Leading Gamification Experience in the New Media Education
- DOI
- 10.2991/assehr.k.200526.032How to use a DOI?
- Keywords
- gamification, experience, new media education, leadership
- Abstract
Nowadays, new media space constitutes a huge communication platform. As a result of annual unprecedented growth of its users’ new methods and patterns of interaction with audience are formed. The traditional journalism education system cannot satisfy the rapidly changing current trends in media consumption of the modern internet audience. The authors of this research that constitutes the main body of this paper explore the usage of gaming experience in order to find new ways to teach digital journalists. This paper is dealing with gamification as the main key, playing a vital role in the restructuring of the professional journalism competencies. Game approach is used as an instrumental embodiment of the subject-subject model of network communication.
- Copyright
- © 2020, the Authors. Published by Atlantis Press.
- Open Access
- This is an open access article distributed under the CC BY-NC license (http://creativecommons.org/licenses/by-nc/4.0/).
Cite this article
TY - CONF AU - Alina Chernyavskaya AU - Haya Yousef Jamil Ashour AU - Evgeniya Proskurnova PY - 2020 DA - 2020/05/27 TI - Leading Gamification Experience in the New Media Education BT - Proceedings of the 6th International Conference on Social, economic, and academic leadership (ICSEAL-6-2019) PB - Atlantis Press SP - 215 EP - 219 SN - 2352-5398 UR - https://doi.org/10.2991/assehr.k.200526.032 DO - 10.2991/assehr.k.200526.032 ID - Chernyavskaya2020 ER -