galipemre-sourcesandsignificance
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DM-Sources and Significance Galip Emre
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Critical Analyses
Majewska, D., (2017). Interactivity in social media: educational potential. International Journal of Psycho-Educational Science, 6(3), pp.56-61 Available at https://files.eric.ed.gov/fulltext/EJ1254649.pdf (Accessed 13 October 2024)
In this thorough analyses of the article called ''Majewska, D., (2017). Interactivity in social media: educational potential. International Journal of Psycho-Educational Science'' I tried to give detailed examination and deep insightful informations regarding what exactly do author argue in these two pages, how do they build their argument and what elements make their argument effective by focusing on 7th and 8th pages of the text as an creative professional specializing in 3D modeling, animation, and immersive technologies. My name is Galip Emre and I'm currently studying my master degree in MA Digital Media Arts at the University of Hertfordshire in the United Kingdom. My interests and the fields of expertise are mostly the intersection of technology, creativity, immersive experiences and user interaction. My projects and works that I've done so fore often focus on contemporay usage of emerging technologies to create engaging and thought-provoking digital experiences. In my academic and professional journey so far, my goal and dream is to explore the transformative potential of digital media in reshaping how we communicate, learn, and express our identities. My research interests are including interactive storytelling, generative art, and the use of Artificial Intelligence, Augmented Reality and Virtual Reality in creative production, with a particular focus on how these tools challenge conventional boundaries and open new possibilities in digital media environments.
In the pages of 7th and 8th, Majewska’s article, "Interactivity in social media: educational potential. International Journal of Psycho-Educational Science'' the writer considers that the interactive attributes of the social media environments have versatility potential regarding educational set ups, co operative learning outcomes and artefact that creates dynamic communication for both student and teachers. Commenting systems, multimedia tools usage such as interactive boards, animations, Virtual Reality headsets etc. and real time response based system are the main focus areas that Majewska underlined for interactivity of social media tools in the article. In my opinion, it sounds immensely beneficial and worth to acknowladge aspect for students to support dynamic and active rather than conventional learning in a way that allows them to be more interactive and involved in the educational process.
Kamila Majewska come up with this idea by delving into Vygotsky's concept which is ''Zone of Proximal Development (ZPD)'', that recommends by using mentors and peers through dynamic respond based system and interactive problem solving, students are able to progress more efficiently. In addition to this, she also mentions constructive theories in her argument that collaborative nature of the socail media platforms matches with the artefact that knowledge is actively constructed through interaction and shared experiences. Using the Facebook groups for students discussion rooms or Twitter threads for essential brain storming as the real world examples for justify her claims which make the argument more make sense and practical for the people who educate imagining digital softwares and platforms in teaching phase. On the other hand, what I personally enjoy and give a credit about this article is that the author Kamila Majewska does not skip to potential disadvantages regarding the usage of social media platforms such as privacy and data security, potential distractions and misleading informations related to the topics. These acknowladgments contribute to improve her argument, making it reasonable and realistic rather than overly idealistic and hard to believe. In addition to this, the nature and the way its been written of the article is quiet smooth and right in terms of how to portray benefits of social media usage to the drawbacks and its implications, ensures that the text and its plot is coherent and persuative.
Another aspect which in my opinion what makes ''Majewska, D., (2017). Interactivity in social media: educational potential. International Journal of Psycho-Educational Science'' article particularly effective and significant is its relevance to cutting edge and contemporary education trends, when the adaptation of digital learning methods into learning environments has become extremely popular in the face of technological developments and more importantly the digital preferences of modern individuals. The theoretical foundation in educational frameworks supply accountability while the a lot of examples provides the gap among theory and real world application, making the argument reachable and practical for the people who educate to the learners. In addition to this, the medium or language used is clear and short but to the point, get rid of the pointless language and making sure that audience from all types of academic and professional backgrounds can stick with the content as much as possible.
With the help of merging a couple of conflicts and restrictions, Kamila Majewska gets rid of sharing a basic and a simplistic perspective of social media’s educational outcomes, influences and associated benefits instead offering a balanced analysis that admits both the opportunities and diffuculties. On the other hand, while her consideration is compelling, it could be developed more by adding experimental information, such as quantitative surveys on student objectives when using social platforms in educational environments, which would supply a much solid evidence for her studies. In addition to this, a more substantial study of how to reflect the highlighted challenges, such as objectives for developing digital literacy or lighten and avoid privacy concerns, would improve the practical involvements of her article.
In conclusion of this thesis, the 7th and 8th pages of the article 'Majewska, D., (2017). Interactivity in social media: educational potential. International Journal of Psycho-Educational Science'' demonstrating a thorough and detailed study that is both appealing and beneficial. Kamila Majewska supplies a versatile view, seamlessly integrating theoretical data with practical findings to show the possible advantages and challenges of embracing social media tools in learning environments. By approving both the opportunities and the limitations, Kamila Majewska embrace an beautiful approach that enhances the credibility and depth of the argument. This perspective ensures that the offer is not only compelling in theory but also highly relevant and adaptable to the diverse and evolving realities of modern educational practices. The incorporation of evidence and findings from research and real world applications further supports the case, making it a valuable contribution to discussions on contemporary educational strategies.
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Blog Posts - Stories
There are many various of media subjects in the world that tell stories in unique ways. A book like 1970 used to tell linear story where the events take place in order whereas a video game like The legend of Zelda: Breathe of the Wild is completely different as it lets players shape the story by themselves. On the other hand, the movies like Inception, using strong narrative and structure both visually and emotionally in a way that immersive but at the same time dont let the viewers take part like a VR experience.
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Considering these form of media structures, books and movies could be great example of giving strong emotions while Virtual Reality and games give people a chance to take part in the story in person. Social media is also quick and accessible but not very detailed comparing the other media forms but to make the narrative even better, we could combine these perks, like using VR’s interactive features with the emotional depth of books or movies. Social media could also be improved with tools to help users create more connected stories. Each medium has limits, but by blending their best parts, we can find new and exciting ways to tell stories and engage people.
Chris Baldick, Concise Oxford Dictionary of Literary Terms, Oxford: Oxford University Press, 1990, p. 145.
Bordwell, D., and Thompson, K. (1993). Film Art: An Introduction. London: McGraw-Hill
Cook, P. (1985) The Cinema Book. London: British Film Institute
Salen, K and Zimmerman, E. (2006) The Game Design Reader: A Rules of Play Anthology.
Juul, J. (2001) Games Telling Stories: A brief note on game and narrative. Vol. 1, Issue 1. [Online] July, 2001. Available from : GameStudies.org http://www.gamestudies.org/0101/juul-gts/
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Blog Posts - Pushing Limits
Adding Virtual Reality, Augmented Reality, or Mixed Reality (MR) to my work as a 3D modeller and animator could make my projects more engaging and interactive. For example, if I take a 3D logo reveal like the one I created for "The Backpackster," AR project that I've done as my freelancer work could allow users to see the logo animation in their own environment using their phone or AR glasses. This would let them move around the logo, viewing it from all angles, and make the experience feel personal and exciting. VR could take this further by creating a fully immersive space where users could explore not just the logo but an entire virtual environment. They could interact with the design, maybe even customize it, making it feel more like their own. MR could be especially useful for projects where the real world and virtual world need to blend together, such as in interior design or product visualization. Users could see a virtual version of a design placed into their real-world space, helping them understand how it fits.
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Using extended reality (XR) like VR, AR, or MR would bring many benefits to my work. It would make the experience more immersive, allowing users to feel like they are part of the project. It also adds a layer of interactivity, making the work more memorable and meaningful. However, there are also risks. Not everyone has access to VR or AR devices, which could limit how many people can experience my work. Developing for XR can also be more complicated and expensive, requiring more time and resources. Lastly, there’s a chance that focusing too much on XR could make the project feel like a gimmick rather than something useful. Still, if done carefully, XR could take my projects to the next level, making them more innovative and impactful.
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Blog Posts - Pushing Limits
Posthumanism could be the best framework that analyze Virtual Reality (VR) because of the way it looks at how people and technology are able to work together in one system. For example, there is a game called ''Beat Saber'' where the users play with VR game consols to blocks in time with music and in that game posthumanism helps people to see how the player and the system work as a whole. In response the game instruction and the player's body moves, the system adapts to the player's movement and skill level.
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In this game, the players are fully involved both mentally and physically and this demonstrates how Virtual Reality take the experience to the next level by becoming part of the user's movement. Additionally, the VR makes us to see that how the cutting edge technologies are able to change how we think about our bodies and movements and engaging digital world in a more realistic way.
It can also influence the way we are and questioning ourselves in a way that how it changes what can we do or experience. For instance, in the game the system try to train people's skills and movements to make it more natural and right as if it teaches us to develop ourselves. This could raise a question in relation with how much we can rely on technology and the system.
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Lastly, for my work in 3D modeling and VR, posthumanism is very relevant. It helps me think about how to design VR environments where people feel fully connected to the technology, not just as users but as active participants. This ensures the experiences I create feel immersive and meaningful.
Chan, M. (2014) Virtual Reality : Representations in Contemporary Media. New York, NY: Bloomsbury Academic.
Baudrillard, J. (1988) Selected Writings. Stanford; Stanford University Press
Baudrillard, J. (1983) Simulations. New York: Semiotext(e)
Ryan, Marie Laure, (2003). Narrative as Virtual Reality. The John Hopkins University Press
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Blog Posts - Emotions
The movie called ''Inside Out'' could be a great example for how emotions affect in our lives. The story takes place of a little girl called Riley and her feelings such as sadness, anger and disgust which are represented by a character in the movie. I think the idea behind to represent the ideas as characters is to clarify how emotions are able to shape based on our identity and to make it easier for audience to understand it. Additionally, the viewers could relate and experience what she goes through in a more relatable way with this choice of narrative.
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The movie takes place in a shiny and colorful animation which makes it easier to show what is going on Riley's head. Furthermore, the movie consists of both happy and sad moments so that viewers sense a various of emotions while they watching it. One of the biggest factors that also help the story to being fascinating is the music. It sets the mood and make the happy scenes even more happier and sad scenes even more touching.
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To sum up, Inside Out is quiet a good example movie for making people think about their own emotions by demonstrating feelings like sadness, anger and disgust. It is entertaining as well as educating in a way that embracing our feelings and using them to connect other people. In my opinion, this is why Inside Out movie is a quiet special and meaningful one for all age of people.
Gregg, M. and Seigworth, G. J. ( 2009) The Affect Theory Reader. Durham: Duke University Press
Sluijs, J. & Smelik, A. (2009). Interactivity and Affect in Intermedial Art: Theorizing Introverted and Extraverted Intermediality. Intermédialités / Intermediality, (13), 177–196. https://doi.org/10.7202/044046ar
Eagleton, T. (1990) The Ideology of the Aesthetic
Mobbs, S. (2015) The evocation and expression of emotion through documentary animation
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Blog Posts - Politics
Representation of characters and avatars in video games could be a great example of biased media object because they frequently misunderstand and misrepresent specific groups based on race, gender and identity. A biased media object means media forms such as video game, film, book and advertisement etc. that give data, narratives or characters in a way that reflect stereotypes or representation of certain group of people.
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Many games in the past feature white male figures disproportionally while assigning other races to stereotypical and secondary roles. These interpretations strongly support of the idea that exclusion of identities and noxious biases. In order to point out this, inclusive practices could be added more by game developers. Such as their creative team can be diversified to ensure authentic representation.
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In order to be avoided by biases, diverse perspectives, groups that are underrepresented need to be considered and searched and accordingly to the feedbacks from these groups of people, final outcome can be refined. In this way, we can create more healthy and creative media objects that represents more group of people and make the work more inclusive.
In conclusion, as a practitioner in the projects and the exhibitions that I would undertake, its notably important for me to take all groups of race, gender and identitities into consideration while designing a context and make it as diversified as possible if the idea of the project would require to.
Williams, D., Martins, N., Consalvo, M. and Ivory, J.D., 2009. The virtual census: Representations of gender, race and age in video games. New Media & Society, 11(5), pp.815-834. Available at: https://www.academia.edu/396966/The_virtual_census_representations_of_gender_race_and_age_in_video_games [Accessed 26 Nov. 2024].
SpringerLink, 2024. Women in video games: An analysis of the biased representation of female characters in current video games. Sexuality & Culture. Available at: https://link.springer.com/article/10.1007/s12119-024-10286-0 [Accessed 26 Nov. 2024].
Dergipark, 2018. Gender and racial stereotypes of video game characters in (MMO)RPGs. Turkish Journal of Computer and Mathematics Education. Available at: https://dergipark.org.tr/en/doi/10.17829/turcom.514500 [Accessed 26 Nov. 2024].
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Blog Posts - Representation
In digital media, individuals and their identities are portrayed in a way that show cultural storytellings, influence of technological advancements and trends. Gender, social, sexual and cultural forms are usually reflected identities. There are meny cultural identities frequently demonstrate ethnicity, race and heritage with representations that range from authentic to stereotypical. Particularly, LGBTQ+ community has become more visible in these current times displaying inclusivity. Social identities, could be profession or indiviudal's lifestyle dominate platforms like instragram where there is a common theme curated success and aspiratonal living.
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Trends of digital media and its capabilities often reflected by the aesthetic patterns in these representations. With the various usage of photo editing tools, filters and computer graphics, idealized visuals dominate by creating hyper realistic quality. In addition to this, symbolism and minimalism are also prevail with emojis and simplified visual elements reflecting complex identities in a more convienient way.
While these patterns enhance engagement and appeal, they also risk homogenizing identities and reinforcing existing power structures or biases. The push for polished perfection or trendy aesthetics can marginalize underrepresented groups or oversimplify their narratives, limiting the diversity and depth of identity in digital media.
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As a practitioner, representation of gender, social, sexual and cultural forms can be both challenging and at the same time beneficial for the message that we would want to give to our audience. However, we must portray these identities in a way to not confuse them each other and give users to the right idea. In that way, we could represent even the complex identities in a more convienient way.
Berger, J. (2008 [1972]) Ways of seeing, London, Penguin
Jay, M. (1988) ‘Scopic Regimes of Modernity‘ in Hal Foster (ed.) Vision and Visuality, New York, New Press, pp. 3-23
Jenks, C. (1995) `The centrality of the eye in Western culture', in C. Jenks (ed.), Visual Culture . London: Routledge, pp. 1-2.
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Blog Posts - Semiotic
Semiotics is a science that explores meaning and how they convey messages behind the signs and symbols. It examines connection between concepts, objects which is signify and words, images, sounds which is signifiers in relation with philosophy and linguistics. It examines literal meaning and connotation which means associated cultural meaning. Semiotics is being used a lot of areas such as branding, art and media which analyze how the signs and symbols are constructed and ellaborated.
Roland Barthes is a French semiotician who exclusively explores concepts of denotation and connotation. In his works ''The Rheotic of the Image'' and ''The Photographic Message'' he examines how images portray both denotative and connotative meanings. He also considered that although denotation shows the apparent, literal content of an image, connotation involves personal associations and cultural relations that the image evokes. This analyses demonstrate how big Barthe's contribution to semiotics is specifically in understanding of how meaning is constructed in many forms of media expressions.
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In my opinion the world wide company Apple's logo could be an excellent example of semiotics in a way that hidden meanings behind. When you see the logo for the first time, it looks like only bitten piece of apple. However, the 'bite' in the logo actually represents something which is 'byte' a term in computer science. I think it's a well thought idea for logo design that could be a great example for Semiotic.
The fruit apple itself actually holds a very strong representation for understanding and pursuit of knowledge according to the biblical story of 'Tree Knowledge'. The company Apple Inc. could be think that their cutting edge technology allow people open doors to learning and exploring by choosing the apple logo seem a little mysterious.
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Another aspect of the Apple logo is being very minimalistic and simple. I think it also reflects the company's design approach on the products that they produce.
Lastly, It seems to me that all the meanings that stand behind the logo can not be noticed by everyone but it adds richness and depth to the brand for those who actually be able to see these. In summary, the Apple Inc. logo is stand for discovery, learning and simplicity which quiet make sense when you consider the products of the Apple.
John Fiske, Introduction to Communication Studies, London: Routledge, 1990, p.115
Daniel Chandler (2002) Semiotics: the basics. London: Routledge
Fiske, John (1982): Introduction to Communication Studies. London: Routledge
Barthes, R. (1977) The Photographic Message. In: Barthes, R., Image-Music-Text. Translated by S. Heath. London: Fontana Press, pp. 15–31.
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Blog Posts - Depiction
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Depiction is a representation of something frequent in visual media, literature and artworks. It's an idea of a subject that creates description, appearearence or something that conveys the essence. The main purpose of the depiction is evoke emotions or stimulate imagination. It can be abstract, realistic or semiotic very much depending on the subject and medium. In addition to this, it provides a way among audience perspective and authors vision and making concepts concrete and relatable.
Gabriel Garcia Marquez's art piece called 'One Hundred Years of Solitude' and Peter Weir's cinema called Picnic at Hanging Rock could be an example for Realism in storytelling in completely different mediums. In the first one, realism which is magical used but in a way that magical situations portrated as normal events. The specific narrative of this book reflects directly South American culture in a way that magical things and reality frequently connected.
The latter prefers to use more direct and concrete way of style in cinema. It holds schoolgirls who dissappear in picnic and the way they demonstrate in the movie is quiet realistic and basic filming methods. In the end, the mystery about the schoolgirls never explained and that gives audience some kind of a unsetteling feeling.
In conclusion, both examples using reality but in a completely seperate way. In 'One Hundred Years of Solitude' mysterious and magical events portrayed as real. On the other hand, in 'Picnic at Hanging Rock' reality gives users a feeling of mystery. In my opinion, both examples connect audience succesfully to narratives in meaningful way.
Bill Nichols (2001) Introduction to Documentary Indiana University Press
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Blog Posts - Sources
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Transmedia is a storytelling technique where a single story is being presented with several different mediums and platforms with adding something different every time comparing the actual story. Transmedia makes the narrative expanded by providing new events, perspectives instead of simply using the same stories on different platforms. For example, by using the same story, video games can provide users to interact with the narrative while a movie explores a character's backstory. By using several mediums, transmedia engages users more deeply with encouraging interaction and exploration.
I think the Star Wars series is a very good example for transmedia because it has been published many times in different platforms such as books, games, TV and so on. Additionally, the story also changed slightly every time they newly come out in a way that alowing audience see different parts of Star Wars universe. On the other hand, this way of story telling has both advantages and disadvantages. It allows people to experience new things but also has a risk to bored audience with excessive content. What I would have done if it was my project is that, I would put interactive story in the center that makes people suspicious whether they should trust a machine or not. In this way, people could experience the story in a more exciting and interactive way.
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Von Stackelberg, P., (2011), Transmedia project design: Theoretical and analytical considerations. Available at: https://www.academia.edu/4951620/Transmedia_Project_Design_Theoretical_and_Analytical_Considerations (Accessed: 8 November 2024).
Keshavarz, A., (2023), Transmedia storytelling: Theoretical foundations and practical applications. University of Padua. Available at: https://thesis.unipd.it/handle/20.500.12608/70276 (Accessed: 8 November 2024).
Long, G.A., (2007), Transmedia storytelling: Business, aesthetics and production at the Jim Henson Company. Massachusetts Institute of Technology. Available at: https://dspace.mit.edu/handle/1721.1/39152 (Accessed: 8 November 2024)
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Blog Posts - Tools
Gesamtkunstwerk is a German word that means "total work of art." It is when different types of art, like music, acting, painting, and design, are combined to make one complete experience. Richard Wagner, a composer, used this idea for his operas, where everything worked together—music, stories, and stage design. Today, it can also mean things like movies, games, or virtual reality that mix different kinds of art. The goal is to create something that feels whole and pulls people in, using all their senses to enjoy the experience fully.
The video game called 'Journey' can be example for the concept of Gesamtkunswerk 'a total work of art' by its features of design, interactiviy and narrative in a immersive experience. Each components in the game means something greater than it looks and have purpose to rise emotions. Therefore, all the components I stated above would make the 'Journey' a great candidate for Gesamtkunswerk.
The different artistic forms of 'Journey' make the experience rich and stands out from other games. The game is emotionally engaging, meditative and fascinating. This is because, it allows users to get personal and making it unforgettable which is a positive aspect. On the other hand, combining multiple art forms can be risky for the people who enjoy more interactive depth which is a likely disadvantage.
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In my opinion 'Journey' shares multiple key features with Gesamtkunswerk. The first one is Combines Multiple Art Forms. The game engages with interactive narrative as well as music and every single of these aspects makes the experience feel even greater than already it is. Another feature that shares with Gesamtkunswerk is Promotes Total Immersion. The game fully engage emotions as well as player's senses and the user's active role creates an experience that pulls them into the world. The last but not least Focuses on Emotional Impact. The narrative and choices of the game emphasize on universal concepts as connection and personal growth. The universality is already one of the key elements in Gesamtkunswerk.
If Journey Were a Film?
In this scenario, Journey would require a more narrative structures which are more concrete. For example, instead of user oriented mechanism, a certain storyline and transitions among the scenes would be more helpful. Another aspect that makes Journey stands out is allowing users to control their own experience. A possible movie scenario would vanish this aspect as there will be a only viewing action.
In conclusion, I think the video game called 'Journey' is a perfect example that embrace Gesamtkunswerk principles. In my opinion, it stands out as a ''total work of art''.
Babbitt, I. (1910) The New Laoköon: an essay on the confusion of the arts. Greenberg, C. (1940) Towards a New Laocošn. Krauss, R. (2000) A Voyage on the North Sea: Art in the Age of the Post-Medium Condition. Lessing, G. E. (1766) Laocošn. Manovich, L. (2000) Post-Media Aesthetics. Manovich, L. (2001) The Language of New Media. Manovich, L. (2006) Image Future. Manovich, L. (2013) Software Takes Command. Weibel, P. (2006) The Post-Media Condition.
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Bowman N. D., Ahn S. J., and Kollar L. M. M., 2018. The paradox of interactive media: The potential for video games and virtual reality as tools for violence preventation. Frontier in Psychology, 9, p.1188. Available at https://www.frontiersin.org/journals/communication/articles/10.3389/fcomm.2020.580965/full (Accessed 12 October 2024)
This article is a great example of how immersive and interactive media tools such as VR&AR and gaming can be used in a good way prevent violence and such behaivors. Although, media always link up with agression and sensitive content, the authors explore how interactive media may have the effects which are just the opposite and serve in a way to reduce violent behaviors. By allowing the users witness the consequences of violence with multiple simulations, it might impact common sense and knowledge through such actions. The research recommend that with bespoke designs gaming environments and VR&AR could become important asset for the public awareness through violence and crime.
Duong Q. H. T., (2022) 'Digital transformation in education: A comprehensive review' Education and Information Technologies, 28(3), pp. 1-22. Available at https://link.springer.com/article/10.1007/s10639-022-11313-z (Accessed 12 October 2024)
The article 'Digital transformation in education'' focuses on how important interactive media started to be in schools. Especially, how does it reflect learning outcomes and benefits is getting quiet remarkable. What I geniunely find interesting about this essay is that how interactive media make the learning system more fun, immersive and long-lasting in the long run. Apperantly, tools like, simulations, VR&AR, online platforms where the users do things together and multi-media programmes are able to encourage deeper understanding and dynamic feedbacks in learning environment. It seems to me that it gives an idea of what the future education system should be like for the students if we keen to get better outcomes.
Do, T., Nguyen, T. and Nguyen, D., (2022) The effect of media literacy on effective learning outcomes in online learning. Education and Information Technologies, 27, pp.10093-10112. Available at https://link.springer.com/article/10.1007/s10639-022-11313-z (Accessed 12 October 2024)
In this academical study, the findings show that how the media inlfluence online education system in a good way in Vietnam. In the text, functional consumption, critical consumption, functional prosumption and critical prosumption were observed. In the end, the findings were shown that critical consumption is the most effective aspect that impact importance of creating and perceived learning. Additionally, they were illustrated that the education system with various of media tools is actually support online learning system. According to this article, media literacy is significant for obtaining better learning outcomes. Especially, in my opinion it may benefit distant learning and digital context greatly.
García-Casaus, M., Lampropoulos, G., & Arias, M. (2024) 'Impact of Gamification on Motivation and Academic performance: A systematic review', Education Sciences, 14(639). Available at: https://www.mdpi.com/2227-7102/14/6/639 (Acessed 17 October 2024)
The article 'Impact of Gamification on Motivation and Academic performance: A systematic review' illustrates important insightful informations related with how gamification elements are able to influence motivation and learning objectives in a good way. In my opinion it makes learning fun and particularly stronger as it convert the classroom environments something more collaborative and dynamic. This approach could be a milestone for overall education system to make the traditional methods more contemporary and interesting. Last but not least, the article also underscores that in this way student performances across various of subjects could be influenced or even changed for good in a positive way.
Griffey, J., 2020. Introduction to Interactive Digital Media: Concept and Practice. 1st ed. NewYork: Routledge.
Introduction to Interactive Digital Media: Concept and Practice by Julia Griffey is a book that transfers the fundamentals of interactive digital media. Especially for the people who are interested in interactive digital media and have a lack of informations, its a very important source because it shares basic datas in relation with coding, interface design and multimedia. I think it's a very plus for new learners that get the essentail informations from both theory and application in such a book. Overall, it's a book that must to have for those who are seeking to learn creating user friendly digital experiences.
Majewska, D., (2017). Interactivity in social media: educational potential. International Journal of Psycho-Educational Science, 6(3), pp.56-61 Available at https://files.eric.ed.gov/fulltext/EJ1254649.pdf (Accessed 13 October 2024)
The essay focus on some terminologies such as constructivism and connectivism which uses education as a social artefact that conduct through interaction with others in digital platforms. I think it's a great idea to use social media platforms as an object where students dynamicly participate, exchange informations and construct communities. It could lead users to meaningful learning experience as well as extend learning phase beyond classrooms and allow to global interactions. The study illustrates by making social media platforms more interactive and viable, it's possible to reshape the education system in a better way. It also underscore the significance of social engegament and creating a worldwide network within these social platforms. In my opinion, it could be very convienent idea to bring people together from all around the world and share knowledge as easily as possible.
Perez, E., Manca, S., Fernandes-Pascual, R., McGuckin, C. (2023) 'A Systematic Review of Social Media as a Teaching and Learning Tool in Higher Education: A Theoratical Grounding Perspective 28(9), pp. 11921-11950 Available at https://www.researchgate.net/publication/368882072_A_systematic_review_of_social_media_as_a_teaching_and_learning_tool_in_higher_education_A_theoretical_grounding_perspective (Accessed 17 October 2024)
The article explores how social platforms like Facebook, Twitter,Tiktok and Youtube so on can be used in higher education (post graduate or Phd programmes) to assist students to learn the objectives as effective as possible. In addition to this, the authors also thinks that to make social media platforms feasible and more secure in regards of education, it should contains more teaching methods that encourage cooperation and dynamic learning. In my opinion its possible to convert and changed in a way them as a learning environment by creating educational aspects inside of the apps which provides more secure and convienient for education dynamics.
Podara, A., Giomelakis D., Nicolaou C., Matsiola M., Kostakis R. (2021). Digital storytelling in cultural heritage: Audience engagement in the interactive documentary New Life. Sutainability, 133, p.1193 Available at https://www.mdpi.com/2071-1050/13/3/1193 (Accessed 13 October 2024)
The article indicates one of the many advantages of using interactive media as a way to keep the audience motivated and more interested. It's a great example of interactive documentaries where the users create a personal connection to the content by using multi media and interactive elements. The article focused on a Greek interactive documentary called ''New Life'' which includes a strong story behind and efective promotion and dynamic updates based on target audience. It makes me amazed that how interactive media even make the cultural content more accesible and engaging. This demonstrates that digital storytelling could make learning a lot personal and unforgettable by involving the audience.
Tussyadiah, I. P., Park, S., & Fesenmaier, D.R. (2021) 'Interactive advertising: the role of interactivity in shaping costumer experiences with online ads p. e0258936 Available at https://files.eric.ed.gov/fulltext/EJ1254649.pdf (Accessed 17 October 2024)
Interactive advertising is becoming a thing day by day. This is because it attracts a lot of user's attention more than anything which makes the best way to sell the goods for companies. The article illustrates how interactive adds influence people minds to remember them in an efficient way. They study shows when the advertisements more interactive, they hold people's attention better and permanent impression leading to better recall. I think the more interactive elements exist in the campaings, more engaging and effective feedbacks the companies likely to get which is quiet amazing how interactive media impact marketing all over.
Zhou Q., Zhang H., Li F., (2024) 'User Engagement with Interactive Media: A Communication Framework Available at https://www.mdpi.com/2227-7102/14/6/664 ( Accessed 17 October 2024)
The article 'User Engagement with Interactive Media: A Communication Framework' demonstrates interesting perspective through interactive media in which how can it seek and hold users attention. With concentrating on visuals and tactile elements, it shows how these experiences are able to create stronger user engagement. In my opinion, this idea makes a lot of sense as they are very important for upgrading user experiences drastically. The framework they offer is convinient for the fields like entertainment and education where holding users attention is matter. However, although the study focus on sensory simulation, it could have also explored more on how preferences and environment might be able to influence engagement levels seperately based on each user.
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