scholarly journals Research on the Integration of Media Literacy Innovative Concept and Entrepreneurship Education and Digital Dynamic Creative Expression Talents

2021 ◽  
Vol 12 ◽  
Author(s):  
Jie Zhang ◽  
Mingming Zhang ◽  
Yaqian Liu ◽  
Ruimin Lyu ◽  
Rongrong Cui

The rapid development of digital technology has created a variety of forms of digital media. In these emerging media, with the support of high-performance computers, increasingly dynamic performance has become possible, and the public has cultivated a preference for dynamic content cognition. This study, based on the basic characteristics of visual perception to the cognition of motion form, aims to cultivate the cognitive literacy of pan-digital media with innovative concepts and entrepreneurship education and to explore the cognition and innovative expression methods of dynamic language in digital design. The research leads the static oriented morphological exploration and expression to the dynamic expression and thinking of the same concept object. The basic thinking steps for students from “static” to “dynamic” are established, and students are encouraged to use “Synesthesia,” “metaphor” and other methods to carry out a “dynamic expression” level of emotional association. In the experiment, two different ways of design expression, static and dynamic, are required to design and evolve graphics. In this study, 50 freshmen were selected as the training objects for the planning and training of design thinking and performance means. In the visual elaboration and expression of the inner emotion of the same content with innovative concept and entrepreneurship education, not only should the changes and combinations of the graphics be innovated, but the emotional characteristics of the more abstract graphics should be explored as well. The feedback data of students’ thinking and cognition differences in the two stages of expression were obtained through a questionnaire and analyzed and compared. The experimental results show that after the training, students’ ability to develop innovative concepts and entrepreneurship education through dynamic expression, consciousness and perception were significantly improved. This research also provides a new vision and specific implementation method for the future training of digital dynamic innovation expression ability and the cultivation of innovative concepts of digital media literacy and entrepreneurship education.

2021 ◽  
Author(s):  
Jian Rao, Jingwen Huang

In recent years, green design has experienced rapid development, but also exposed a series of problems such as high cost, lack of humanization, low recycling rate and so on. For these drawbacks, designers have an unavoidable responsibility. This paper analyzes the existing problems in green design. From the change of design thinking, the eco-friendly design method is explored. In this paper, the design from material selection to production, and then to the recovery of the whole process of overall consideration, follow the principle of reduction, reuse, recycling. The content of visual communication design can be roughly classified. According to their own characteristics, the best design scheme is selected. Through the application of different media, replace the high pollution, high consumption of paper printing. It is proposed that the large-scale promotion of environmental protection materials can be realized by simplifying the quantity and types of materials. At the same time, this paper expounds the implementation method of green design education in art design education in Colleges and universities. This paper fully analyzes the purpose and value of green design education from the curriculum and content, teaching methods, the specific implementation of teaching effect evaluation and evaluation. The results show that promoting sustainable development of green education can cultivate students' creativity, innovation and creative ability. A perfect green design education system and a correct concept of ecological civilization can be established.


2020 ◽  
Vol 9 (1) ◽  
pp. 51-63
Author(s):  
Dian Tri Hapsari

The development of information through social media gave birth to the phenomenon of decrease quality information with easy spread of hoaxes. This research analyzes the formation collaboration of the fact check team from several elements of the media community such as the Indonesian online Media Association (AMSI), the Alliance of Independent Journalists (AJI), the Indonesian Anti-Defamation Society (Mafindo), and 24 mainstream online medias in Indonesia during the 2019 Presidential Election news. This reserch argues that the collaboration is a diffusion of innovation over the changing digital culture system of Indonesian society. Seeing this phenomenon, this article argues the importance of collaborative innovation among elements of mass media in strengthening mass media institutions as a gatekeeper for reliable information sources and media literacy amid the rapid development of digital news and newsrooms. This qualitative research aims to remind the importance of media activists to continue collaborating in innovation digital space such as the fact check team activities to increase media literacy in the disruption era. The conclusion of this research states that process diffusion of innovation of collaborating fact checking by the media community has changed journalist work to do high quality logic of journalism. Media innovation that promotes data journalism is a main foundation for combating hoax in the digital media in order to establish democratic public sphare.


2019 ◽  
Vol 12 (4) ◽  
pp. 339-349
Author(s):  
Junguo Wang ◽  
Daoping Gong ◽  
Rui Sun ◽  
Yongxiang Zhao

Background: With the rapid development of the high-speed railway, the dynamic performance such as running stability and safety of the high-speed train is increasingly important. This paper focuses on the dynamic performance of high-speed Electric Multiple Unit (EMU), especially the dynamic characteristics of the bogie frame and car body. Various patents have been discussed in this article. Objective: To develop the Multi-Body System (MBS) model of EMU, verify whether the dynamic performance meets the actual operation requirements, and provide some useful information for dynamics and structural design of the proposed EMU. Methods: According to the technical characteristics of a typical EMU, a MBS model is established via SIMPACK, and the measured data of China high-speed railway is taken as the excitation of track random irregularity. To test the dynamic performance of the EMU, including the stability and safety, some evaluation indexes such as wheel-axle lateral forces, wheel-axle lateral vertical forces, derailment coefficients and wheel unloading rates are also calculated and analyzed in detail. Results: The MBS model of EMU has better dynamic performance especially curving performance, and some evaluation indexes of the stability and safety have also reached China’s high-speed railway standards. Conclusion: The effectiveness of the proposed MBS model is verified, and the dynamic performance of the MBS model can meet the design requirements of high-speed EMU.


Author(s):  
Carlos Jimenez ◽  
Lynn Schofield Clark ◽  
Heather Kennedy ◽  
Stephanie Nisle ◽  
Corey Engle ◽  
...  

2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Jessie Nixon

Purpose This paper aims to demonstrate how teaching the discourse of critique, an integral part of the video production process, can be used to eliminate barriers for young people in gaining new media literacy skills helping more young people become producers rather than consumers of digital media. Design/methodology/approach This paper describes an instrumental qualitative case study (Stake, 2000) in two elective high school video production classrooms in the Midwestern region of the USA. The author conducted observations, video and audio recorded critique sessions, conducted semi-structured interviews and collected artifacts throughout production including storyboards, brainstorms and rough and final cuts of videos. Findings Throughout critique, young video producers used argumentation strategies to cocreate meaning, multiple methods of inquiry and questioning, critically evaluated feedback and synthesized their ideas and those of their peers to achieve their intended artistic vision. Young video producers used feedback in the following ways: incorporated feedback directly into their work, rejected and ignored feedback, or incorporated some element of the feedback in a way not originally intended. Originality/value This paper demonstrates how teaching the discourse of critique can be used to eliminate barriers for young people in gaining new media literacy skills. Educators can teach argumentation and inquiry strategies through using thinking guides that encourage active processing and through engaging near peer mentors. Classroom educators can integrate the arts-based practice of the pitch critique session to maximize the impact of peer-to-peer learning.


2021 ◽  
pp. 002205742110259
Author(s):  
Tarak Dridi

Digital media literacy has become an intrinsic component in shaping high school students’ knowledge acquisition and critical thoughts. Over the last two decades, internet and computers have been the implemented tools to reach such goals and promote the students’ learning. This article looks for the impact of Information and Communication Technology (ICT) on Tunisian secondary school students by detecting their technical skills as well as their critical understanding. This quantitative study relies on a self-reporting approach and targets 150 Tunisian secondary students. It proves the necessary consideration of technological and social variables in helping sort out major digital handicaps related to secondary students and displays the interconnectedness between the different dimensions of digital media literacy. It also displays that Tunisian high school students cannot be referred to as digital-media literate people. The study contributes to the field of digital media literacy as it offers a solid empirical background to build on and indicates the necessity of integrating digital media literacy into the school-based initiatives.


2021 ◽  
Vol 2 (1) ◽  
Author(s):  
Nunnun Bonafix

Young generation nowadays has lack of knowledge on the culture of shadow puppet (wayang kulit) which is a heritage that has a high value of art and philosophy. This is caused by the impact of foreign cultures rapidly entering Indonesia. The rapid development of the information technology through internet & game has led to globalization that seems to be not limited to space and time. The speed of information and foreign cultures cannot be stopped. The culture of shadow puppet (wayang kulit) is getting eroded and is not much known by the modern society nowadays. This is an irony to a big nation which has a rich heritage, so it is our obligation as a citizen to maintain and preserve it. Based on the formulae of AIGA 2015 that defines (time + content + context) / time = experience design, the game of wayang kulit (shadow puppet) Gatotkaca put forbattled different experience to users in exploring the information and entertainment in those media. Having the spirit of moderate Postmodernism, the design plan called User Interface which combines the modern and classic traditional elements will encourage new experience to the users (Experience Design). The design recognizes times and trends, and it keeps changing as the development of the times. The design can be a pace setter to next individuals who are called to maintain and preserve national cultures, in general, and wayang kulit purwa, in particular, through digital media. The development in the modern era will not change the identity of shadow puppet (wayang kulit) culture since it has solid foundation.


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