Educommunication
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Educommunication
Education for - and about - communication and media
Curated by Manuel Pinto
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Rescooped by Manuel Pinto from Educnum
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Jeu vidéo : l'évolution de la narration vidéoludique

Jeu vidéo : l'évolution de la narration vidéoludique | Educommunication | Scoop.it
Selon le rapport du SELL daté de février 2015, 53 % des Français déclarent jouer régulièrement aux jeux vidéo, contre 20 % au début des années 2000. Une augmentation du nombre de...

Via Emmanuel Bethoux, Simon Foucher, Michelle Laurissergues
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Minecraft and the Future of Transmedia Learning

Minecraft and the Future of Transmedia Learning | Educommunication | Scoop.it
Barry Joseph has long been at the forefront of experiments in the use of virtual worlds and games for educational purposes. He helped suck me into the rabbit hole which was Second Life in its prime through asking me to engage with students from Global Kids via an avatar they crafted for me, which I still use as my portrait on Facebook. He now serves as the Associate Director of Digital Learning at The American Museum of Natural History. He shared with me today a blog post he developed for the DML Central website, which applied some ideas from the Annenberg Innovation Lab’s T Is For Transmedia report to discuss how “transmedia learning” works in the context of Minecraft. And I asked him if I could cross-post it here, since I felt it would be of interest to a range of my readers. So, enjoy!
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Supporting Student Progress in the Classroom with Digital Games - Part 1

Manuel Pinto's insight:

Hre is the link to Part 2:

http://gamesandlearning.umich.edu/wp-content/uploads/2015/02/A-GAMES-Part-II_Case-Studies.pdf ;

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Rescooped by Manuel Pinto from CLEMI. Infodoc.Presse : veille sur l'actualité des médias. Centre de documentation du CLEMI
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Lara Croft et le sexisme des gamers | Le Monde

Lara Croft et le sexisme des gamers | Le Monde | Educommunication | Scoop.it
Les commentaires du magazine "Joystick" sur le prochain opus de "Tomb Raider", où l'héroïne serait victime d'agression sexuelle, ont relancé le débat sur l'image de la femme dans les jeux vidéo.

Via Centre de documentation du CLEMI
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Addiction and Overuse of Online Games

Since the early 2000s there has been a significant increase in the number of empirical studies examining various aspects of problematic online gaming and online gaming addiction. There is a lack of consensus as to whether video game addiction exists and/or whether the term “addiction” is the most appropriate to use. Some researchers use terminology such as “excessive” or “problematic” to denote the harmful use of video games. Terminology for what appears to be the same disorder and/or its consequences includes problem video game playing, problematic online game use, video game addiction, online gaming addiction, internet gaming addiction, and compulsive internet use. This entry uses the term “gaming addiction” to describe the phenomenon of excessive problematic gaming since there is demonstrable empirical evidence that such behavior can include all the core components of addiction including salience, mood modification, tolerance, withdrawal, conflict, and relapse (Griffiths, 2010).
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Transmisión de valores en adolescentes: un análisis con videojuegos

"Los videojuegos, del mismo modo que ocurre con otros muchos productos audiovisuales, son una herramienta mediante la cual es posible transmitir contenidos de todo tipo. No obstante, si bien las utilidades educativas, de este medio de comunicación, han sido estudiadas en diferentes investigaciones, la transmisión de valores no ha sido analizada en profundidad.

Metodología: Se ha realizado un estudio correlacional, para lo cual se ha utilizado un cuestionario con el fin de conocer los hábitos de uso de videojuegos de una población (N=110) de adolescentes.

Se ha llevado a cabo, también, un análisis de contenidos de los videojuegos más utilizados por los participantes en esta investigación Resultados y conclusiones: Se ha comprobado que existen diferencias de uso de videojuegos entre la población adolescente masculina y femenina, aunque no ha sido posible confirmar esas diferencias según la edad. Así mismo, se ha verificado que los videojuegos son, efectivamente, transmisores de valores y se ha detallado cuáles son esos valores que transmiten"

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Rescooped by Manuel Pinto from Information Literacy - Education
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Information Literacy Weblog: two short research papers

Information Literacy Weblog: two short research papers | Educommunication | Scoop.it

'Social Media as Information Source', and 'Developing an IL game'


Via Anthony Beal
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