwową budowę. Najnowsze badania wskazują na odrodzenie popularności tej formy reklamy internetowej. Publikacja próbuje zidentyfikować istniejące determinanty tego zjawiska.
Display ads are the oldest and most popular type of online advertising, have a graphic form intended to be included in any web portals. Is also used in campaigns refresher brand image. Display can be classified according to various criteria, the basic categorization due to the presentation layer, stands flat and layered structure. Recent research shows an increase in the popularity of this form of online advertising. The publication attempts to identify determinants of this phenomenon exist.
Źródło:
Studia Ekonomiczne; 2016, 255; 46-57
2083-8611
Pojawia się w:
Studia Ekonomiczne
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Online interactive storytelling: Evaluation of the viewer experience of 360-degree videos
Autorzy:
Świerczyńska-Kaczor, Urszula
Żelazowska, Monika
Kotlińska, Małgorzata
Wachowicz, Jacek
Powiązania:
https://bibliotekanauki.pl/articles/522162.pdf
Data publikacji:
2019
Wydawca:
Uniwersytet Ekonomiczny w Katowicach
Tematy:
360-degree video
Online film interactivity
Viewer experience
Opis:
Aim/purpose – This article aims to examine the relationships between the 360-degree viewer experience and video genres. Design/methodology/approach – The presented empirical study was based on the respondents’ evaluation of two 360-degree videos: a documentary film and an episode from a web series. Findings – The viewers evaluated the 360-degree video documentary as more interesting, more engaging, creating deeper immersion in the plot, and delivering more information compared to their experience when they would watch video if it were produced as a traditional film format. The study showed the differences in viewers’ evaluation of 360-degree documentaries and web series episodes. The evaluation of 360-degree videos was different between the two groups of respondents varying in their perception of navigation. Research implications/limitations – Our study suggests that by implementing 360-degree video features in documentary films, we can evoke a more intensive viewer experience compared to the situation when the viewer would watch videos in the traditional film format. It also indicates that film production should take into account the different viewer’s perceptions of being actively engaged in the navigation. The limitations of the study: the qualitative study with the convenient respondent sampling, the subjective evaluation of respondents’ statements, and the subjective choice of the evaluated 360-degree videos. Originality/value/contribution – The study contributes to film production by highlighting the significance of viewer perception of navigation and the video genre as factors impacting the viewer experience.
Źródło:
Journal of Economics and Management; 2019, 36; 105-122
1732-1948
Pojawia się w:
Journal of Economics and Management
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
The Relationship between Attention and Extraneous Load
Autorzy:
Hughes, Christopher J. L.
Costley, Jamie
Lange, Christopher
Powiązania:
https://bibliotekanauki.pl/articles/1371411.pdf
Data publikacji:
2021-07-09
Wydawca:
Wydawnictwo Uniwersytetu Śląskiego
Tematy:
cognitive load
second language learning
media
online learning
video lectures
Opis:
There has been a call in recent years for an integration of cognitive load theory into instructed second language acquisition practices to assist language learners by taking advantage of theories on human cognitive architecture. This paper seeks to move the conversation on how this integration might be achieved by presenting findings from survey data conducted with learners enrolled online courses at a cyber-university in South Korea (n = 68). Findings show a statistically significant positive relationship between distraction and extraneous load. These results are used to postulate a model for explaining the how the effects of extraneous load on attention can be integrated into second language learning theory. Pedagogic implications of this are the value of explicitly signaling key vocabulary and grammar, ensure spatial and temporal considerations are made when using multimodal instruction, and placing learners at the center of decisions on the blend of media they experience in instruction.   
Źródło:
Theory and Practice of Second Language Acquisition; 2021, 7, 2; 61-82
2450-5455
2451-2125
Pojawia się w:
Theory and Practice of Second Language Acquisition
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
LEARNERS’ PERCEPTIONS AND ATTITUDES TOWARDS L2 VODCASTING TASKS IN AN E-LEARNING PROJECT
Autorzy:
Faramarzi, Sajad
Tabrizi, Hossein Heidari
Chalak, Azizeh
Powiązania:
https://bibliotekanauki.pl/articles/955800.pdf
Data publikacji:
2019
Wydawca:
Uniwersytet Marii Curie-Skłodowskiej w Lublinie. IATEFL Poland Computer Special Interest Group
Tematy:
e-learning
listening comprehension
online learning
podcasting
video podcasts
vodcasting
Opis:
The Vodcasting technology has thrived as an auxiliary tool to support learners with supplementary materials. The current study aimed at exploring the use of vodcasting technology and the learners’ perceptions and attitudes towards practicing L2 vodcasting tasks. For this reason, a sample of 120 Iranian EFL learners were selected and they received twelve weeks of treatment which included working on five different genres of vodcasting tasks. Participants received vodcasting tasks via Telegram application and were asked to do them in specific stages. In order to measure the participants’ attitudes and perceptions, a learner engagement questionnaire was electronically distributed. The results revealed that the learners viewed the experience as significantly positive and constructive. It is concluded that the vodcasting technology can be executed independently as it can change the studying habits of learners, facilitate the monitoring process and the assessment system, maximize cooperation among the learners, and improve the relationship between the learners and the instructor.
Źródło:
Teaching English with Technology; 2019, 19, 3; 3-21
1642-1027
Pojawia się w:
Teaching English with Technology
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Nowe formy budowania relacji z klientem w internecie za pomocą takich narzędzi jak content marketing, real-time marketing, aplikacje mobilne, portale społecznościowe, komunikacja video
New ways of customer relationship building on the internet using tools like content marketing, real-time marketing, mobile applications, social media, video communications
Autorzy:
Kłosińska, Joanna
Powiązania:
https://bibliotekanauki.pl/articles/24229837.pdf
Data publikacji:
2018-09-24
Wydawca:
Wojskowa Akademia Techniczna im. Jarosława Dąbrowskiego
Tematy:
komunikacja z klientem
komunikacja online
content marketing
real-time marketing
aplikacje mobilne
portale społecznościowe
komunikacja video
customer communication
online communication
mobile applications
social networking sites
video communication
Opis:
Komunikacja to jeden z najbardziej naturalnych procesów, który stale ewoluuje pod kątem narzędzi. Duża część procesu komunikacji w XXI wieku przebiega w Internecie, a coraz to nowsze narzędzia internetowe wymuszają wprowadzenie zmian w komunikacji zarówno między użytkownikami indywidualnymi jak i w relacjach B2C. Nowe możliwości technologiczne oraz komunikacyjne to również nowe wyzwania dla budowania lojalności z e-konsumentem. E-biznes ma w tym celu do dyspozycji wiele narzędzi, które mogą ułatwić cały proces i zarazem wyróżnić konkretną firmę na tle konkurencji. Artykuł koncentruje się na wyjaśnieniu nowoczesnych narzędzi budowania relacji i lojalności w Internecie, takich jak content marketing, real-time marketing, aplikacje mobilne, portale społecznościowe czy też komunikacja video oraz wskazaniu korzyści z ich zastosowania w praktyce.
Communication is one of the most natural processes that is constantly evolving in terms of tools. A large part of the communication process in the 21st century takes place on the Internet, and more and more new Internet tools imply changes in communication both between individual users and in B2C relationships. New technological and communication opportunities are also new challenges for building loyalty with the e-consumer. E-business has many tools that can facilitate that process and at the same time to distinguish a particular company from the competition. The article focuses on explaining modern tools for building relationships and loyalty on the Internet, such as content marketing, real-time marketing, mobile applications, social networking sites or video communication, and showing the benefits of their use in practice.
Źródło:
Nowoczesne Systemy Zarządzania; 2018, 13, 3; 15-27
1896-9380
2719-860X
Pojawia się w:
Nowoczesne Systemy Zarządzania
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Rynek gier wideo i jego uczestnicy
The video game market and its participants
Autorzy:
Krok, E.
Powiązania:
https://bibliotekanauki.pl/articles/108828.pdf
Data publikacji:
2016
Wydawca:
Uniwersytet Szczeciński. Wydawnictwo Naukowe Uniwersytetu Szczecińskiego
Tematy:
e-rozrywka
gry wideo
gry komputerowe
gry online
gracze
e-entertainment
video games
computer games
online games
players
Opis:
W artykule dokonano przeglądu firm branży gier wideo w Polsce na tle światowych konkurentów oraz przywołano istotne dane statystyczne umożliwiające rozpoznanie dynamiki i zrozumienie specyfiki tej gałęzi przemysłu. Ponadto na podstawie analizy wyników badań ogólnopolskich oraz własnych autorka przybliżyła potrzeby, oczekiwania i aktualne preferencje drugiej kluczowej grupy uczestników rynku, jakimi są gracze. To ich popyt na e-rozrywkę wygenerował bowiem roczne przychody rzędu 82 mld dolarów w skali globalnej.
The aim of this article is the review of video game industry in Poland and comparison to global competitors. The relevant statistical data were cited, what enable to recognize and understand the nature and dynamics of this branch. In the next part of the article, based on the analysis of the results of nationwide and own researches, the author characterized the needs, expectations and current preferences of the second core group of this market participants, which are the players. Their demand for e-entertainment generated recently in global scale annual revenues of 82 billion dollars.
Źródło:
Studia Informatica Pomerania; 2016, 40, 2; 49-60
2451-0424
2300-410X
Pojawia się w:
Studia Informatica Pomerania
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Wywiady online w badaniach jakościowych okresu pandemii: inkluzywny potencjał, zagrożenie wykluczeniem i jakość gromadzonych danych
Online interviews in qualitative research of the pandemic period: inclusive potential, risk of exclusion, and quality of collected data
Autorzy:
Binder, Piotr
Powiązania:
https://bibliotekanauki.pl/articles/2159147.pdf
Data publikacji:
2022-09-30
Wydawca:
Wydawnictwo Adam Marszałek
Tematy:
wywiady online
wideo-wywiady
wykluczenie cyfrowe
inkluzja
badania
jakościowe
online interviews
video interviews
digital exclusion
inclusion
qualitative
research
Opis:
The paper is devoted to online interviews that gained significant popularity during the pandemic. The text has two main goals. The first was to reflect on the possible mechanisms of exclusion and inclusion of various categories of research participants. The second objective was to analyze the impact of the communication channels used with the respondents on the quality of the collected qualitative data. The study exhibits that online research is gradually becoming more inclusive, and the argument of digital exclusion is becoming increasingly outdated. The respondents’ education may still exclude, especially among lower than secondary education respondents. At the same time, the formula of online interviews offers a significant proinclusive potential, which was reflected in the participation in the study of a number of informants who could be permanently unavailable under traditional research. Research also shows that online interviews are generally effective. However, the application of diversified communication channels results in systematic and measurable differences in the collected data. Considering various aspects, Zoom offered data of better quality than Skype. On the other hand, mobile applications (and phone calls) do not constitute a natural alternative, and it is difficult to recommend them.
Artykuł poświęcony jest technice wywiadów online, które zyskały znaczącą popularność w okresie pandemii. W tekście postawiono dwa zasadnicze cele. Pierwszym był namysł nad możliwością występowania mechanizmów wykluczania oraz inkluzji różnych kategorii uczestników badań. Drugim celem była analiza wpływu stosowanych kanałów komunikacji z badanymi na jakość gromadzonych danych jakościowych. Zrealizowane badania wskazują, iż badania realizowane online stopniowo stają się coraz bardziej inkluzywne, a argument wykluczenia cyfrowego podlega postępującej dezaktualizacji. Wyraźną rolę wykluczającą może nadal odgrywać wykształcenie badanych, zwłaszcza wśród badanych z wykształceniem niższym od średniego. Jednocześnie formuła wywiadów online oferuje znaczny potencjał proinkluzywny, czego wyrazem był udział w badaniu szeregu uczestników, którzy w ramach tradycyjnych badań mogliby pozostawać trwale niedostępni. Badania wskazują też, że choć wywiady online są rozwiązaniem efektywnym, to rezultatem zastosowania zróżnicowanych kanałów komunikacji są systematyczne i mierzalne różnice zgromadzonych danych. Biorąc pod uwagę długość zapisu, liczbę nagrań przerwanych oraz jakość połączeń, wywiady realizowane przez Zoom oferowały dane wyraźnie lepszej jakości niż Skype. Z kolei aplikacje mobilne (podobnie jak rozmowy telefoniczne), pomimo tego, że oferują zbliżone funkcje, nie stanowiły dla nich realnej alternatywy i trudno je rekomendować.
Źródło:
Kultura i Edukacja; 2022, 3(137); 38-62
1230-266X
Pojawia się w:
Kultura i Edukacja
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Nowe gatunki medialne i ich rola we współczesnej komunikacji
New media genres and their role in contemporary communication
Neue mediale Textsorten und ihre Rolle in der gegenwärtigen Kommunikation
Autorzy:
Szczęk, Joanna
Powiązania:
https://bibliotekanauki.pl/articles/16440070.pdf
Data publikacji:
2023-07-09
Wydawca:
Uniwersytet Wrocławski. Oficyna Wydawnicza ATUT – Wrocławskie Wydawnictwo Oświatowe
Tematy:
media genres
media space
media world
online review
blog
cooking portal
video tutorial
Wikipedia
communication
mediale Textsorten
Kommunikation
mediale Welt
Online-Rezension
Blog
Kochportal
Video-Tutorial
Opis:
Die heutige Welt, die von den digitalen Medien dominiert wird, übt auch einen wesentlichen Einfluss auf die zwischenmenschliche Kommunikation aus. Die digitalisierte Welt bietet nämlich einem mehr Möglichkeiten als die analoge Welt. Diese fördern die Entstehung von neuen Formaten und neuen Textsorten, in denen die technischen Errungenschaften ihre Anwendung finden. Ob die in den digitalisierten Medien vorkommenden Formate als neue Textsorten oder nur als eine weitere Entwicklungsstufe der schon bekannten Textsorten angesehen werden können, gilt es im Beitrag zu überprüfen. Anhand der Publikation von Anna Hanus und Dorota Kaczmarek: „Sekretne życie gatunków. Komunikacja w przestrzeni medialnej – perspektywa germanistyczna“, die 2022 im Verlag ATUT erschienen ist, werden folgende Textsorte diskutiert: Online-Rezensionen der literarischen Werke, Blogs, Video-Tutorials, Kochportale und Wikipedia. Die von den Autorinnen des Werkes durchgeführte Analyse ist kontrastiv angelegt. Die Untersuchung betrifft die für die Textlinguistik relevante Frage nach dem ontologischen Status der erwähnten Formen. Anhand der umfangreichen Korpora werden die charakteristischen Merkmale der genannten Formate untersucht und vergleichend zusammengestellt. Die Analyse hat in jeder Hinsicht Modell- und Mustercharakter und die von den Autorinnen eingesetzte Methodik kann auch auf andere Textsorten und Korpora übertragen werden. Daher eignet sich die Publikation für Analysen im Bereich der Text-, Pragma- und Medienlinguistik.
Today‘s world, dominated by digital media, also exerts a significant influence on interpersonal communication. Indeed, the digitized world offers one more possibilities than the analog world. These encourage the emergence of new formats and new types of texts in which the technical achievements find their application. Whether the formats occurring in the digitalized media can be regarded as new text types or only as a further development stage of the already known text types is to be examined in the contribution. On the basis of the publication by Anna Hanus and Dorota Kaczmarek: “Sekretne życie gatunków. Komunikacja w przestrzeni medialnej – perspektywa germanistyczna”, published by ATUT in 2022, the following types of texts are discussed: online reviews of literary works, blogs, video tutorials, cooking portals and Wikipedia. The analysis carried out by the authors of the work is contrastive. The investigation concerns the question of the ontological status of the mentioned forms, which is relevant for text linguistics. On the base of the extensive corpora, the characteristic features of the mentioned formats are investigated and comparatively compiled. The analysis has model and exemplary character in every respect, and the methodology employed by the authors can be applied to other text types and corpora. Therefore, the publication is suitable for analyses in the field of textlinguistics, pragmalinguistics and media linguistics.
Źródło:
Linguistische Treffen in Wrocław; 2023, 23; 383-389
2084-3062
2657-5647
Pojawia się w:
Linguistische Treffen in Wrocław
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Comparison of the effectiveness and efficiency of various forms of distance learning - an experimental study
Autorzy:
Kusztelak, Przemysław
Pacholak, Anna
Powiązania:
https://bibliotekanauki.pl/articles/2143666.pdf
Data publikacji:
2022-10-31
Wydawca:
Szkoła Główna Handlowa w Warszawie
Tematy:
distance education
e-learning
online teaching
video lecture
student engagement
effectiveness
experimental study
Opis:
The aim of this paper is to compare various forms of distance learning in terms of the effectiveness and efficiency of teaching and their subjective evaluation by students. Three forms of remote teaching were analysed for the elective general university course in the winter semester of the 2020/2021 academic year: G1 – with all materials embedded on an e-learning platform for fully asynchronous learning – and with no live meetings, but specially prepared video tutorials replacing them, G2 – with materials embedded on an e-learning platform and lectures conducted synchronously through videoconferences (without video recordings), G3 – with materials embedded on an e-learning platform, synchronous lectures via video conferences and their recordings available afterwards. Final grades, a record of activity at the e-learning platform and the results of questionnaires collected from all participants of the course were taken into account when carrying out the statistical analysis. The analysis proved that the most effective form of learning (the lowest number of hours devoted to learning in order to pass the subject, as well as the percentage of students who completed the course) was the one applied in group G1. According to the opinions of the students, the highest level of satisfaction from the classes was recorded for group G2. The research brings various implications for practice or policy: for teachers interested in improving the effectiveness of their online teaching; for teachers preparing an intervention with the aim of improving students’ remote learning engagement and its quality; supporting teachers’ research engagement in the improvement of educational standards and systems; and learning planners can use these insights helpful in planning online learning projects.
Źródło:
e-mentor. Czasopismo naukowe Szkoły Głównej Handlowej w Warszawie; 2022, 96, 4; 4-13
1731-6758
1731-7428
Pojawia się w:
e-mentor. Czasopismo naukowe Szkoły Głównej Handlowej w Warszawie
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Massively Multiplayer Game-based Education
Autorzy:
Godwod, Peter
Powiązania:
https://bibliotekanauki.pl/articles/451999.pdf
Data publikacji:
2019
Wydawca:
Wyższa Szkoła Gospodarki Euroregionalnej im. Alcide De Gasperi w Józefowie
Tematy:
gamification
massively multiplayer online
massive education
video game culture
game-based education
edutainment
pervasive games
Opis:
Technological advancement progressively affects games quality and availability, provides opportunity for new types and genres of games. In this regard – while there is strive to harness games effectiveness for educational purposes through those use and gamification process – those might not appeal, reach expectations and meet needs of modern gamers. With increasing role of networking in daily life – it is possible that use of the massive multiplayer online (MMO) games approach could further enhance educational experience in comparison to non-massive games. Through critical analysis subjective game usage traits have been sought that would falsify such generalizations. It has been reasoned that game use and gamification in education is highly subjective and its effectiveness cannot be generalized for specific group. Use of the MMO approach has been concluded to indeed provide further possible enhancements, however presence of any social aspect in an intended educational use – either competition or collaboration – is required. It is suggested that turning education system into massive game could be most promising research direction, due to it already sharing massivness trait with the MMO.
Źródło:
Journal of Modern Science; 2019, 40, 1; 271-284
1734-2031
Pojawia się w:
Journal of Modern Science
Dostawca treści:
Biblioteka Nauki
Artykuł

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