6,806 research outputs found

    Resources for Media Literacy: Mediating the Research on Children and Media

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    Mucho se ha investigado sobre la educación en medios, su importancia y objetivos. Más allá de las directivas, resoluciones o recomendaciones, la investigación en esta área ha permitido profundizar y solidificar sus fundamentos, al tiempo que ha facilitado el reconocimiento de sus puntos más débiles u omisiones. Uno de los puntos críticos destacados por la formación y por el trabajo de investigación que se ha desarrollado en la Universidad de Miño (Portugal) durante los últimos 20 años, es la inexistencia de recursos y materiales que puedan utilizarse para la promoción de la educación en los medios de comunicación en diferentes contextos. De esta forma, independientemente de los recursos y materiales, se genera la importancia de la transferencia de conocimientos a la práctica, la trascendencia de la mediación del conocimiento producido a su público. Esta preocupación fue la base principal del proyecto titulado «Recursos para la alfabetización mediática» llevado a cabo en el Centro de Estudios de Comunicación y Sociedad y financiado por Evens Foundation (Bélgica). Este trabajo presenta sucintamente los procesos de creación y los resultados generados por estos recursos, centrados en tres medios: televisión, videojuegos e Internet y redes sociales.Much has been said and written about media education, its relevance and goals. Beyond directives, resolutions or recommendations, research in this area has deepened the foundations of media education but has also emphasized its weak points or faults. One of these critical points noted in the training and research work developed at the University of Minho, Portugal, in the last 20 years is the non-existence of resources and materials that could be used to promote media education in different contexts. But this is not just about the availability of materials, it concerns the importance of putting knowledge into practice and of mediating the knowledge produced with the appropriate audience. This concern was the basis of the ‘Media Education in Booklets’ project carried out by the Society and Communication Research Centre and funded by the Evens Foundation, Belgium. This paper presents the resources produced by this project in the form of three booklets: the first deals with the mediation of TV at school and at home; the second describes videogames, ways of playing, benefits, dangers, creativity and interculturality; the third is about the Internet and social networks, and the new forms of relationships and communication that these allow

    The Industry and Policy Context for Digital Games for Empowerment and Inclusion:Market Analysis, Future Prospects and Key Challenges in Videogames, Serious Games and Gamification

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    The effective use of digital games for empowerment and social inclusion (DGEI) of people and communities at risk of exclusion will be shaped by, and may influence the development of a range of sectors that supply products, services, technology and research. The principal industries that would appear to be implicated are the 'videogames' industry, and an emerging 'serious games' industry. The videogames industry is an ecosystem of developers, publishers and other service providers drawn from the interactive media, software and broader ICT industry that services the mainstream leisure market in games, The 'serious games' industry is a rather fragmented and growing network of firms, users, research and policy makers from a variety of sectors. This emerging industry is are trying to develop knowledge, products, services and a market for the use of digital games, and products inspired by digital games, for a range of non-leisure applications. This report provides a summary of the state of play of these industries, their trajectories and the challenges they face. It also analyses the contribution they could make to exploiting digital games for empowerment and social inclusion. Finally, it explores existing policy towards activities in these industries and markets, and draws conclusions as to the future policy relevance of engaging with them to support innovation and uptake of effective digital game-based approaches to empowerment and social inclusion.JRC.J.3-Information Societ

    Using gaming paratexts in the literacy classroom

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    This paper illustrates how digital game paratexts may effectively be used in the high school English to meet a variety of traditional and multimodal literacy outcomes. Paratexts are texts that refer to digital gaming and game cultures, and using them in the classroom enables practitioners to focus on and valorise the considerable literacies and skills that young people develop and deploy in their engagement with digital gaming and game cultures. The effectiveness of valorizing paratexts in this manner is demonstrated through two examples of assessment by students in classes where teachers had designed curriculum and assessment activities using paratexts

    The game transfer phenomena scale: an instrument for investigating the nonvolitional effects of video game playing

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    A variety of instruments have been developed to assess different dimensions of playing videogames and its effects on cognitions, affect, and behaviors. The present study examined the psychometric properties of the Game Transfer Phenomena Scale (GTPS) that assesses non-volitional phenomena experienced after playing videogames (i.e., altered perceptions, automatic mental processes, and involuntary behaviors). A total of 1,736 gamers participated in an online survey used as the basis for the analysis. Confirmatory factor analysis (CFA) was performed to confirm the factorial structure of the GTPS. The five-factor structure using the 20 indicators based on the analysis of gamers’ self-reports fitted the data well. Population cross-validity was also achieved and the positive associations between the session length and overall scores indicate the GTPS warranted criterion-related validity. Although the understanding of GTP is still in its infancy, the GTPS appears to be a valid and reliable instrument for assessing non-volitional gaming-related phenomena. The GTPS can be used for understanding the phenomenology of post-effects of playing videogames

    Identifying immersive environments’ most relevant research topics: an instrument to query researchers and practitioners

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    This paper provides an instrument for ascertaining researchers’ perspectives on the relative relevance of technological challenges facing immersive environments in view of their adoption in learning contexts, along three dimensions: access, content production, and deployment. It described its theoretical grounding and expert-review process, from a set of previously-identified challenges and expert feedback cycles. The paper details the motivation, setup, and methods employed, as well as the issues detected in the cycles and how they were addressed while developing the instrument. As a research instrument, it aims to be employed across diverse communities of research and practice, helping direct research efforts and hence contribute to wider use of immersive environments in learning, and possibly contribute towards the development of news and more adequate systems.The work presented herein has been partially funded under the European H2020 program H2020-ICT-2015, BEACONING project, grant agreement nr. 687676.info:eu-repo/semantics/publishedVersio

    Media panic : the duo media - youth as problem for didactic and teaching plan

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    Relacja: młodzież i nowe media jest przedmiotem sprzecznych interpretacji, pełnych utopii lub wypełnionych niepokojami i lękami. Debaty o nowych mediach powodują rozgrzanie reakcji emocjonalnych. W tym przypadku mamy do czynienia z tym, co może być określane jako panika medialna. Panika przechodzi i jest zapominana, z wyjątkiem pamięci zbiorowej, innym razem powoduje zmiany o charakterze prawnym i społecznym. Moda na nowe media odsyła starsze media na drugi plan. K. Drotner twierdzi, że nowe media służą jako mentalne metafory do dyskutowania i debatowania o szeroko pojętych zagadnieniach społecznych. Autor podziela poglądy, że poprzez tworzenie sloganów określających konkretne pokolenie zwalniamy od odpowiedzialności wychowawców, nauczycieli i rodziców za dzieci i uczniów, w kwestii ich korzystania z nowych mediów. Jednocześnie firmy informatyczne bronią swoich pozycji w debacie publicznej.The relation between the modern media technologies and youth is extremely problematic because their debates are polarized. There is a view which emphasises benefits provided by new technologies and the genius of young digital natives; on the other hand, there is a point on the downside which is destructive and crumbles potentials. Therefore, youth and new media are subjects of contradictory representations full of utopia or full of anxieties and fears. In some cases, a debate of a new medium brings about heated, emotional reactions. In that case we have what may be defined as a media panic. The panic passes over and is forgotten, except in collective memory; at other times it has repercussions and might produce such change as those in legal and social policy. Like this the intense preoccupation with the latest media fad immediately relegates older media to the shadows of acceptance. K. Drotner argues that new media serve as mental metaphors for discussing and debating wider social concerns. We argue, with an approach close to S. Hall et al., that through the creation of slogans to indicate a specific generation, we give alibis to educators, teachers and parents not to feel their responsibilities for their children and students when they approach new media. At the same time, publishing and information technology companies are able to feed public debate about concerns or idealization inherent to new media, in order to defend their advantageous position
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