728 resultados para New media literacy
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The various changes occurring in society in the late twentieth century created a context of true technological revolution based on information. These changes resulted in three points: a new way to communicate with the emergence of new media and communication platforms; a new role assigned to organizations increasingly blamed for social problems, and a greater access to information by society, which forms more critical and demanding. The convergence of these three consequences observed strengthening of the concept of Corporate Social Responsibility and the importance of internal communication in their construction. This literature review and empirical research, based on a case study with the Junior Enterprise of Public Relations at Unesp Bauru, studied the role of Public Relations in the process of communication management as a facilitator of internal processes towards mobilization for Social Responsibility. It intent to see which are the main barriers to the inclusion of the concept too. The study shows the relevant current context itself, in which the concern with the changing social scenario should be seen as opportunities for growth. The concept of Corporate Social Responsibility should be inserted into the organizational DNA to its consolidation, characterizing itself as a cultural and dependent matter of internal restructuring. The role of public relations in this context covers the management of communication and harmony of the interests of all public organization
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Pós-graduação em Educação - IBRC
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Creative spaces need freedom. Any productions, especially with artistic content, need space to mistakes, that is, for an attempt away from the standard. The independent production environment is recognized in different artistic sectors as a space for innovation, to be free of the serial production logic. The major innovations in the international scenario of games came from the independent productions. Great classics revolutionized the aesthetics and functionality of this new media. This project aims to analyze the productive chains of Brazilian independent games, starting with a regional analysis. The goal is to observe the factors responsible for the innovation that these games can offer, the management aspects of creative processes, articulation of innovative agents and resources mobilized. Brazil currently has the fourth largest gaming market in the world with expectation of strong growth for years to come, but arises in the international market as a consumer. Given this regional demand is necessary to study the tools of production, even to help fill that need. Not only the production of games should be thought, the media coverage is also another important factor, in view of the economic importance of this segment. Understanding the mechanisms of innovation in the gaming universe, its impact on the formation of public and coverage of specialized journalism in this new media are possible outcomes of future studies and research that scientific research can contribute
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Pós-graduação em Educação para a Ciência - FC
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
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This paper describes the development of educational materials on media education as a result of workshops held for students and teachers of high school in Midialab – Media Education Laboratory of Universidade Sagrado Coração. The objectives of this exploratory research were to investigate how teachers and students learn about media, looking for similarities and differences in the performance of the two groups in order to make it possible to conclude what methodology frameworks had a best result for promoting the media literacy of each group, taking on account the characteristics of public school and the paradigms of international media literacy. The methodology involved the application of activities focusing on six strategies: textual analysis, contextual analysis, content analysis, case study, translation, simulation and production. The results suggested that such activities are a productive way to develop critical reading skill and to reduce the differences between teachers and students’ repertoire. They also presented good results in the development of language usage by them and promoted collaborative learning, in a social approach.
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Brazil was one of the four countries of Latin America to be elected in this century, the first time a woman for president. But does the fact of having a woman in the highest office of the Republic reflects the reality of women's political participation in Brazil? And how will the female representation in the media of the country? To answer these questions, this article is a literature review of these topics, showing that, despite having a woman in the highest office of the Republic, women's political participation and their representation in the media is lagging behind.
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This article is based on the results of an experience with training undergraduate and postgraduate communication students for media education. The activities were founded on the theory and practice proposed by British researchers. It was found that many participants held a fragmented knowledge on the subject, permeated by theoretical and mainly methodological doubts.
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The purpose of this paper is to discuss the concept of e-sports (or electronic sports) in sports journalism in transmedia context. To achieve this goal are performed refl ections on the current concept of sport, the strong presence of game culture in contemporary society and their implications in the media ecosystem through the presentation of an on-line platform for electronic sports, called Twitch. Th is thread moves into a new media ecosystem created in interdisciplinary sphere that encompasses sports and media & technology. In this environment sports and video games seek merge into the concept of e-sport (electronic sport), a phenomenon of contemporary digital culture.
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The genre documentary in itself characterized by citizen emancipation from the content discussed in his works. Termed as images of the people by Jean-Claude Bernardet (2003), the documentary is gaining traction in social development when added to citizen participation offered by transmedia storytelling. This study presents the results obtained from a literature search, the film analysis and experimentation supported in quasi-experimental methodology, results that support these conditions. Hopefully, from this discussion, consolidate the systematic development of transmedia documentary works in new media ecology and that maximizes the role of journalism by a traditionally audiovisual platform, now with other strands to the representation of the news.
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The social media are increasingly present in the lives of citizens, especially when the intention is to share views and information among its communities. However, that is something that leaves the control of citizens near the cluster communication, and reinforce construction of public opinion. This paper presents, from a conceptual discussion and case study grounds to believe that contemporary citizens are the true owners of the fourth estate.
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The newspaper is a communication channel for the society in general, but now, with the new media, some citizens are unplugged of the information because they are not concerned on the Internet language. For these citizens, the interactive maps is an option, because it adopts playful language in the communication process. This article presents a study about interface and interactive maps for Unplugged citizen. The adopted method is quantitative and qualitative research about six existent maps in web newspaper on three countries: United States, Brazil and Spain. The results present information about interfaces, information’s and communication processes in these study objects.
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Pós-graduação em Comunicação - FAAC
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)