Kompetencje medialne młodzieży w wieku gimnazjalnym. Co i w jaki sposób badać?
dc.contributor.author | Bogunia-Borowska, Małgorzata | |
dc.contributor.author | Łuczaj, Kamil | |
dc.date.accessioned | 2018-05-28T12:05:03Z | |
dc.date.accessioned | 2018-11-08T13:55:16Z | |
dc.date.available | 2018-05-28T12:05:03Z | |
dc.date.available | 2018-11-08T13:55:16Z | |
dc.date.issued | 2017 | |
dc.description | Publikacja recenzowana / Peer-reviewed publication | pl |
dc.description.abstract | 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. | pl |
dc.description.abstract | 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. | pl |
dc.identifier.citation | Państwo i Społeczeństwo 2017, nr 3, s. 135-149. | pl |
dc.identifier.eissn | 2451-0858 | pl |
dc.identifier.issn | 1643-8299 | pl |
dc.identifier.uri | http://hdl.handle.net/11315/19290 | |
dc.language.iso | pl | pl |
dc.publisher | Oficyna Wydawnicza AFM | pl |
dc.rights | Uznanie autorstwa-Użycie niekomercyjne-Bez utworów zależnych 3.0 Polska | * |
dc.rights.uri | http://creativecommons.org/licenses/by-nc-nd/3.0/pl/ | * |
dc.subject | kompetencje medialne | pl |
dc.subject | młodzież | pl |
dc.subject | grywalizacja | pl |
dc.subject | myślenie krytyczne | pl |
dc.subject | kreatywność | pl |
dc.subject | media competencies | pl |
dc.subject | youth | pl |
dc.subject | gamification | pl |
dc.subject | critical thinking | pl |
dc.subject | creativity | pl |
dc.subject.other | Edukacja | pl |
dc.subject.other | Informatyka | pl |
dc.subject.other | Medioznawstwo | pl |
dc.title | Kompetencje medialne młodzieży w wieku gimnazjalnym. Co i w jaki sposób badać? | pl |
dc.title.alternative | Media competence of middle school students: what, and with what measures, can we investigate? | pl |
dc.type | Artykuł | |
dc.type | Artykuł |