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resource research Media and Technology
This chapter discusses the selection and potential use of electronic games and simulations in distance learning supported by an operational model called AIDLET. After analyzing the different approaches to the use of games and simulations in education, and discussing their benefits and shortcomings, a framework was developed to facilitate the selection, repurposing, design and implementation of games and simulations, with focus on the practical aspects of the processes used in Open and Distance Learning (ODL). Whereas traditional learning is based on knowledge memorization and the completion of
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TEAM MEMBERS: Jose Bidarra Meagan Rothschild Kurt Squire
resource research
Scientific facts can be so complicated that only specialists in a field fully appreciate the details, but the nature of everyday practice that gives rise to these facts should be understandable by everyone interested in science. This book describes how scientists bring their own interests and passions to their work, illustrates the dynamics between researchers and the research community, and emphasizes a contextual understanding of science in place of the linear model found in textbooks with its singular focus on "scientific method." Everyday Practice of Science also introduces readers to
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TEAM MEMBERS: Frederick Grinnell
resource research Media and Technology
Right now about one billion people suffer from chronic hunger. the world’s farmers grow enough food to feed them, but it is not properly distributed and, even if it were, many cannot afford it, because prices are escalating. But another challenge looms. By 2050 the world’s population will increase by two billion or three billion, which will likely double the demand for food, according to several studies. Demand will also rise because many more people will have higher incomes, which means they will eat more, especially meat. Increasing use of cropland for biofuels will make meeting the doubling
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TEAM MEMBERS: Jonathan Foley
resource research Media and Technology
This is the first volume of the annual proceedings for the Games+Learning+Society (GLS). The GLS conference is a premier event for those from both academia and industry interested in videogames and learning. The GLS conference is one of the few destinations where the people who create high-quality digital learning media can gather for a serious think about what is happening in the field and how the field can serve the public interest. The conference offers an opportunity for in-depth conversation and social networking across diverse disciplines including game studies, education research
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TEAM MEMBERS: Constance Steinkuehler Crystle Martin Amanda Ochsner
resource research Media and Technology
The Internet and digital media are changing science books. They change the way readers approach books and change the way books present their contents. Probably, the Internet and digital media are also changing the contents themselves.
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TEAM MEMBERS: Daniele Gouthier
resource research Professional Development, Conferences, and Networks
We have published this issue of JCOM while the call for papers is open for the twelfth Public Communication of Science and Technology conference. The biennial meeting will be held in April 2012 and for the first time in Italy: the hosting city in Florence. The 2012 edition of the PCST conference is being held after more than twenty years of growth of the network of scholars that founded it and the expansion of its boundaries outside the European context from which it was created. JCOM is a part of this network, made up not only of individuals but also of organisations, university departments
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TEAM MEMBERS: Alessandro Delfanti
resource research Media and Technology
The Encyclopedia of Science and Technology Communication has approximately 300 entries on science communication and is capable of meeting the needs of readers of differing profiles. The entries cover eighteen categories, including controversial science topics and tendencies of media coverage; panoramas of science communication in different regions or continents; legal and ethical aspects; important science players; history, philosophy and sociology of science; theories and research on science communication, and many other topics. By concentrating different information about a field of research
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TEAM MEMBERS: Marina Ramalho e Silva
resource research Media and Technology
The SCOOP project aimed to maximise the potential for the transfer of research findings into policy using European-funded socio-economic sciences and humanities research. The project incorporated a News Alert Service to communicate policy-relevant elements of research findings to interested stakeholders. It also sought to further develop the skills of researchers to effectively communicate research outcomes to policy makers through a programme of Masterclasses. A series of evaluation surveys were held to both tailor the project outputs to the target audiences, and to measure the impact of
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TEAM MEMBERS: Paola Rodari Karen Bultitude Karen Desborough
resource research Media and Technology
The globalised digital media ecosystem can be characterised as both dynamic and disruptive. Developments in digital technologies relate closely to emerging social practices. In turn these are influencing, and are influenced by, the political economy of professional media and user-generated content, and the introduction of political and institutional governance and policies. Together this wider context provides opportunities and challenges for science communication practitioners and researchers. The globalised digital media ecosystem allows for, but does not guarantee, that a wider range of
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TEAM MEMBERS: Richard Holliman
resource research Media and Technology
Based on the stories collected in the essay La Scimmia che Vinse il Pulitzer. Personaggi, avventure e (buone) notizie dal futuro dell’informazione [The Monkey Who Won the Pulitzer. Characters, Adventures and (Good) News from the Future of Information, translator’s note] here we provide an outline of the main trends in the current digital information scenario. Beyond the much feared crisis of information, we are actually witnessing the appearance of a great number of initiatives and projects which attempt to keep last century’s journalism values alive (though with many economic contradictions)
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TEAM MEMBERS: Nicola Bruno
resource research Media and Technology
At first glance it all seems so easy – scientists create new knowledge, and through their work they show which statements about the world are true and which are false. Science journalists pass these new discoveries on so that as many people as possible can learn about them and understand them. Prior to publication, it is the job of "fact checkers" to examine the journalists' texts to ensure that all the facts are correctly represented. In reality, however, the relationship between the actors is by far more complicated. Using my experience as fact checker of scientific texts for the news
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TEAM MEMBERS: Maximilian Schafer
resource research Media and Technology
Among the most interesting aspects of the changes in the media ecosystem a leading role is played by the impact of digital and networking technologies on the ways news reports are built. In this Jcom commentary, the issues of the relationship between digital storytelling and professional news production will focus on science journalism. The commentary will deal with theoretical reflections and practical examples of innovative experiences in which different narration methods were exploited for scientific information.
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TEAM MEMBERS: Nico Pitrelli