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Are you SLiM from a biological perspective? -- Evaluating scientific literacy in media regarding biological terms
Playfulness-based design in educational Games: a perspective on an evolutionary contest game
[[abstract]]Playfulness steering is an emerging approach in educational game design and play. The integration of arithmetical computation, game strategy, and teamwork into one game allows players to interactively “steer” the playfulness and enhance learning. In this paper an evolutionary contest game was designed and implemented to examine the influencial factors. Using action research, focus groups and hermeneutic methods, this study suggest that the playfulness design of an evolutionary game is influenced by the degree of uncertainty and flexibility in decision-making, the level of challenge, equal conditions for fair play, opportunities to compete/cooperate, and the level of interactivity.
Assessing the educational values of digital games
[[abstract]]In recent years, digital games have assumed an important place in the lives of children and adolescents. Effective content design is crucial to the success of digital game-based learning. Therefore, the tool for assessing the effectiveness of game design is accordingly very important for parents and teachers, so that they may encourage or discourage students to play. The purpose of this study is to develop an assessment tool to examine the educational values of digital games. In the first phase of this research, the research team developed the indices for assessing the educational values of digital games. An expert panel consisting of game scholars and professional game designers was established to construct the indices for evaluating digital games in three focus group discussions. Seventy-four game evaluation indices were sorted into seven categories: mentality change, emotional fulfilment, knowledge enhancement, thinking skill development, interpersonal skill development, spatial ability development and bodily coordination. In the second phase of the research, the game designers were asked to assess certain games by using the 74 indices. Meanwhile, the game scholars were also asked to evaluate the same pool of games by the same indices. The assessments by both the scholars and designers were then compared and the similarities were found. This research provided a preliminary framework for future game designers, parents and teachers in assessing educational values of digital games.
The Insights Derived from Sociology by Mass Communication Research on Audiences
[[abstract]]This paper aims to explore the contributions of sociology to communication studies, using Taiwanese scholars’ research as examples. It begins with a review of the similarities between sociology and mass communication research and explores the common connections in media texts, organizations, and audiences. It then analyzes how audience studies have been inspired by various theories of sociology. The analyses indicate that Functionalism, Conflict Theory, and Evolution Perspectives have been the major resources, and the shift of theory origins appearing in audience research has echoed the development of sociology. Furthermore, research scope has broadened to encompass issues that have not been explored by mainstream communication studies. Finally, most studies have focused on audiences’ subjectivity, but they have shown different results, some supporting and yet some opposing theories of sociology. To conclude, the insights derived from sociology are presented in both the broadening of research scope and the dialects concerning audiences’ subjectivity.
誰說了算話?廣播電台廣告呈現的兩性權力關係
[[abstract]]This paper aims to explore the power relations between genders as presented by the mass media, using various advertisements broadcasted on the radio for example. The presentations and social implications of radio advertisements, utilizing sound/language as the essential element, can be analyzed by means of Sociolinguistics approaches. This paper therefore begins with a review of Sociolinguistics and its focus on gender and media. The review raises several issues for further research in this area. Responding to the issues, the analysis of advertisements recorded shows that: (1) among those ads using a single-sex voice only, about 71.3% use male voices; (2) among those ads using the voices of both sexes, males are portrayed as the main answer-givers and slogan-announcers; (3) automobile ads and salon/cosmetics ads are mainly presented by males and females respectively. The above implies that radio advertisements represent gender stereotypes, especially male dominance with the pattern that males' words count. This paper concludes that there is room for improvement in gender equity in radio advertisements.
Reframing Global Citizenship from Chinese Perspectives: From Core Competence to Core Values
社會變遷中婦女社區領導人學習需求之研究
[[abstract]]由於科技的進步,人口的老化及產業結構的改變,促成了社會的變遷。此一現象在二十世紀至為明顯,尤其在二十世紀九○年代之後,面臨全球化、知識社會及後現代社會等的衝擊,使變遷加速,帶動了在政治、經濟、文化等層面的改革。教育為整體社會現象之一,必然受到社會變遷的影響。成人教育在此種社會變遷之下,應如何因應與調適,值得關切與重視。有鑑於此,中華民國成人教育學會本年度的成教專書特以「社會變遷與成人教育」為主題,希望藉由相關議題之探討,提供有關單位及關心成人教育領域之研究與實務工作者參考。
本輯共載有十四篇文章,探討在社會變遷中,成人教育的研究與實務層面之相關議題。內容包括:社會變遷中,學習典範的轉變,成人教育的新方向,及社會變遷與回流教育、高齡教育、網路學習、服務學習、非正式學習、婦女教育等的因應與策略之探討。