
"Observation" and "participation" are the two most important creation modes in the history of documentaries. Both represent different documentary ethics and views of the reality. This paper takes folk culture documentary as an example. It combines folk culture documentary with specific folk culture cases. It analyzes the ways of "observation" and "participation" in folk culture documentary production by showing cultural context, explaining human behavior, and revealing cultural motivation.
This research investigates the relationship between social media engagement and mental health among college students in Beijing, aiming to understand how various aspects of social media use influence emotional well-being. Key variables examined include social media information acceptance, the perceived role of social media, and the degree of dependence on these platforms. A quantitative approach was employed, involving a cross-sectional survey distributed to 400 college students out of which 320 were received. Data were collected using a structured questionnaire measuring social media engagement and mental health indicators. Statistical analysis, including correlation and regression techniques in SPSS, was utilized to explore relationships and identify significant predictors. The study revealed significant correlations between social media information acceptance, the perceived role of social media, and emotional outcomes such as anxiety and depression. Higher levels of social media dependence were associated with poorer mental health indicators. Gender, grade level, and current learning status were found to moderate these relationships. This study contributes to the literature by focusing on specific dimensions of social media use and their impact on mental health among Beijing college students. It provides nuanced insights into the complexities of social media engagement in an academic context and underscores the need for targeted interventions to promote healthy digital habits and support student well-being.
The implementation of gamification in the educational setting has garnered significant interest as a means of augmenting student motivation, engagement, and academic achievements. Nevertheless, the influence of the aforementioned phenomenon has received little empirical attention, particularly in the sphere of educational structured instruction. The relationship between gamification and student outcomes has been insufficiently explored in terms of the mediating role of the interactive learning environment and the moderating role of perceived enjoyment. The purpose of this research was to examine how educational gamification affects students' interest, participation, and the quality of their learning experience. The study also aimed to investigate the mediating effect of an interactive learning environment and the moderating role of perceived enjoyment. The research design used was cross-sectional. The sample size of the study was 280 Chinese students who freely participated in the study were among the participants. Self-administered questionnaires were used to gather the data, and AMOS (Analysis of Moment Structures) software was used to analyze it. To investigate the proposed connections, descriptive statistics, correlation analysis, and structural equation modeling were used. findings of the study showed that gamification has a positive impact on student engagement and motivation. furthermore, these relations are significantly mediated by an interactive learning environment. perceived enjoyment also moderated the relationship between gamification and interactive learning environment. The present study has made a significant contribution to the domain of education by furnishing empirical evidence on the interconnections among gamification in education, student motivation, student engagement, and the interactive learning environment.
The purpose of this study is to evaluate the variations in bodily schooling mastering exceptional junior center college students underneath exceptional rearing modes and to use the specialist gadget primarily based on the synthetic neural community for analysis. The contrast index of gaining knowledge first-rate is an index gadget composed of numerous one-of-a-kind parameters. It is tough to be particular and has apparent fuzziness due to its giant variety and complicated content. There are many obstacles in fixing the contrast hassle using the skill of frequently used assessment methods. This paper proposes an assessment mannequin of junior excessive college students' bodily schooling mastering excellent primarily based on a synthetic neural community specialist system. The purpose of this method is simply to put processed records in a community and generate results by computation, other than by manual computing. It decreases the number of people in the comparative procedure, enhances the credibility of the assessment, and makes the comparative result more enormous and objective. However, the neural community additionally has some limitations. It can obtain international optimization by continuously editing the connection weights between neurons; however, making the community fall into neighborhood minima is convenient.
Background: The problem of excessive academic burden among adolescents has been hindering the implementation of quality education, and the effective measurement of adolescents' attitudes towards academic burden is particularly important for later research. Objectives: To revise the Academic Burden Attitude Scale so as to increase its convenience for future scholars. Methods: The questionnaire survey method was used to distribute and collect the Academic Burden Attitude Scale compiled by Zhang Feng et al., and 500 (boys = 301, girls = 199) middle school students in Sichuan, China were distributed and collected by exploratory factor analysis. Validation factor analysis was conducted to distribute and recycle 300 (boys = 179, girls = 121) middle school students in Sichuan, China. Results: Through the revision of the Academic Burden Attitude Scale, the Academic Burden Attitude Scale was finally obtained, which consisted of three subscales and a total of 35 items. There were four common factors with a root greater than 1 (1.004 - 4.140) in the cognitive component of academic burden attitude, and the cumulative contribution rate of the scale was 73.703%. The emotional component of academic burden attitude showed three common factors (1.198 - 4.034) with characteristic roots greater than 1, and the cumulative contribution rate of the scale was 73.094%. There were four common factors (1.054 - 4.538) with characteristic roots greater than 1, and the cumulative contribution rate of the scale was 72.236%. The overall reliability of the revised Academic Burden Attitude Scale was 0.929 and the halving coefficient was 0.815, indicating high reliability. The confirmatory factor analysis of AMOS 22.0 was used in each subscale of the questionnaire, and the structural validation analysis values reached the significance standard (P <0.001), and the fitting indicators of goodness reached the suitability standard. Discussion: The 35-item version of the Academic Burden Attitude Scale revised in this study meets the relevant statistical standards and can be used as an evaluation tool for related studies.
Tourism is a complicated subject to narrow down, and scholars have tended to include it within the broader field of human mobilities, but it remains unclear to what extent this is a consequence of the current context or rather an inherent trait of the activity. This text analyzes the first tourist documentaries commissioned by the General Directorate for Tourism, as well as their production and distribution, to assess this debate on the limits of tourism in a context different to the present: late 1950s and early 1960s Spain. Therefore, the methodologies used are both film analysis and the study of the circulation of films, considering the special relevance of pragmatic approaches in the documentary field. Even though the level of mediatization of the tourist experience was not comparable to that of nowadays, images and discourses were already very relevant in the setting of tourist imaginaries, and the networks of actors involved in these representations were more complex and contradictory than it may seem. The workers of NO -DO or those from private production companies, the civil servants from the Tourism Offices Abroad or those in charge of tourist promotion in Madrid, had slightly different notions about what a tourist documentary was, which is significant of the blurring limits of the concept even then.
Objective : The impacts of the double reduction policy on understudies' cognitive limits, critical thinking, problem -solving skills, scholastic inspiration, and branch of knowledge test brings about Junior and middle school are the focal point of this exploration. Methodology : A sum of 200 children, educators, and guardians were overviewed utilizing a mix of methods. Quantitative estimations, for example, scholarly commitment scores and subject scores, and subjective bits of knowledge from meetings and center gatherings were utilized to decide the policy's adequacy. A measurable investigation of the information shows that while scholastic commitment scores truly do ascend after the policy is instituted, this might be because of chance as opposed to the actual policy. Results : The policy might not affect scholarly commitment, however an ANOVA shows that there is a significant contrast in scores between courses. The connection grid additionally uncovers promising positive relationship between scholastic excitement, knowledge, and problem -solving aptitudes both when the policy was ordered. This demonstrates that the policy could impact these variables together. The greatness of the thing that matters was estimated utilizing the t -test measurement, which returned a worth of 8.234. The critical p still up in the air to be 0.955. This p -esteem, which is far higher than the commonly acknowledged 0.05 edge, demonstrates that the noticed changes in students' level of scholarly commitment are almost certain the result of chance than of the double reduction methodology. Conclusion : This study gives important experiences into the complicated elements inside educational conditions through a top to bottom assessment of the impact of the double reduction policy on the educational system, students' cognitive skills, critical thinking, problem -solving abilities, scholastic commitment, and subject scores.The outcomes give new understanding into the mind boggling elements at play in the impacts of the double reduction policy
This research aims to (1) explain the reading speed, reading comprehension, and writing abilities of students; (2) measure the reading speed, reading comprehension, and writing abilities of students; (3) develop a profile of the reading speed, reading comprehension, and writing abilities of students; and (4) design a hypothetical model for Indonesian language literacy learning to enhance the reading speed, reading comprehension, and writing abilities of students. The method used in this research is a quantitative descriptive method to describe the current state of reading speed, reading comprehension, and writing of students enrolled in the course Productive Language Skills: Theory & Practice. Based on data processing, the researchers concluded that the average reading speed of fifth-semester students in this study is 247.42 words per minute, considered moderate. Meanwhile, the average value of Indonesian text reading comprehension for students is 72.8, and the average value of their writing ability in Indonesian texts is 68.52, falling within the range of 66-75 and categorized as fairly good. Thus, reading speed contributes to reading comprehension, although it is not the sole variable determining the ability, as speed does not always lead to understanding. However, reading comprehension, in general, contributes to good writing skills. Therefore, these three language competencies are interconnected, especially in vocabulary mastery.
This study investigates how high school educational psychology mediates the connection between instructors' planning and the organization of the classroom. It attempts to investigate the relationship between educational psychology and teachers' use of planning and organization techniques in the classroom. A survey questionnaire was used to gather information from the 320 high school students from China who participated in the study. Data from a sample of high school teachers are gathered through a survey instrument as part of the study's quantitative research design. Descriptive statistics and structural equation modelling were then used to evaluate the data. The mechanisms underpinning the mediating role of educational psychology were understood using social exchange theory as the theoretical framework. The value of this study rests in its ability to advance our knowledge of the elements that go into good planning and organization in the classroom, as well as the function that educational psychology plays in these activities. Effective teaching requires careful planning and organization of the classroom, and educational psychology has a significant impact on how teachers implement their profession. Teachers, educational officials, and academics will benefit greatly from the study's findings in developing interventions and techniques to enhance classroom practices. The results imply that teachers' knowledge of and implementation of educational psychology principles can improve their methods for scheduling and organizing lessons. The study's findings and their consequences for educational practice will be outlined in the conclusion.
One of the reasons that Xige's singing methods and direction techniques are complicated is that they require Chinese opera song singing techniques, and the other reason is the necessity of reflecting Chinese traditional culture awareness. It is therefore recommended that Xige education be taught by professional teachers in special educational institutions. Considering this point, this study conducted a survey of music major teachers at universities in China. The study questions were seven in total, with the variables of teachers' awareness of Xige, teach- ing methods, availability of application methods. They were used in teachers' preferences and value differentiation for the purpose of determining if there was a correlation between them. In the result, there was an opinion that Xige teaching methods should include a consider- ation of the value of traditional arts. It was revealed that the more preferences Xige teach- ers have, the higher their value differentiation. In this context, six of the seven hypotheses were accepted, while a single hypothesis regarding the relationship between teachers' teaching methods and value differentiation was rejected. This means that teachers could struggle to coordinate many factors of singing methods of plays to create Xige. This finding may be significant in the field of traditional music teaching. Additionally, through frequency analysis based on a survey of teachers' basic data, we found that higher teaching backgrounds of teachers and their age made them accept Xige more. The most effective channels for passing on Xige are television and internet broadcasts.
This exploration is a work on the application and conception of transmedia advertising of the fictional universe of Harry Potter through the use of a brand of fiction typical of this story. Specifically, the project carried out with it for its transfer to the physical market is analyzed while maintaining its narrative identity. We are talking about Bertie Bott's flavored candies developed by the Jelly Belly company. For this, a qualitative analysis is carried out thanks to an exploratory -descriptive methodology. Likewise, for this research we have the exclusive participation of Peter Healy, developer of the brand for the real world. Their statements illustrate the work done with a fictional brand for the current advertising context. As a result, we obtain an investigation that identifies the communicative opportunities of this technique for a narrative brand that acquires its identity thanks to its transmedia personality, as well as the communicative dimensions to take into account for its adaptation.
COVID-19 halted social activities across the planet; including sports. The pandemic caused an unprecedented crisis in the audiovisual media that broadcast these events, which found themselves with the immediate need to restructure their content offer, for which they had to innovate in their production and programming processes. This research aims to describe the innovations in audiovisual journalistic production applied in sports media in various countries during the crisis caused by COVID-19. To comply with this, the qualitative approach was applied with the semi-structured interview technique to a sample of producers, journalists and filmmakers. The interview was oriented according to the main constituent stages of audiovisual production, such as pre-production, coverage and post-production. Based on what has been studied, it is concluded that the global crisis caused by the pandemic encouraged innovative techniques for audiovisual production, conceived from technological hybridization. From this angle, it was possible to continue producing content that, at the same time, presented changes in its audiovisual narrative structures and originated the creation of new formats or the reuse of audiovisual files that each channel used to generate updated content.
In Europe and also in Czechia, we can observe the recent trend of social services maintained by entrepreneurship companies. Mainly, it involved private companies focused on providing social services. Even though the number of social services has grown, the capacity that is provided is not sufficient, and there is still a lack of these services. This is caused due to the changes occurring in social services. In the majority of European countries, there is a growing trend of privatizing and marketizing these services - mainly within the providers of residential services and long-term services. That directly leads towards the growth of the number of private providers while the number of public providers is lowering. On the other hand, private providers can be found in other spheres of the market. The aims of this article are to shed light on primary institutions, whose understanding is crucial in their realizations, and to critically evaluate this recent society's status.
Translating English literature into Indonesian faces challenges related to cultural nuances. This study investigates the impact of cultural influence on the translation of Stephenie Meyer's novel Eclipse. Employing a qualitative method and a semiotic approach to translation, the research analyzes 30 data points selected through purposive sampling from the novel and its Indonesian translation. The objective of the translation is to convey the 'Eclipse' story faithfully to the target language (TL) readers, particularly adults. The translator introduces the TL audience to the source language (SL) culture. The findings reveal that (1) the use of cultural index by the translator as a means to preserve the source culture significantly influences the TL. Some translations face challenges in being accepted in the target language due to the unavailability of certain meanings in Indonesian, while others are accepted with equivalence that corresponds to the SL; (2) to address cultural translation challenges, the translator employs transference and naturalization procedures, with 87% predominantly using transference and 13% using naturalization. However, some of these procedures prove inaccurate in the TL due to a lack of corresponding elements. This study provides insights for translators to navigate cultural challenges in translating between languages with distinct cultural backgrounds. Furthermore, it serves as a reference for understanding how the myth as an ideology can be employed in analyzing the culture of a specific society.
Immersive Journalism that seeks to generate empathy in the audience (Milk, 2015) has proliferated in recent years, making the user experience the facts in first person, the feeling of "presence" (De la Pe & ntilde;a et al., 2010) and achieve consequently a prosocial behavior: positive behavior or interaction, turning the environment into an "empathy machine" (Milk, 2015) or an "emotional geography" (Ba & iacute;a, 2023, p.137). Just as Archer and Fischer (2018) came up with characteristics of empathy -generating elements in 360 products, our objective is to know if the interactive formats of a social nature created by the Laboratory of Audiovisual Innovation and New Narratives of RTVE (Lab RTVE) in the year 2023 - Rescate en el Mediterr & aacute;neo, 8 M: c & oacute;mo el machismo marc & oacute; nuestra adolescencia, Cad & aacute;veres de Hormig & oacute;n y El lado oscuro de los filtros - - generate a sufficient degree of immersion in the viewer to allow them to promote prosociality. To do this, the technological and narrative aspects, and thematic aspects, product concept and typology of content of the programs are analyzed. The study confirms that the deliberate choice of social content by the RTVE Lab and the use of interactivity and/or transmediality in the chosen formats give them prosocial characteristics, as they manage to generate "illusion of place" and "illusion of plausibility." (Slater 2009) and empathy in the viewer. It is also confirmed that it is possible to generate immersion in the audience with interactive formats, even if 360 degrees video is not used, which has also been declining since 2018 (P & eacute;rez-Seijo, 2021).
Immersive audiovisual art gathers a whole tradition that can be characterized as an artistic utopia of transformation of the space and the experience of the spectator or user in which he/she has a greater spatial experience and interaction with the text(s). This paper seeks to establish a review of the historical and conceptual background of immersive art, to then delve into the current reality of projects and practices that employ this possibility of certain technical constructs that generate an immersive experience in the viewer. The aim is to identify the evolution of the field up to the present day, to draw a technical map of its possibilities and define future lines, as well as to exemplify its practices with emblematic projects and works. The conclusions point to the need for the development and consolidation of immersive digital art, making the most of virtual reality and augmented reality techniques, as well as artificial intelligence, which is currently at an absolutely experimental stage. On the other hand, these practices are influencing traditional forms of artistic production in the field of theatre and dance, for example.
This paper investigates the potential of virtual reality (VR) technology, known for its efficacy in fostering empathy, to serve as a "moral" agent in filmmaking. We explore whether virtual production can contribute to empathy in cinematic storytelling by analyzing our experimental short film, Queerskins: Fly Angel Soul, crafted using three virtual cameras in a responsive virtual mis-en-scene. We also review important neuropsychological and philosophical considerations for promoting empathy in film and virtual reality to provide context.
The characters, roles, and emotions portrayed by older people in Pixar Animation Studios films are studied. The methodological approach is qualitative-quantitative. The Nielsen and IMDb databases are used to gather evidence of public preferences through box office receipts and number of searches. This study is complemented by the content analysis of the 10 Pixar films, with older characters, produced between 1995 and 2023. The indicators addressed are number and type of characters, role, context, prevalent emotion, narrative stage and life lesson. The results reveal the presence of senior adults in 37% of Pixar's productions with recurrence in recent ones. The persistence of certain negative stereotypes associated with old age is confirmed, although the diversity of roles and the emergence of the role of the professional old woman stands out. Anger predominates at the beginning of the plot, which evolves towards a marked willingness for positive change, if in the environment they find listening and respect for their experience, aspects that lead to the discovery of characters rich in nuances and enormous vitality.
Communication is fundamental in the teaching -learning process and new technologies have evolved the way students interact and access information. Mobile learning strategies have been developed to integrate these tools into the classroom and promote ubiquitous learning. The COVID-19 pandemic accelerated the use of technology in education, which has led to technology -based educational innovation. This research focuses on the impact of the Telegram application on teacher -student communication in continuous assessment processes in the framework of mobile learning. The results obtained show that Telegram improves horizontal communication between teachers and students, promotes communicative relationships between students and enhances spontaneity in the interaction of the different participants in the group -class. The integration of Telegram as a learning tool has increased student engagement with the subject matter. In conclusion, this study underlines the relevance of understanding and using technological tools in the teaching -learning process to facilitate deep learning. The integration of mobile learning tools, such as Telegram, can improve communication and encourage student engagement in their learning.
Immersive virtual reality creates a digital world that induces the illusion of presence, encompassing both the sense of being within the depicted virtual environment (place illusion) and the belief in the plausibility of events occurring within it (plausibility illusion). These illusions persist despite the user's awareness of being in a physically different location and the environment being artificial, and users respond to virtual events as if they were real across physiological, emotional, behavioural, and cognitive dimensions. Furthermore, virtual reality enables the illusion of "embodiment" within a virtual body and facilitates the adoption of perspectives from others in virtual scenarios. The possibility of additionally creating social environments and the elicitation of realistic responses offer useful tools for mental health applications, including the treatment of phobias, social anxiety, PTSD, paranoia, schizophrenia, and violent behaviour. Virtual reality serves as a unique tool for emotional and cognitive engagement in a controlled setting, facilitating the exploration of perspectives and the development of empathy. This paper also explores the integration of virtual reality into rehabilitation programmes for violent offenders, emphasizing its benefits as a safe, customizable, and cost-effective alternative to conventional therapeutic methods. A comprehensive overview of the current state and potential future directions of virtual reality in mental health and rehabilitation contexts is provided.