Author: Magdalena Kędziora
Author: Marta Stańczyk
Author: Wojciech Wychowaniec
Year of publication: 2017
Source: Show
Pages: 119-130
DOI Address: https://doi.org/10.15804/kie.2017.01.08
PDF: kie/115/kie11508.pdf

Streszczenie:

The purpose of this article is to characterize gamification as an increasingly popular contemporary method of teaching, which is part of the StudentCentered Learning trend. The SCL philosophy, which promotes studentcentered approach as the central issue of the learning process, indicates gamification as one of the most effective and the most interesting method of motivating students to be put in the effort in gaining knowledge and derive satisfaction from their achievements in the scientific field. As indicated by the authors, finding the motivation and maintaining it at an adequate level in the process of teaching, is not an easy task, and the problem posed by its absence is becoming more common in Polish and European higher education system. This evaluation is confirmed by the studies of the authors within domestic and foreign literature. The most common causes of amotivation, presented in the article, could be gradually solved just through gamification — teaching methodology, which uses the game mechanics. Gamification, based on the teaching through activating students, encouraging them to a self-activity, a creative rivalry and a cooperation, is nowadays increasingly used in an academic field, where the authors have found numerous interesting examples. The authors of the text are outlining the principles and advantages of using gamification, the potential areas of application as well as interesting projects with its use. They also postulate to change the current paradigm of teaching by replacing the often inefficient ‘feeding’ teaching methods of transmitting knowledge with more active form, wherein gamification is fully applicable.

higher education motivation gamifiaction Student-Centered Learning the mechanics of gaming activating strategies

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Author: Agnieszka Zamarian
Year of publication: 2017
Source: Show
Pages: 133-150
DOI Address: https://doi.org/10.15804/kie.2017.01.09
PDF: kie/115/kie11509.pdf

Streszczenie:

The objective of this article is to present the theoretical assumptions and psychometric properties of the Model of Inversed Death Questionnaire. The existential and educational consequences of the new cultural model of death which spreads in modern western civilization justify the need to create the tool to measure the extent to which the model of inversed death is present. Based on studies, involving 341 students from universities in Warsaw, reliability, construct and criterial validity of the tool were tested. It has been shown, that this tool has the correct psychometric properties and can be used in subsequent studies. The multidimensional internal structure of the Model of Inversed Death Questionnaire corresponds to the theoretical model of the studies whereby there is four typical phenomena of the model of inversed death: demetaphysication of death, trivialization of death, taboo of death, separation of death experiences.

death attitude towards death cultural models of death model of inversed death thanatological education questionnaire

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Author: Tomasz Gackowski
Author: Karolina Brylska
Author: Marcin Łączyński
Year of publication: 2017
Source: Show
Pages: 151-181
DOI Address: https://doi.org/10.15804/kie.2017.01.10
PDF: kie/115/kie11510.pdf

Streszczenie:

The article is devoted to the content analysis of 19 broadcasts for children and teens in six leading television channels dedicated to minors recipients in Poland. The study has been conducted on the basis of 16 criteria reflecting the positive and negative attributes of the programmes. It has aimed to answer the question of how the world is depicted in these broadcasts, and furthermore what socio-cultural patterns are transmitted to children and adolescents watching their favourite fairy tales and film heroes. The research conducted has proved that it is possible to identify both the best, most valuable from the point of view of the child’s development and socialization channel (it is MiniMini+) and the most harmful, presenting negative values and negative patterns channel (which is Cartoon Network). The text presents the first in Polish media and sociological studies comparative analysis of such a large number of broadcasts for children and youth, and the analysis so widely verifying the content and formal elements of these broadcasts.

content analysis animated TV broadcasts TV series for children Education media

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Author: Joanna Anioł
Year of publication: 2017
Source: Show
Pages: 182-198
DOI Address: https://doi.org/10.15804/kie.2017.01.11
PDF: kie/115/kie11511.pdf

Streszczenie:

Television is now recognized as a key source of knowledge about the social and cultural reality. TV series is one of the genre with special role on this field. It’s norm-creating properties have been spotted already in the 70’s and used to construct the first, based on narrative, edutainment programs. The article is focused on the series about social workers “Into deep water”. This TV show was creating by Ministry of Labor and Social Policy and it’s first example of education series in Poland. The author analyzes pop culture text based on education-entertainment strategy and educational potential of series. The empirical basis for article are written expression and qualitative research interviews. The aim of the research was verification the educational extent of the “Into deep water” and what it is. The main conclusion that results from the analysis is that the show is more PR tool than educational.

welfare TV series edutainment media

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Author: Szymon Bręński
Year of publication: 2017
Source: Show
Pages: 199-216
DOI Address: https://doi.org/10.15804/kie.2017.01.12
PDF: kie/115/kie11512.pdf

Streszczenie:

The description and explanation of human behavior in behavioral psychology is conducted according to nonhuman animal model. This field of science is based on primary learning processes such as classical and operant conditioning, which were discovered due to research on animals. Therefore, many U.S. colleges and universities use animal laboratory experiments in teaching undergraduate and graduate courses of psychology. Decreasing public support for research on live animals, more strict regulations in animal laws and high laboratory maintaining costs caused that alternative ways to demonstrate students the rights of learning and shaping behavior were looked for. Due to the expand of personal computers, programs and virtual models simulating live animals behavior were developed. The most popular one and currently most accessible is „Sniffy, the virtual rat”. The paper discusses the possibility of using the program in teaching. Moreover, the results of two surveys on using live versus virtual animals in didactics of behavioral psychology, carried out among students, are presented and discussed.

behavioral psychology behavior analysis classical conditioning operant conditioning virtual animal lab Sniffy the Virtual Rat

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Author: Anita Basińska
Author: Agnieszka Jeran
Year of publication: 2017
Source: Show
Pages: 224-233
DOI Address: https://doi.org/10.15804/kie.2017.01.14
PDF: kie/115/kie11514.pdf

Streszczenie:

Innovation of products is one of the most important factor of competition therefore supporting of creative actions of employers is one of the intentionally introduced changes in the organization. Historical analysis of development of management theories from one hand and projects of organization of work spaces form the other hand show co-evolution of them. That is main changes of management theories join with changes in design. In this paper we try to identify (using projects from web sites and specialist publication) a few trends relating to create work space supporting creativity. One of the important trends is imitation of the solutions implemented by companies that are considered innovative. Therefor you wonder if spatial solutions support changes in management practices or rather replace them. In other words, if in some cases the management is not replaced by the design.

creativity designing of work space relations between human management and design

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Author: Paulina Rojek-Adamek
Year of publication: 2017
Source: Show
Pages: 234-243
DOI Address: https://doi.org/10.15804/kie.2017.01.15
PDF: kie/115/kie11515.pdf

Streszczenie:

The main object of the article is an attempt to answer the question about the limits of freedom and independence of professional designers. It seems to be important, especially now, when we can observe how creative industries provide to innovative development of society and to competitive advantage. Is it possible to have autonomy being a designer? Referring to B. Bourdieu’s field theory and idea of socially responsible design (Papanek, 2012) it will be shown the context of this profession as a balance of power between the individual actors (designers, client, users, society) in the field of design. Object of the present text is description of the designer’s profession in relation to the subjectively perceived degree of professional independence. The example used to analyze this issue are interviews conducted among British designers from Helen Hamlyn Centre for Design.

Bourdieu field of design designers occupation independence

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Author: Grzegorz Gawron
Year of publication: 2017
Source: Show
Pages: 244-253
DOI Address: https://doi.org/10.15804/kie.2017.01.16
PDF: kie/115/kie11516.pdf

Streszczenie:

Global aging is one of the challenges for the concept of sustainable development. The particular importance have here the needs of designing the physical environment, especially urban green areas. They have the potential positive impact on the activity and activation of seniors. The tool, which is gaining on popularity is sustainable design, which helps to better meet user needs while taking care of the social and natural environment. The combination of these issues allows to try to specify the main features that should have urban green areas to be called age-friendly.

aging activation of seniors sustainable development sustainable design age-friendly green areas

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Author: Magda Prokopczuk
Year of publication: 2017
Source: Show
Pages: 254-261
DOI Address: https://doi.org/10.15804/kie.2017.01.17
PDF: kie/115/kie11517.pdf

Streszczenie:

Nowadays we observe numerous changes in the field of employment. Possibility of flexible working hours, alternative job as being aligned to particular project, remote working and technology development results in a completely new perception of working time and space. More and more people adapt public spaces (third places) and private spaces (residences) to mobile professional activity, manifesting their freedom and ability to connect their responsibilities with leisure time. Interpretation of visual representations of mobile offices revealed by social media was the mode to find symptoms of consumption related to social status, people’ relationship with objects and ways of arranging space to transform it into offices. Analysis of photographs revealed outdating category of non-place by Marc Ague. Work is closely related to mobile devices (laptops, tablets, phones) what enhances adapting to it also spaces that in the past were considered as non-individual (public transport, airports, train stations, waiting rooms). Also the function of third places (cafes, pubs, restaurants) is changing nowadays what effects in new forms of arranging space dedicated to individual work.

Instagram mobile work telework third-place non-place

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