Search results for "0508 media and communications"
showing 10 items of 683 documents
Homing blogs as ambivalent spaces for feminine agency
2017
This article discusses a form of lifestyle blogging where women blog about their homes and everyday lives. In these homing blogs, selfrepresentations are characteristically spatially demarcated within the private sphere of the home. As these repeated representations of women in their homes take place in the public space of the internet, homing blogs work towards naturalizing the home as a women’s sphere. Written and commented on mostly by other women, homing blogs represent a feminine form of self-expression and communication that functions as a discursive expression of ongoing social, economic, and cultural changes in affluent Western societies. In this article, Finnish versions of these h…
Reconsidering passivity and activity in children’s digital play
2016
The discussion around children’s digital game culture has resulted in two contradictory images of children: the passive, antisocial children uncritically and mechanically consuming digital game content and the active, social children creatively using and interacting with digital game content. Our aim is to examine how these seemingly contradictory ideas of “active” and “passive” children could be considered. By means of empirical examples of children playing digital dress-up and makeover games, we will point out that for the successful use of these concepts, they need to be thoroughly contextualized. By discussing the context and referent of activity and passivity, it is possible to overcom…
Behavior change types with Pokémon GO
2017
Digital games1 are one of the most popular entertainment media in the world. Teir allure and widespread popularity makes them an interesting and highly potential platform for behavior change atempts. In this paper, we investigate what types of behavior changes Pokémon GO has promoted or induced among its players. Te study is based on an online survey sample of 262 Pokémon GO players, collected using the critical incident technique and analyzed using qualitative methods. Te analysis shows that the behavior changes induced by Pokémon GO are not just restricted to increased physical activity or social behavior but are actually much more multifaceted: players were more social, found their routi…
Digital Islamophobia: The Swedish woman as a figure of pure and dangerous whiteness
2016
This article addresses the digital culture of Islamophobic bloggers, focusing on the online circulation of a forensic photograph of a Swedish woman who was assaulted. The analysis shows how through appropriating this image, the bloggers created a unifying, imagined whiteness in the transnational Islamophobic network. The empirical analysis clarifies how this one image migrated and transformed in the blogosphere and legitimated the recurrent discursive trope of “Muslim rape.” This image became a subcultural “memory freeze frame” crystallizing the contemporary Islamophobic ideologies articulated in connection to race, ethnicity, nation, gender, and sexuality. The viral circulation of this im…
Visibility without voice: Media witnessing irregular migrants in BBC online news journalism
2016
In the analysis of journalistic representation of irregular migration to Europe, rather little attention is given to the variation of modes and genres of journalism. Most studies focus on text in ‘old media’ and the news genre. This article analyses affordances of different modalities and genres of online journalism in framing irregular migrants. Media framing in BBC online news coverage of a mediatised conflict in Spain, defined as a ‘migration crisis’, is analysed with multimodal social semiotics. While mediation makes global audiences witness tragedies at Europe's borders and online journalism affords more voice and deliberation for migrant sources, the frames of threat and victim domina…
Digital generations, but not as we know them
2019
The aim of this article is to see whether or not adolescents were the real leaders of the digital ‘revolution’ in the 1990s and whether they have sustained or even improved their position in the 2000s. The analysis is based on two surveys carried out in Italy, France, the United Kingdom, Germany, and Spain in 1996 ( N = 6609) and in 2009 ( N = 7255). The results show that the adolescents belonging to the first digital generation in 1996 were the most equipped with new technologies, although not the most intensive users. In 2009, the adolescents lost their position as the leading adopters and lagged behind youth and young adults regarding the use of new technologies and computer skills.
Contents and functions of dramatizations in team decision making
2017
This study examines the contents and functions of dramatizations in natural team decision making. Theoretically, the study employs symbolic convergence theory to understand decision making as a complex phenomenon constructed in symbolic communication. Observational meeting data and thematic interview data from an autonomous team in Finland were analyzed. A fantasy theme analysis and an inductive, rhetorical discourse analysis revealed three rhetorical visions and seven functions of dramatizations in the team’s decision making. Visions represented social, righteous, and pragmatic master analogues. The functions of dramatizations were legitimizing independent and current decisions, reinforci…
El lenguaje de las tecnologías en la formación de maestros
2020
Este artículo se encuentra disponible a texto completo en la siguiente URL: https://revistas.uam.es/tendenciaspedagogicas/article/view/tp2020_36_09 Este número monográfico de la revista Tendencias Pedagógicas lleva por título "La alfabetización académica". Este trabajo pretende reflexionar sobre las implicaciones educativas que hoy día tiene la competencia mediática en los procesos de enseñanza-aprendizaje. La evolución de las TIC y, sobre todo, de la tecnología móvil, ha provocado una revolución comunicativa educativa y social que afecta al mundo educativo; los contextos edu-cativos son cambiantes y evolucionan rápido, teniendo que adaptarse a los cambios socioculturales, tecnológi-cos, et…
Comunicar : revista científica iberoamericana de comunicación y educación
2016
El ciberacoso es un fenómeno de creciente preocupación social que afecta cada vez más a niños y adolescentes de todos los paí- ses desarrollados. A diferencia de la considerable literatura que hay sobre las relaciones entre el acoso escolar y el contexto familiar y escolar, todavía hay pocos trabajos sobre la influencia de estos entornos sociales en el problema del ciberacoso. Mediante una metodología cuantitativa, el objetivo principal del presente estudio fue analizar la influencia del contexto escolar y familiar en víctimas de ciberacoso. La muestra estuvo formada por 1.062 adolescentes (51,5% chicos y 48,5% chicas), de edades comprendidas entre los 12 y los 18 años (M=14,5; DT=1,62). Se…
Educación XX1 : revista de la Facultad de Educación
2019
Los avances tecnológicos han provocado que el ámbito de la educación se vea influenciado por la aparición de nuevos modelos de enseñanza y aprendizaje mediados por la gran cantidad de recursos digitales y dispositivos electrónicos que cuenta hoy el profesorado. Uno de los enfoques metodológicos que está emergiendo como consecuencia de la innovación educativa es el flipped learning. Este modelo de enseñanza y aprendizaje se sustenta en la idea de que los discentes puedan visualizar y trabajar los contenidos de las próximas sesiones presenciales en el aula fuera del entorno académico, con la finalidad de dedicar el mayor tiempo posible en clase a la resolución de problemas y al despliegue de …