A1: Understanding research methods and interpreting research
data
|
|||
Band 1: 5-8 marks
(Fail)
|
Band 2: 9-12 marks
(Pass)
|
Band 3: 13-15
(Merit)
|
Band 4: 13-15
(Distinction)
|
Basic understanding of
topic
|
Understands significance of the topic
|
Comprehensive understanding of the significance of the topic
|
|
Limited connections to
media theories and debates
|
Some relevant connection made to theories and debates
|
Mostly relevant connections to theories and debates
|
Detailed and precise connections made to theories and debates
|
Tutor presentation: Introduce learners to the focus of their research.
Introduce learners to key media issues
and debates around either:
- audience (audience theories, consumption patterns, fragmentation)
- genre (first person shooters, cartoons, horror films, sandbox games)
- or
- technology (social media platforms, portable devices, prosumers)
Class discussion: Discuss the main
features and focus of the stimulus
materials. Use Cornel Notes method to record down any details, facts, debates or important details and feedback to group discussion.
Individual activity: Learners should write up their findings
and include references for use in future sessions.
Plenary - key media issues and debates
Plenary - key media issues and debates
Research Task and resources:
http://ctkmediatechadv5-3.blogspot.co.uk/2017/08/fsa11-media-violence-and-children.html
http://ctkmediatechadv5-3.blogspot.co.uk/2017/08/secondary-research-audience-media.html
Plenary: True or False?
Source: https://www.pbs.org/kcts/videogamerevolution/impact/myths.html
Session 2
Starter: Audience Theories (Prep Assessment)
Individual activity: Learners should conduct investigations into developments in a specialist area relating to audience, genre or technology.
http://ctkmediatechadv5-3.blogspot.co.uk/2017/08/secondary-research-audience-media.html
Plenary: True or False?
1. The availability of video games has led to an epidemic of youth violence.
2. Scientific evidence links violent game play with youth aggression.
3. Children are NOT the primary market for video games.
4. Girls are put off gaming due to sexist stereotyping.
5. Because games are used to train soldiers to kill, they have the same impact on the kids who play them.
6. Gaming is socially isolating.
7. Gaming does not desensitise gamers, nor cause a lack of empathy for real-world victims
8. Violence has always been and remains a central interest of humankind
Session 2
Starter: Audience Theories (Prep Assessment)
Individual activity: Learners should conduct investigations into developments in a specialist area relating to audience, genre or technology.
The focus of their investigations should include:
- developments of specialist areas over time (history, present, future)
- changes and effects on consumption
- changes in production output
- impact on production
- evolving and emerging developments.
Activity: Learners should
store their findings ready to give their presentations in the next session
No comments:
Post a Comment