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DIGITAL GAMES IN MEDIA EDUCATION CONTEXT

Dana Petranova

First published: 2014https://doi.org/10.5593/sgemsocial2014/B12/S2.032View metrics

Abstract

Searching for connection between media education and digital games might seem perplexing at first sight. Majority of parents, teachers and politicians, who belong to the group of digital immigrants, perceive digital games stereotypically as manifestation of low culture or waste of time. Number of professional and non-professional debates decline words such as "negative effects of computer games" or censorship. The aim of the paper is to point out that generation of digital natives has already grown up and presents new view on digital games. We pay attention to two specific areas: development of critical thinking as the basic media literacy competence and concern about negative effects of digital games. According to several studies the games can be not only a useful way of relaxing but also a new way of learning and raising media literacy level, form and method of critical thinking development. The ambition of the paper is to point out the possibility of connecting digital games with media literacy. Nowadays, it is so progressive that it requires solutions on a high academic level.

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Publication details

Title
DIGITAL GAMES IN MEDIA EDUCATION CONTEXT
Authors
Dana Petranova
Proceedings
Proceedings of 1st International Multidisciplinary Scientific Conference on Social Sciences and Arts SGEM2014
Publisher
STEF92 Technology
Year
2014
Pages
243-250
SWS Citekey
Petranova20142243250
ISSN
2367-5659
ISBN
978-619-7105-23-0
Language
en
Publication type
Proceedings Paper
Keywords
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