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022_000040/0000

Digital media and storytelling in higher education

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Autor
Anita Lanszki
Field of science
Kultúrakutatás, kulturális sokféleség / Cultural studies, cultural diversity (12950), Kommunikációs hálózatok, média, információs társadalom / Communication networks, media, information society (10104), Pedagógia / Pedagogy (12910)
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monográfia
022_000040/0117
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Seite 118 [118]
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022_000040/0117

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Part III. Digital Media and Storytelling in Research | 117 manifest and latent content, which on the one hand represents the richness of information for potential guests, but on the other hand, is also relevant for the decision-making of firms. The researcher can choose to take the objective perspective of an outsider and avoid learning too much about the internal dynamics of the community. This approach allows for quick access to data. However, in qualitative research, the researcher is sometimes a member of the online study group. In such action research, the researcher explores the online narrative manifestations of members’ daily lives. Web 2.0 content, in particular public posts and comments on social media and video-sharing portals, provide researchers with unlimited access to data. As these individuals do not consent to their data being used in research, care must be taken to ensure anonymity and that they are not identifiable. Minors are a particularly vulnerable population. Students and their schools are easily identifiable from the comments and posts quoted verbatim in the study, so direct quotation should be avoided (Green et al., 2019). Autoethnography is achieved when the researcher's subjective experiences (e.g., notes in a diary) also become a source of research data (Dörnyei & Mitev, 2015). CHAPTER 7. THE IMPACT OF NARRATIVE DIGITAL GAMES ON SKILL DEVELOPMENT Research on the effects of narrative video games on skill development has not yet been conducted, especially in academic contexts, but until the mid2010s, there were several studies on such effects in relation to so-called serious games designed specifically for teaching-learning purposes. Molnar’s (2011) control-group research with first and second-grade students (n = 100) showed that context-independent computer games for learning purposes developed students’ inductive reasoning. In a systematic literature review, Gomez and Suarez (2021) reviewed English- and Spanish-language quantitative empirical research conducted after 2012 which focused specifically on the use of serious games in higher education. The results revealed that serious games develop students’ strategic thinking, group decision-making skills and higher-order thinking abilities. However, the review did not include findings regarding the impact of such games. Peer norms in video games have a strong influence on adolescents when they play together, especially in regard to aggressive behaviors (Sun & Sun, 2021). The negative impacts of video games are reported in research in which the combination of viewing video game streams and playing video games leads to problematic use (resulting from too much time spent in the game’s world) and aggressive behavior, especially for those under the age of 25.

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