1,716 research outputs found

    A view on the iconic turn from a semiotic perspective

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    Media are not only a means of communication. From a cognitive perspective, they may be viewed as components of an external, auxiliary memory system (Schönpflug 1997), and contemporary cognitive science “construes cognition as a complex system in which cognitive processes are ‘embodied, situated’ in environments, and ‘distributed’ across people and artifacts” (Nersessian 2007: 2). In man-machine communication, man-man-communication via digital machinery and especially in the World Wide Web (Heintz 2006, Steels 2006) the “external” components of this system have taken on more and more of the characteristics of our individual, “internal”, living and active memory with its richness of sensual and symbolic formats. The intellectual challenge in the drafts of the “masterminds” of hypertext (Eisenstein) and multimedia (Lintsbakh) was the detection of temporal/spatial, mathematical and linguistic correspondences between such different sensual and symbolic representations (Bulgakova 2007, Tsivian 2007). The so called “iconic” or “pictorial turn” was pulled along by the digital turn, and it may in turn have stimulated and accelerated the digital turn

    Understanding transnational advocacy groups: A case study of the effectiveness of the Committee to Protect Journalists in the promotion of press freedom in the Philippines

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    Given the increasingly crucial role of the media in forming popular opinion, policymaking and the conduct of democratic institutions, there has been a severe, often lethal, backlash against individuals who exercise this power through their craft. This study examines the effectiveness of international advocacy groups in protecting journalists and promoting press freedom through a case study of the Committee to Protect Journalists, a non-governmental international advocacy group, in getting justice for killed journalists in the Philippines -- one of the world\u27s most deadliest places for journalists. The study attempts to provide a detailed insight into how transnational advocacy groups work on the ground to bring about real change in the international sphere. The micro-level approach that has been undertaken in this project allows for a nuanced understanding of the basic problem which is essentially about how a relatively small, non-governmental organization like the CPJ manages to put its issues on the national and international agenda, influence discursive positions and impact state behavior. The study is based on ethnographic fieldwork, qualitative interviews with CPJ employees, and historical archive research. It uses Margaret Keck and Kathryn Sikkink\u27s theory on the effectiveness of transnational advocacy networks and the norm socialization process to evaluate the effectiveness of the CPJ in defending journalists and press freedom in the Philippines

    Gamification of e-Learning: an investigation into the influence of gamification on student motivation.

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    Master of Commerce in Information Systems & Technology. University of KwaZulu-Natal, Durban, 2017.Traditional teacher-centred learning is being confronted by an increasing awareness of the value of student-centred learning. E-learning, despite its limitations, is often presented as a solution to learning challenges prevalent in teacher-centred learning since it affords students greater control of the learning process. Combined with this, academics are increasingly competing for students’ attention and struggle to motivate students. However, students, when confronted with the array of games and social media platforms available, willingly dedicate several hours glued to their screens socialising, engaging and gaming. Such willingness to engage these so-called distractions whilst displaying reluctance to engage their academic work may be attributed to a lack of motivation. This is even more prevalent in the domain of e-learning. Adopting an embedded mixed methods case study design, this study explored the influence of gamification of e-learning on motivation. Herein, expectations and factors influencing experiences of gamification of e-learning were explored. Furthermore, through Self-Determination Theory (SDT) & Intrinsic Motivation Inventory (IMI) as theoretical lenses, this study explored how gamification of e-learning influences motivation. Gamification is conceptualised as an objective-driven user-centred technique which integrates game mechanics, dynamics and game aesthetics into real-world contexts to motivate behaviour. Gartner envisages that by 2020, gamification will be deeply integrated into the prevalent higher education structures. Whilst many applications of gamification aim towards enhancing classroom-based learning, the exploration of gamification of e-learning in higher education, particularly in a developing country, remains an emerging domain of research. This research found that participants experienced gamification and various game elements differently, based on their BrainHex gamer profiles. In terms of SDT, whilst progression through the gamified course was guided and consistent, with all participants progressing as a single group, they experienced a sense of autonomy. Participants also experienced a greater sense of competence and relatedness in engaging with the gamified course. In the context of IMI, participants’ experiences suggest that gamification was valuable, increased curiosity and was effective for learning. However, they reported experiencing tension and a high degree of effort required by the gamified course. Students expected transparency in terms of scoring and raised queries where required. They generally preferred visual cues whilst engaging with the gamified course, expected almost real-time feedback in terms of scoring and resolution of queries, but had varying views on which game elements motivated them. Essentially, it was found that gamification positively influenced participants’ motivation. However, it must be noted that whilst gamification motivated students, some experienced demotivation. Contributing factors include not understanding the game from the outset, being demotivated by not earning frequent rewards and losing progress in the game due to external factors

    A Future of Failure? The Flow of Technology Talent into Government and Civil Society

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    This report is an evaluation of the technology talent landscape shows a severe paucity of individuals with technical skills in computer science, data science, and the Internet or other information technology expertise in civil society and government. It investigates broadly the health of the talent pipeline that connects individuals studying or working in information technology-related disciplines to careers in public sector and civil society institutions. Barriers to recruitment and retention of individuals with the requisite skills include compensation, a perceived inability to pursue groundbreaking work, and cultural aversion to innovation

    Graphic Organizers: Tools to Build Behavioral Literacy and Foster Emotional Competency

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    Too frequently, current approaches to discipline de-emphasize the importance of social, emotional, and behavioral instruction and overemphasize the use of punishment. When reactive, punitive consequences are the primary form of discipline, a negative school climate emerges. To prevent an unconstructive learning environment, educators need to teach students the knowledge, skills, and abilities that lead to the development of emotional competency. This article describes creative ways to use graphic organizers to effectively manage educational environments, build behavioral literacy in students, and create a learning community that celebrates diversity and empowerment

    CHI and the future robot enslavement of humankind: a retrospective

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    As robots from the future, we are compelled to present this important historical document which discusses how the systematic investigation of interactive technology facilitated and hastened the enslavement of mankind by robots during the 21st Century. We describe how the CHI community, in general, was largely responsible for this eventuality, as well as how specific strands of interaction design work were key to the enslavement. We also mention the futility of some reactionary work emergent in your time that sought to challenge the inevitable subjugation. We conclude by congratulating the CHI community for your tireless work in promoting and supporting our evil robot agenda

    Framing Contexts and Immersion: The Functionality of TRPG Frames in Dimension 20’s Fantasy High Series

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    This paper uses a form of rhetorical criticism known as frame analysis to analyze the perspective frames within the context of tabletop role-playing games (TRPGs). The three frames of interest in this study include the person frame, the player frame, and the character frame. These frames are used to contextualize certain person, player, and character interactions and immersion contexts within the first season of Dimension 20’s actual play podcast, Fantasy High. Through these three frames, we can see the breakdown of the person, player, and character mindset, as well as the overlap of thought, emotions, and ideas between frames. It is found that these frames help situate certain actions and narratives in TRPGs, but the unstable nature of those frames means that players constantly shift between those frames while interacting with others in a TRPG setting

    In Media Vita

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