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Open AccessJournal ArticleDOI

Educational E-escape Room as an Educational Method of Media Literacy Training for Future Teachers During the COVID-19 Pandemic

M. Frania
- Iss: 3, pp 452-459
TLDR
In this paper, the authors apply participatory observation as part of virtual ethnography and analysis of audio-visual works in the form of digital designs of escape rooms made by students of various faculties.
Abstract
In the face of the global crisis of the Covid-19 pandemic, the training of future teachers, just like the whole formal education, has mostly moved to e-learning or blended-learning. This also applies to increasing media literacy knowledge, skills and competences. Media education - understood as developing an informed, critical, selective and comprehensive approach to media, information and digital competences with regard to the multilateral creation of messages and the use of technological tools - has become an even clearer necessity in the age of the Covid-19 pandemic. The global situation calls for new innovative methods and techniques that can be implemented in distance learning. The article presents studies on the use of a digital escape room in the distance training of future teachers in the field of media competences. The studies apply participatory observation as part of virtual ethnography and analysis of audio-visual works in the form of digital designs of escape rooms made by students of various faculties. The main problem comprises three specific research problems: 1. What thematic content dominated in the escape room designs and how did it relate to the media competence category in the Catalogue of Media, Information and Digital Competences? 2. What are the advantages and disadvantages of designing a digital escape room in media education as perceived by the active creators/authors of such rooms? 3. How do passive players rate the potential of the escape room method in extending media literacy? The results of the exploration and analyses indicate that the educational digital escape room has a great potential for effective increase in media literacy among young people and young adults.

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Citations
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Journal ArticleDOI

Media Crowdsourcing and Media Crowdfunding in the Digital Environment and Media Education Practices

TL;DR: Key factors that should be taken into account in educational models of crowdfunding and crowdsourcing have been identified and described by examples of media projects and the own expert practice of one of the authors of the article.
References
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Journal ArticleDOI

An alternate reality game for language learning: ARGuing for multilingual motivation

TL;DR: In this paper, the authors discuss the design, development and evaluation of an ARG aimed at increasing the motivations of secondary school level students across Europe in the learning of modern foreign languages.
Journal ArticleDOI

Digital Citizenship During a Global Pandemic: Moving Beyond Digital Literacy

TL;DR: This commentary takes up the question of what digital citizenship means and looks like in the context of the COVID‐19 pandemic and takes a set of practical steps for teachers to nurture participatory and social justice–oriented digital citizenship as part of the curriculum.
Proceedings ArticleDOI

Escape Rooms for Learning: A Systematic Review

TL;DR: A systematic review of 68 peer-reviewed studies published in scientific journals and conference proceedings between 2009 and 2019 is presented in this paper, which considers aspects such as fields of education, target audience, game type and location, time limit, team size, and study results.
Journal ArticleDOI

Escape the (Remote) Classroom: An Online Escape Room for Remote Learning.

TL;DR: An online virtual escape-room game was created using the Google Forms survey app for an undergraduate chemistry lab class, and students solved problems to move to the next section or “room” on the Google forms survey.
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