Full-text resources of CEJSH and other databases are now available in the new Library of Science.
Visit https://bibliotekanauki.pl

Results found: 7

first rewind previous Page / 1 next fast forward last

Search results

Search:
in the keywords:  Critical Thinking
help Sort By:

help Limit search:
first rewind previous Page / 1 next fast forward last
1
Publication available in full text mode
Content available

Media Literacy in Digital Games

100%
EN
The article focuses on aspects of media literacy in digital games and seeks to answer the question whether digital games can develop players' media competences and, if so, in which areas. The article points out the positive aspects of the player's immersion in digital games as a way to develop competencies without the player realizing it. Through a qualitative content analysis with a focus on media competences, it offers an extensive list of games and the competences found in them. The research included 32 digital games from 1997 to 2022. The decisive criterion was the presence of any media in the game (print, radio, television, internet, advertising, music, etc.) with which the player can interact – i.e. use them (read, listen, watch) or create other media products through them. At the same time it distinguishes between the use of media as a supplementary or entertainment element in games and media work as a direct determinant of the further development of the story or gameplay. The article concludes that digital games can indeed teach media competence without the player realising it, but that this has its limits.
2
Publication available in full text mode
Content available

Trust Me

88%
EN
In the digitalization period projects to support the development of critical thinking are needed to maintain political and societal balance. Rapid changes in technology and information leave a space wherein can form many harmful groups or individuals to influence their respondents with false messages and hoaxes. It is necessary to develop the critical thinking of people from a young age, so the project Trust Me has been created. The aim of the project is to support the education of pupils of primary and secondary schools in the field of media literacy and critical thinking. Through two specialized curriculums students can understand the ways of manipulation with information and learn how to distinguish trustworthy contents on the Internet.
EN
The study deals with the issue of using communication tools in HR marketing for effective human resource management. The aim of the study is to outline a practical view of the possibilities of application of individual communication tools that can be used by HR managers in achieving the set goal, which is to have a sufficient amount of quality and a qualified workforce. The study also aims to highlight the importance of critical thinking by employees in conjunction with recognition of their work, a tool that helps to increase employee loyalty and thus create an enterprise that has a firmer foundation in human resources. The study also emphasises the comparison of HR communication tools used before and after the Corona crisis. This comparison is a logical outcome of the situation that has arisen in the labour market. Before the outbreak of the pandemic, HR managers were faced with the question of how to deal with the shortage of quality and skilled labour and the historically low unemployment rate, as opposed to the current situation where they are faced with the problem of reducing certain job positions. We are currently witnessing a situation of declining sales, in which HR departments are having to deal with the issue of surplus labour and their subsequent redundancies. This situation gives us the opportunity to compare the different communication tools used before and after the Corona crisis. This comparison is beneficial for a better understanding of both the theoretical and methodological, but above all practical, insights into the effective use of communication tools in HR marketing in conjunction with critical thinking and recognition.
EN
Life in the 21st century has presented people with unprecedented appeals and ethical challenges which are nowhere more evident than in educational institutions as well as in the online space. A renewed interest in the character as one of the crucial ethical developments is gaining momentum today. Good character is based on the virtues one possesses. We argue that education focused on the cultivation of intellectual virtues such as curiosity, intellectual humility, intellectual autonomy, attentiveness, intellectual carefulness, intellectual thoroughness, openmindedness, intellectual courage and intellectual tenacity are needed for individuals to lead fulfilling lives. At least, growing in intellectual virtues seems to be a valuable and desirable educational aim. This theoretical study strives to make a twofold contribution to the area of knowledge: firstly, it aims to contribute to the area of character and moral education through describing its forms and features; and secondly, it aims to contribute to virtue epistemology by identifying its nature and focus and outlining nine intellectual or epistemic virtues. Further to the second contribution, the study ends by arguing that the intellectual virtue approach and the critical thinking approach both help to cultivate intellectually virtuous critical thinkers.
EN
Recent serious events, such as the coronavirus pandemic and the war conflict in Ukraine, have significantly increased the amount of fake news in the online space. This news contributes to society’s radicalization, destabilizes democratic regimes, and can result in violence and damage to health and property. The most effective approach to address fake news is prevention and the education associated with it. The current education system is not ready for these challenges, which is why more and more attention is being paid to alternative solutions such as game-based learning. Game-based learning enables the acquisition of new knowledge and skills in a fun yet effective way. These games include a game developed by Impact Games studio named Follow me, which is focused on developing critical thinking skills in the context of countering fake news. This study aims to validate the contribution of the game Follow me in building resilience to fake news through an experiment on a sample of 130 secondary school students from six different schools. The results suggest that although there was no global statistically significant improvement measured in students’ ability to recognize fake news, students are healthily skeptical of information, this is also indicated by the fact that on average they were more likely to label news as untrustworthy despite varying attitudes towards the selected topics. We also managed to make findings based on the data acquired from this experiment, which provide a deeper look into students’ attitudes toward fake news and therefore can improve games and experiments prepared in the future.
EN
The authors of the article analyse the problem of individual and collective memory through the prism of The Holocaust reminiscence. They are aware that we are living in a time when living memories of the grave crimes and catastrophes of the 20th century are fading away, as well as the complex political, social and cultural processes, taking place at present, are becoming intensified in the context of the War in Ukraine. These events and processes once again highlight the social importance of individual and collective memory and the need for its conscious formation through media and intercultural education. The aim of the authors’ endeavour is to explore four forms of The Holocaust reminiscence, : 1/ reminiscence in the form of reconstruction (authentic representation of the past); 2/ reminiscence as (re)interpretation (remembrance that refers to the past but is interpreted in the context of current findings); 3/ reminiscence as prevention and civic engagement (education and educational programmes that promote tolerance and moral qualities); 4/ reminiscence as a tool for cultural identity formation (forming collective identities and promoting social inclusion). The study will include interpretations of selected works from the field of performing arts and case studies from media culture. Attention will also be focused on particular proposals for media-educational and cultural-pedagogical activities which can be used in cultural institutions and in media education in order to develop media literacy and critical thinking.
EN
Advertising literacy is a set of knowledge, abilities and skills enabling one to identify and comprehend advertised messages. The theoretical part of the paper brings various points of view on advertising literacy (which we comprehend to be an element of media literacy), its classification and basic levels. The aim of the paper is to identify the level of advertising literacy among adolescents. The research has been conducted on a sample of 348 youngsters aged 13 to 17 years old. The authors of the paper investigated the influence of age on advertising literacy in the process of identifying intent of advertisement on the social network Instagram utilising new formats of digital communication such as reels, stories and memes. The authors of the paper tend to admit that the age of respondents may have an influence on adolescents’ advertising literacy but to finally claim so, further research with respondents from larger age groups would have to be conducted.
first rewind previous Page / 1 next fast forward last
JavaScript is turned off in your web browser. Turn it on to take full advantage of this site, then refresh the page.