The modern world is the world of media. Several factors have a significant impact on the development of the corporate education system. Among them are the development of digital education tools, ...transmedia literacy and generation Y and Z in the labour market. COVID 19 infodemic is only strengthening the influence of these factors. Approaches to corporate education changed fundamentally. In the corporate education system, not only content has changed, but also approaches, technologies, and tools for developing competencies. It is critically important to add a media educational component to the system of corporate L&D. It’s necessary now to develop also the corporate model of media education. And the development of media education technologies has great meaning in the modern corporate sector. Among them are microlearning, mobile education, development of project management skills, etc. All these competencies could to strengthen the competitive advantages of the company in the new media and informational reality of the corporate sector. Today it is necessary to talk about the use of transmedia in the corporate training system. Opportunities for the development of the transmedia ecosystem bring benefits to companies targeting Generation Y and Z.
Medienbildung durchgespielt? Ralf Biermann; Dan Verständig
MedienPädagogik,
12/2022, Letnik:
50, Številka:
Medien - Spiel - Bildung
Journal Article
Recenzirano
Odprti dostop
Digitale Spiele erzählen Geschichten in bislang unbekannten Formaten, sie ziehen Spielende in die Spielwelt und ermöglichen zugleich eigene Ausdrucksformen über spielerische und ...kreativ-gestalterische Praktiken. Damit sind digitale Spiele und Spielkulturen nicht nur für die Forschung relevant, sondern auch für innovative Lehrkonzepte attraktiv. Ausgehend von einem grundlegenden Beitrag, der gemeinsam von Maic Masuch und Johannes Fromme über die Bedeutung der Integration digitaler Spiele in der universitären Ausbildung verfasst wurde, gehen Dan Verständig und Ralf Biermann der Frage nach, wie digitale Spiele und Spielkulturen im Kontext der Medienbildung, insbesondere in der Verschränkung von Forschung und Lehre, verortet sind. Die Diskussion erfolgt entlang des von Johannes Fromme und Winfried Marotzki im Jahr 2004 an der Otto-von-Guericke-Universität Magdeburg ins Leben gerufenen Studiengangs Medienbildung – Audiovisuelle Kultur und Kommunikation.
Mixed Reality and Games Emir Bektic, Daniela Bruns, Sonja Gabriel, Florian Kelle, Gerhard Pölsterl, Felix Schniz / Emir Bektic, Daniela Bruns, Sonja Gabriel, Florian Kelle, Gerhard Pölsterl, Felix Schniz
2020, 2021, 202010, Letnik:
80
eBook
Videogames allow us to immerse ourselves in worlds that are reflective of cultural phenomena. At the same time, games are in the process of occupying and utilising the real world as a part of the ...game. The book provides a combination of theoretical and practical approaches to mixed reality through the lenses of game studies and pedagogy. These novel approaches invite the reader to rethink their conceptions of games and mixed reality. They are complemented with classical analyses of games and applications in educational contexts. In uniting theory and hands-on approaches, the book provides a broad spectrum that facilitates and inspires interdisciplinary thinking and work.
This article examines the potential integration of OpenAI’s ChatGPT into educational settings, with a particular focus on its capacity to enhance students’ engagement in learning contexts. In order ...to investigate the potential of ChatGPT to deliver tailored educational content to diverse learning groups, structured interviews were conducted between different types of students and the chatbot. These interviews were designed to simulate hypothetical basic real-world educational interactions. While the outcomes indicate that ChatGPT is capable of adapting to a range of educational needs and styles, thereby facilitating more accessible and engaging learning experiences, however, a lot of limitations such as the lack of emotional intelligence and the potential to reduce critical thinking have been identified—underscoring the necessity for cautious integration and ongoing monitoring of AI technologies in education settings. The researcher proposes a balanced approach to AI integration, emphasizing the potential for synergy between AI tools and traditional learning methods.
Die Suche nach Technologien der Wissensvermittlung ist für die Pädagogik keinesfalls neu, findet aktuell jedoch im Kontext der Digitalisierung mit neuen technologischen Möglichkeiten statt. Im Rahmen ...des Forschungsprojektes »DISTELL - Digitalisierungsstrategie für effektives Lehren und Lernen« wurde das handlungsrelevante Wissen Lehrender und Studierender rekonstruiert und ein sozialwissenschaftlich fundierter Begriff der digitalen Hochschulbildung entwickelt. Dabei fragte DISTELL nach der Bedeutung digitaler Medien und Lehrformate für die subjektive Aneignung von Lerninhalten und der damit verbundenen Vermittlung von Selbst- und Weltkonstruktion. Die Beiträger*innen des Bandes stellen Forschungsprozess und -ergebnisse mit theoretischen Anschlüssen dar und führen praktische Details zu Forschungs- sowie didaktischen Fragen aus, die aus verschiedenen angrenzenden Forschungsperspektiven diskutiert werden.
The aim of this study was to advance understanding of how to foster media literacy among older people. A systematic review was conducted of 40 empirical studies published between January 2005 and ...April 2019. The literature review provided information and practical implications for researchers, designers, and providers of media-literacy education for older people. Based on the review, it can be concluded that interventions aimed at fostering media literacy in older people need further development and creative enrichment in terms of aims, content, providers, recipients, and pedagogical approaches.
This study aims to substantiate the technology of forming a successful personality in primary school pupils through implementing media education, focusing on using praxeological tales. The research ...methods include theoretical analysis of literary sources, modelling, and empirical techniques such as observation, questionnaires, surveys, and experiments. The results show that praxeological tales, which reflect the basic rules and factors of achieving success, can be an effective, innovative media product in shaping successful pupils. The proposed technology model incorporates praxeological tales and other media education tools and techniques. An experimental study involving control and experimental groups of primary school pupils demonstrated that the percentage of children with a high level of successful personality development increased from 9.6% to 23.1% in the experimental groups. In contrast, the percentage of low levels decreased from 42.3% to 20.2%. The findings suggest that forming successful personalities in primary school through media education using praxeological tales can help increase pupils' media literacy, develop key life competencies, and prepare children for future self-realisation.
Digital capitalism has produced a new concentration of capital, knowledge, and power unprecedented in history. Quantification is fundamental to digital and capitalistic structural principles. In view ...of a comprehensive quantification and measurement of life and society, questions of meaning and significance must be asked beyond quantifying process structures.
The first part of the article identifies capitalistic and digital structural principles, showing affinities between both principles. The second part points out central challenges and problem areas of digital capitalism. The third part discusses the manoeuvres of the IT industry in Germany to gain more influence on the education sector. Against the background of these developments, the last part outlines the need for alternative pathways and presents dimensions of a critical media education.1
1 The article is based on two German language publications (Niesyto, 2017a, 2021).
In view of recent higher education contracting because of a declining birth rate and an explosive forming of technology, this research systematically cross-employed a technology acceptance model ...(TAM) and rational decision-making model (RDM) methodology to discuss from an interdisciplinary perspective the co-relationships between the assessed criteria and evaluated weights of four famous and accredited World University Rankings, the most promising features of massive open online courses (MOOCs), and the sustainable development goals (SDGs) of university social responsibility (USR) principles based on students’, faculties’ and government officers’ interviewee appraised perspectives. Statistically, the weight-questionnaires of random students and professional experts were cross-measured by a factor analysis (FA) of quantitative analysis and an analytical network process (ANP) method of qualitative analysis. As a result, the aggregation technology function (ATF) is the most sustainable niche principle of social media education, not only fulfilling the Making Education More Equitable (MEME), Diminishing Poverty (DP), and Making Gender More Equality (MGME) initiatives of the institution’s USR principles but also increasing the Industry Income (II) of the Times Higher Education (THE) World University Rankings in order to attract, trigger, and drive the students to make a decision to sincerely register in institutions in a higher education contracting era.