ISBN:
9781536147360
Language:
English
Pages:
1 Online-Ressource (143 pages)
Series Statement:
Cultural Studies in the Third Millennium Ser
Parallel Title:
Print version Naumov, Joannes Ragna Selected Topics in Cultural Studies
DDC:
306
Keywords:
Culture-Methodology
;
Culture-Study and teaching
;
Electronic books
Abstract:
Intro -- Contents -- Preface -- Chapter 1 -- Incorporating Cultural Gamified Media in Our Daily Space for Exploring Alternate Reality Experiences -- Abstract -- Introduction -- Incorporating Virtuality in Our Daily Life for Alternate Reality Experience -- Incorporating Fictionality in Real Spaces -- Gamifying Real Spaces -- The GamiMedia Model -- Basic Model -- Semiotic Objects -- Case Studies -- Case 1: Animal Crossing -- Case 2: Pokémon -- Case 3: Uta no Prince-sama -- Cultural Implications -- Design Patterns for Designing Alternate Reality Experiences -- Design Patterns for Increasing Persuasiveness through Transmedia Storytelling -- Pattern A-1: Offering Vivid Visual Impact or Surprise Attracts Us to a Target Product (Living Thing, Physical Object, Informative Cue) -- Pattern A-2: Offering a Non-Fiction Story That Makes Us Believe a Target Promotion (Living Thing, Landscape, Symbol) -- Pattern A-3: Offering a Reality That Makes Us Believe the Fictional Story in a Target Promotion (Landscape, Occurrence, Symbol) -- Pattern A-4: Offering Empathy That Attracts Us to the Products in a Target Promotion (Living Thing, Occurrence) -- Design Patterns to Exploit Ideological Messages in Fictional Stories -- Pattern B-1: Express a Story's Ideological Message Clearly (Institutional Mechanism, Occurrence, Informative Cue, Symbol) -- Pattern B-2: Make Participants Play Essential Roles in the Story (Living Thing, Institutional Mechanism, Occurrences) -- Pattern B-3: A Person's Behavior Should Be Consistent with a Story's Ideological Goal. (Living Thing, Landscape, Occurrence, Symbol) -- Pattern B-4: Offer a Metaphor to Remind the Viewer of a Story's Ideological Message (Physical Object, Landscape, Institutional Mechanism, Occurrences) -- Design Patterns to Compose Multiple Fictional Stories
Abstract:
Pattern C-1: Retain Characters' Traits from the Original Stories (Living Thing, Institutional Mechanism, Occurrence) -- Pattern C-2: Use Background Scenes from the Original Stories (Landscape) -- Pattern C-3: Keep the Characters' Goals from Their Original Stories (Occurrence, Institutional Mechanism, Symbol) -- Pattern C-4) Have a Reason to Gather the Characters from the Original Stories (Occurrence, Symbol) -- A Case Study: Enhancing Haiku Contest in Alternate Reality Experience -- Conclusion and Future Directions -- References -- Biographical Sketch -- Chapter 2 -- The Cultural Studies and Education -- Abstract -- Introduction -- Some Intents of Defining the CE -- Some Conceptualizations of Education -- The Digital Culture -- The Culture of the Software -- The Culture of Artificial Intelligence (AI) -- To Build a Crossing between the Cultural Studies and Education -- Social Change -- Remarkable Issues for the Proposed Crossing Project -- A Contribution of the Critical Theory -- Conclusion -- References -- Biographical Sketch -- Chapter 3 -- Cognitive Load on Learning One-Step Equations: A Cross-Cultural Study between Australia and Malaysia -- Abstract -- Introduction -- Why One-Step Equations? -- Compare Balance Method and Inverse Method - Why? -- Cognitive Load Theory -- Element Interactivity and Understanding -- Balance Method and Inverse Method -- Balance Method -- Inverse Method -- Worked Examples -- The Present Study -- Method -- Participants -- Materials -- Instruction Sheet -- Pairs of Acquisition Equations -- Pre-Test and Post-Test -- Procedure -- Coding -- Results -- Practice Equations -- Post-Test -- Impact of Worked Examples -- Discussion -- Appendix A: Solution Procedure for One-Step Equations That Have Special Features in the Test Items -- Appendix B: Sample of Test Equations in the Post-Test -- References -- Index
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