Monday, October 17

Journal 3: Benefits of Social Media

Klopfer, E. (2009). The Instructional Power of Digital Games, Social Networking, Simulations and how Teachers Can Leverage Them. Retrieved October 14, 2016, from http://education.mit.edu/wp-content/uploads/2015/01/GamesSimsSocNets_EdArcade.pdf


Although teaching is not my profession, I am very eager to appear to the younger crowd. The entertainment industry tries to appeal to the trends of the youth. I don't think that the technologies of today, that work toward creating great social media platforms that allow for growth and connections. Aside from just one group, it is said that, "The fact is, you can be 17, 35, or 60, and when you begin to engage with them and observe what’s really going on, you can begin to see that these technologies are more than just entertainment." I like that the article touched on the message that anyone can find the benefits of media. For example, the technologies allow us to connect with people and share ideas. This can help with many problems today. Sharing and commenting on new ideas, and issues can bring about conversation to eventually solve problems of today.

Do you think that film can have the same impact as gaming software?
I believe that the film industry has the ability to reach individuals in a similar way. Also, the film industry is capable of merging with any industry. The merger of film and gaming is the ability to merge with all types of subjects and reach many people.

How can gaming software and social media be incorporated in the film industry?
Aside from animated films, all types of film can be linked to film. For example companies like Nickelodeon and Disney tend to connect their projects with multimedia platforms. The media platforms allow for the audience to interact with the projects in a way that teaches, informs and builds creativity.





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