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- The narratives mag: a place where storiesPublication . Bonacho, Fernanda; Pina, Helena Figueiredo; Pontes, Joana; Souza, Joana; Araújo, SusanaThis communication proposes the presentation of "Revista Narrativas" (Narratives Mag), as an applied and collaborative academic project that aims to nurture a critical and constructive attitude towards the challenges of contemporary culture and explore the singularities of information and media contexts (Pontes and Souza, 2022). Contributing to the construction of "Revista Narrativas" means being able to research, evaluate, and think about writing a complex journalistic text and make it available in a multimedia environment in an interesting, sensible, and intelligent way. For today's young people, digital platforms are meeting places where they can learn, participate, and get deeply involved in innovative ways. This means that the media, and journalism in particular, can be powerful assets for civic and public engagement, the potential of which should be harnessed and explored in academic work with students (Jenkins, 2016, Livingstone, 2016). It is indisputable that the textual and multimedia complexity of today's communication challenges contribute to a media narrative sophistication that should be analysed, worked on, and discussed with those who will be future journalism and communication professionals. It therefore seems appropriate to find applied solutions that offer students the chance to develop skills of autonomy, responsibility, critical thinking, creativity, and participation in their relationship with information (Bonacho, 2021, Pereira, 2013). In this context, "Revista Narrativas" aims to take in different issues of contemporary world that connects to students’ interests and provide resources to recognise, analyse and resist the current formats of superficiality and disinformation. Challenging students' curiosity, questioning issues that concern them, and articulating it with multidisciplinary knowledge between teachers and specialists are necessary and crucial. This magazine proposal integrates both research and education and contributes to a multicultural and inclusive approach, whose experience aims to connect the academy, the community, and the public space.
- Museu da Paisagem: Uma plataforma participativa e geradora de conhecimento, representações e diálogos sobre a paisagemPublication . Pina, Helena Figueiredo; Abreu, João; Centeno, Maria João; Rodrigues, Ricardo PereiraO entendimento coletivo do que designamos por Paisagem advém de áreas do conhecimento tão diversas como a Geografia, Filosofia, Arte, Ecologia ou Comunicação e do que cada indivíduo vai construindo a partir da sua experiência quotidiana. Não sendo a maioria dos indivíduos estudiosos ou especialistas em paisagem, é possível identificar e analisar alguns dos principais construtores de opinião e transformadores do significado de Paisagem. O cinema ficcional, cinema documental, produção televisiva (documentários, ficção e informação), fotografia (através da comunicação social, livros, guias de viagem, campanhas de turismo, exposições, social media, etc.), desenho, ilustração, infografia e outros modos de registo e representação da paisagem contribuem, em conjunto, para a construção desse entendimento coletivo sobre a Paisagem. No projeto de investigação “Narrativas e Experiência do Lugar: Bases para um Museu da Paisagem” foram várias as opções de registo e representação da paisagem utilizadas nos conteúdos de mediação museológica desenvolvidos. Séries de vídeo, fotografia e ilustração contribuíram para diferentes soluções de comunicação criadas no sentido de uma sensibilização e educação para uma cidadania paisagística. O presente artigo propõe apresentar os processos, metodologias e resultados das séries audiovisuais e multimédia desenvolvidos no âmbito do Museu da Paisagem.
- A mediação museológica como eixo de valorização, proteção e construção de paisagens sustentáveis: O projeto “museu da paisagem”Publication . Pina, Helena Figueiredo; Abreu, João; Cavaleiro Rodrigues, José; Centeno, Maria João; Carvalho, Margarida Ribeiro Ferreira de; Rodrigues, Ricardo PereiraA importância das paisagens sustentáveis tem sido palco de ampla discussão nas últimas décadas. Este artigo propõe apresentar o projeto de I&D “Narrativas e experiência do lugar: bases para um Museu da Paisagem”. Complexa na sua rede de narrativas, a paisagem engloba tanto o que é material como o imaterial: o ambiente natural ligado à terra e ao território, o ambiente edificado e o entorno social vivenciado e culturalmente construído. Impossível de encerrar entre paredes, essa paisagem global é transbordante, não se imobiliza pois é viva e dinâmica e, na sua transformação, é incessante. Na busca de uma desejada relação equilibrada e harmoniosa entre o ambiente e os seus contextos social e económico visa-se o alcance do bem-estar individual e social e a promoção da qualidade de vida das populações. Para o exercício de cidadania consciente é fundamental, antes de mais, o incremento da literacia sobre a paisagem. O Museu da Paisagem que agora se ensaia surge, assim, como eixo de valorização, proteção e construção de paisagens saudáveis sendo baseado na experiência dos lugares, na interação e no diálogo com a comunidade através de uma plataforma museológica digital em que o design funciona como elemento materializante que reúne, expressa e comunica.
- Board game “Fala Barato”: Challenging the relation with information, media and the otherPublication . Bonacho, Fernanda; Pina, Helena Figueiredo; Araújo, SusanaThis paper intends to discuss the interdisciplinary and creative process of creating the board game “Fala Barato”. More specifically, the work focuses on the ways in which the creation and use of a board game – a toolkit that offers a set of functionalities to stimulate the handling of a range of processes (graphic, communicational, critical thinking) - make available various challenges in board games production that support media and information literacy. The process of creating a non-digital board game issues an incentive for personal communication and interaction with media and information literacy. The board game was developed within the agenda of a national research project - "The World Reading Academy: communication, journalism and I" – whose main objective was to develop communication, selfregulation, and critical thinking competences. Being board games prompts for people to interact, this game proposal impacts in the recognition and resolution of unexcepted situations and development of competences through cross-cultural collaboration. In this article we will describe how students were integrated in the developing phases and choices of “Fala Barato” board game, providing certain affordances to explore collaboration, competition, sharing, and information seeking. This will enable a better understanding of the collaborative work of different kinds of participants and media knowledge but also the difficulties in which the outcome can endure through its associated milieus. This way of thinking board games and the challenges included in the game tasks emphasize forms of creativity, discipline, patience, and analysis of the consequences of speech acts and decision-making, as well as exercising knowledge and memory that are too often underestimated in various accounts of media and information processes
- Board game “Fala Barato”: challenging the relation with information, media and the otherPublication . Bonacho, Fernanda; Pina, Figueiredo Helena; Araújo, SusanaThis paper intends to discuss the interdisciplinary and creative process of creating the board game “Fala Barato”. More specifically, the research focuses on the ways in which the creation and use of a board game – a toolkit that offers a set of functionalities to stimulate the handling of a range of processes (graphic, communicational, critical thinking) - make available various challenges in board games production that support media and information literacy. The process of creating a non-digital board game issues an incentive for personal communication and interaction with media and information literacy. The board game was developed within the agenda of a national research project - "The World Reading Academy: communication, journalism and I" – whose main objective was to develop communication, self-regulation, and critical thinking competences. Being board games prompts for people to interact, this game proposal impacts in the recognition and resolution of unexcepted situations and development of competences through cross-cultural collaboration. In this article we will describe how students were integrated in the developing phases and choices of “Fala Barato” board game, providing certain affordances to explore collaboration, competition, sharing, and information seeking. This will enable a better understanding of the collaborative work of different kinds of participants and media knowledge and the ways in which the outcome can be endured through their associated milieus. This way of thinking board games and the challenges included in the game tasks emphasize forms of creativity, discipline, patience, and analysis of the consequences of speech acts and decision-making, as well as exercising knowledge and memory that are too often underestimated in various accounts of media and information processes.