scholarly journals Compiling a virtual awards ceremony

2021 ◽  
Author(s):  
Tanja Cegnar

<p>Due to pandemics many of our plans were corrupted and changed. The previously planned in-person events had to be carried out virtually.</p><p>Since established, the EMS Media Awards were presented live during the EMS Annual Meeting.  Everybody appreciated the opportunity for networking, informal questions and sharing of detailed backstage information.</p><p>Due to pandemic the EMS Annual Meeting in 2020 was cancelled and with this also the opportunity to present the awardees live vanished. This was a huge disappointment for the awardees. To overcome this drawback the Media and Communication Committee decided to organize a virtual media awards ceremony. Although we felt a bit uneasy at the beginning, a very positive response of all awardees encouraged us. With no previous experience in virtual awards ceremonies we compiled a scenario and gave instructions to awardees how to prepare their intervention in an appealing and sometimes entertaining way. We would be happy to share how the project developed and which technical problems we encountered.</p>

2018 ◽  
Vol 8 (1) ◽  
pp. 6
Author(s):  
Nurlia Ali ◽  
Sulasmi Anggo

Abstract: This study is a research and development, which aims to produce instructional media, based MindManager that valid, practical and effective. The subjects were eighth grade students of SMP 27 Makassar by the number of students 39 people. This study uses the research and development according to Borg and Gall. Data collection techniques used in this research is the data on validation results obtained from the validation instrument sheet filled out by the valuator, the data for practicality level obtained from questionnaires that filled out by the valuator and practitioners, the data for effectiveness obtained from questionnaire of students' responses and mastery of student learning outcomes by intructional media based on MindManager. The data obtained from the study were analyzed using the criteria of validity, practicality and effectiveness by Hobri. The research results of development instructional media based on MindManager shows that the total value of the validation results by valuator are 4.42 and included in the valid category. The average level of practicality by valuator questionnaire was 91.33% and 90.66% by practitioners. The effectiveness of the media based on the student response was 96.6% gave a positive response and mastery of learning outcomes is 89.7% of the subjects achieved a minimum level of mastery of the material. Based on these results it can be concluded that the instructional media based MindManager developed by validity, practicality and effectiveness criteria.


Author(s):  
Konstantina Adinda Putrilani ◽  
Renariah Renariah ◽  
Neneng Sutjiati

Ketika mempelajari bahasa Jepang di sekolah, aspek dasar yang harus dipelajari siswa adalah huruf Jepang. Dalam sistem penulisan, bahasa Jepang memiliki empat huruf, yaitu huruf kanji, hiragana, katakana, dan roomaji. Tetapi sebelum tahap belajar huruf kanji, terlebih dahulu siswa mempelajari huruf hiragana dan katakana yang biasa disebut huruf kana. Huruf kana terdiri atas 96 huruf dimana huruf hiragana dan huruf katakana tersebut bentuknya mirip. Hal ini menyebabkan siswa kesulitan untuk mempelajari huruf kana. Oleh karena itu, diperlukan suatu media untuk mempermudah pembelajar mempelajari huruf kana. Salah satu media yang dapat digunakan adalah media permainan. Dalam penelitian ini, media permainan yang digunakan adalah media permainan sudoku yang sudah di modifikasi. Tujuan dari penelitian ini adalah untuk mengetahui kemampuan siswa dalam pembelajaran huruf kana, sebelum dan sesudah menggunakan media permainan sudoku. Selain itu, penelitian ini bertujuan untuk menganalisis pengaruh penggunaan media permainan sudoku terhadap pembelajaran huruf kana, dan untuk mengetahui respon siswa terhadap penggunaan media permainan sudoku. Penelitian ini menggunakan metode experimen quasi dengan desain eksperimen yaitu one group pre-test - post-test. Sampel penelitian adalah anggota Japanese Club sebanyak 20 orang yang diambil dari populasi SMP Laboratorium Percontohan UPI Bandung. Instrumen yang digunakan adalah tes, angket dan obsevasi. Berdasarkan hasil analisis data, nilai t hitung sebesar 6.53. Nilai t tabel sebesar 2.09 pada taraf signifikansi 5% dan 2.86 pada taraf signifikansi 1%. Dengan demikian, diperoleh hasil t hitung lebih besar dibandingkan nilai t tabel pada taraf signifikansi 5% (6.53 > 2.09). Hal ini menunjukkan bahwa pengguanaan media permainan sudoku dalam pembelajaran huruf kana sangat efektif. Selain itu, berdasarkan hasil analisis data angket, responden memberikan tanggapan yang positif terhadap penggunaan media permainan sudoku yaitu menarik, dan mudah diikuti. When studying Japanese at school, basic aspects must study is the Japanese letter. In its writing system, Japanese has four letters, namely kanji, hiragana, katakana, and roomaji. Before the stage of kanji learning, firstly, students have to learn hiragana and katakana which are commonly called kana. Kana, composed of 96 letters where the letter of the hiragana and katakana are barely different. This causes difficulties for students to learn kana. Therefore, we need a media to facilitate learners to learn kana. One medium that can be used are game as the learning media. This study, the media used is a sudoku game that has been modified. The purpose of this study is to acknowledge students’ ability in learning kana, before and after using the sudoku game as a media. In addition, this study also aims to analyze the influence of sudoku game usage as the media in learning kana Letters, and to find out the students' response to the use of sudoku game as a media. This study uses a quasi experiment method with the one group pre-test - post-test as experiment design. Samples were 20 students from Japanese Club members who were taken from a population of SMP Laboratorum Percontohan UPI Bandung. The instrument used was test, questionnaire and observation. Based on the data analysis, the t value at 6.53. T table at 2.09 on a significance level of 5% and 2.86 at 1% significance level. Thus, the results obtained that t value is greater than t table at a significance level of 5% (6.53> 2.09). This shows that the usage of sudoku game as media is a very effective in learning kana. In addition, based on data analysis of the questionnaire, the respondents gave a positive response to the use of media sudoku game that are attractive, and easy to follow


2019 ◽  
Vol 1 (2) ◽  
pp. 99-108
Author(s):  
Feri Hidayatullah Firmansyah ◽  
Intan Permata Sari ◽  
Musyarofah Musyarofah

This research aims to develop a learning media as a pilot project for the development of open and distance learning. Learning media developed in the form of android-based applications with project-based learning methods. Media is made by adjusting the objectives of the learning process, therefore the media must have a reference to develop the content of the material to be discussed in it. Content includes RPS, learning modules and assessment grids. Learning media created based on google so that it supports all types of devices to access this module. With the Rapid Application Development (RAD) method the module development stages can be completed in accordance with the planned time. In the module developed there are learning objectives, practical activities instructions, tools and materials, basic theories, exercises and assignments. The material is also given a video sample of the material being studied. The current research has reached the stage of questionnaire filling by students and questionnaire data processing. The results showed a positive response from students evidenced by the normal curve of the assessment that has been carried out. From the data obtained can be used as a reference in the development of interactive learning media that are easy to develop in learning.


2021 ◽  
Author(s):  
Andreas Elter

TV-journalism is popular: three-fourths of all germans inform themselfs in this way about the current events: may it be politics, culture or sports. But this linerar leading medium is aging. Through the deep-reaching digitalisation of the everyday-world, the last stage of the media-convergence is reached. Television and Web are melting together, for excample on the tablet, the smartphone or media library. „TV+AV-Journalismus“ is the first German-speaking opus that reflects this development for full-video journalism in a theoretical and practical way. In volume I, the most important theories of media and communication are flowing into an universal model of the digital journalism. This model is then subsequently applied to current trends and developments in praxis within volume II. Moreover, the most vital genres and formats are introduced plus the structural and economic requirements for journalism are explained. Theory and praxis are adressed. The author dares to bridge the gap between these, still separeted „two cultures“.


Author(s):  
Marina Dekavalla

Chapter 6 attempts to explain the prominence of these frames in the media coverage, based on insights from interviews with broadcasters and their sources. It proposes five factors which played a role in shaping media frames: the influence of political campaigns, professional routines relating to balance, journalists’ views of their own role in the coverage of a contested issue, broadcasters’ perceptions of what attracts audiences and what constitutes a contribution to public debate, as well as previous experience of covering election campaigns. The discussion is contextualized within broader academic literature about frame building.


2020 ◽  
Vol 46 (1) ◽  
pp. 443-465
Author(s):  
Neal Caren ◽  
Kenneth T. Andrews ◽  
Todd Lu

Media are central to the dynamics of protest and social movements. Contemporary social movements face a shifting environment composed of new media technologies and platforms that enable new identities, organizational forms, and practices. We review recent research focusing on the ways in which movements shape and are shaped by the media environment and the ways in which changes in the media environment have reshaped participation, mobilization, and impacts of activism. We conclude with the following recommendations for scholarship in this burgeoning area: move toward a broader conception of media in movements; expand engagement with scholarship in neighboring disciplines that study politics, media, and communication; develop new methodological and analytical skills for emerging forms of media; and investigate the ways in which media are enhancing, altering, or undermining the ability of movements to mobilize support, shape broader identities and attitudes, and secure new advantages from targets and authorities.


2020 ◽  
Vol 125 (1283) ◽  
pp. 3-21
Author(s):  
A. Filippone ◽  
G.N. Barakos

ABSTRACT“Urban air vehicles” have been hailed as the next revolution in aviation. Prototypes of various sizes have been flown to demonstrate basic flight (hover and climb), but in most cases there is no demonstration of full flight capability, for example conversion from vertical to level flight (conversion corridor). There are proposals for vehicles in a wide range of scales: from drones specifically designed to deliver goods, to full size vehicles for manned transportation. Most of the concepts proposed include full electric propulsion, multiple (often convertible) rotors (ducted or un-ducted, counter-rotating), and widespread use of composite materials. Start-up companies are seeking funding with high-profile demonstrations in front of the media, but many unresolved technical problems are not been solved. Large aerospace companies have joined the fray. These initiatives are fuelling expectations that achieving the next milestone is within easy reach. This paper aims to fill some gaps in understanding and curb optimism. It takes a holistic view in order to establish a scientific basis for design, manufacturing, operations.


2015 ◽  
Vol 156 (1) ◽  
pp. 50-59 ◽  
Author(s):  
Albert Moran

Handbooks about the business practice of franchising do not seem to consider whether the practice occurs in television and other media industries. This lack of regard is replicated by media and communication scholars who fail to consider how this kind of media licensing works, even though the term franchising' is frequently adopted. To place the topic in a wider realm of critical inquiry, this article analyses a set of distinct economic, legal and cultural parameters that have to do with media intertext franchising on the one hand and television format franchising on the other. It finds that the two sets of practices operate under different regimes of legal protection, one concentrating on trade mark law and the other focusing on copyright law. In turn, this raises a question concerning the legal protectability of television program formats such as Ugly Betty under a legal shield associated with the media intertext rather than the television format. The presence of dramatic character would seem to be crucial to facilitating the building of a brand associated with a fictional character's aura or image.


2002 ◽  
Vol 1 (4) ◽  
pp. 407-429
Author(s):  
THEMBISA MJWACU

ABSTRACT The author of this essay argues that the success or failure of development depends on the availability of technology. The invention and development of new technologies are instrumental in changing the way people live, the way people communicate and the way people respond to their environment. However, despite the advantages of new technologies, the problem of access remains an enduring one. In South Africa, access to new communications and information technologies is limited to a few people owing to the high costs of these technologies. Therefore, the mere acquisition of new technology may not help that much to end the underdevelopment of many parts of the world, including South Africa. Mjwacu claims that the imbalance or gap that the use of new technology and the failure to development the social infrastructure needed to use this technology can lead directly to an infringement of people's right of access to the media. She argues that the emphasis needs to be placed on establishing community-based communication systems in countries such as South Africa to advance both their technological and social development.


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