Kompetencje medialne młodzieży w wieku gimnazjalnym. Co i w jaki sposób badać?
Ładowanie...
Data wydania
2017
Tytuł czasopisma
ISSN
1643-8299
eISSN
2451-0858
Tytuł tomu
ISBN
eISBN
Wydawca
Oficyna Wydawnicza AFM
Abstrakt
The article presents the outline of a research project aimed at exploring media competencies in an ethnographic manner. A prerequisite for such endeavor is a useful operationalization of the central concepts, including both technical, creative and critical skills. Moreover, the project targeted to Polish 13 to 16-year-olds must take into account their special relationship with new technologies. Based on the analysis of statistical data, we show that attractive tool should take advantage of a combination of technology with an interesting scenario. In our opinion, the perfect tool is a multimedia educational project that collects data using gamification mechanics. In conclusion, we investigate the effectiveness of this strategy.
The article presents the outline of a research project aimed at exploring media competencies in an ethnographic manner. A prerequisite for such endeavor is a useful operationalization of the central concepts, including both technical, creative and critical skills. Moreover, the project targeted to Polish 13 to 16-year-olds must take into account their special relationship with new technologies. Based on the analysis of statistical data, we show that attractive tool should take advantage of a combination of technology with an interesting scenario. In our opinion, the perfect tool is a multimedia educational project that collects data using gamification mechanics. In conclusion, we investigate the effectiveness of this strategy.
Opis
Publikacja recenzowana / Peer-reviewed publication
Tematy
Słowa kluczowe
kompetencje medialne, młodzież, grywalizacja, myślenie krytyczne, kreatywność, media competencies, youth, gamification, critical thinking, creativity
Źródło
Państwo i Społeczeństwo 2017, nr 3, s. 135-149.