For my further research, I will go deeper into different media approaches and ways of gathering information, as well as the importance of gamification. To get a better understanding of the topic in general, we need to take a few steps back and will focus on some term
Information
In information theory the definition of information is that the sender conveys knowledge to the receiver via an information channel. The receiver acquires knowledge through this process. This can be done through signals and codes. In most cases, the used channel is a medium. [1]
Media
“Media” is translated from latin and means “middle”. Thus, a medium in interpersonal communication is a intermediary element that may consist of speech, signs, or characters. The medium through which information is passed from one person to another. [2]
Like most other terms, a unified differentiation of “media” is not given. Scientist have set different focuses and tried to categorize media. One of the most known is from Harry Pross. He defined the variety of media in to the following categories:
Primary media: These are the media of “basic human contact”, for instance language, facial expressions, gestures and body posture, etc. Interaction partners communicate directly with each other.
Secondary media: Most of the interaction partners use technical support for communication. Posters, Books and Newspapers are some examples.
Tertiary media: Both parties need to have technical support to communicate. For example electronic mass media, radio, computers, TV’s and telecommunication.
Quaternary media: The fourth category have been extended in later stages. It means that, that both sender and receiver require an Internet connection. With this type of medium, there is no longer a classic sender-receiver role, but an interactive exchange. [3]
A distinction is often made between analog and digital media. The terms “new media” and “interactive media” are often used here.
Analog media: the user actively interacts with analog media by turning them on and off, reading them, and so on. These are print media (media in printed form, such as books, newspapers, magazines, posters, etc.), audio cassettes, VHS tapes, CDs, records, etc.
Digital media are electronic media that react to the user. An interaction between user and medium is possible. These can be used for recording, storage, the presentation of digital content and much more. These are, for example, PCs with Internet access, tablets, computer and console games, smartphones, digital television, and many more. [4]
New media: The term has been used for a long time to describe innovations in communication technology, i.e., media that have just appeared. In the 1970s, this was the video cassette. [5]
Interactive media: Media can also be differentiated according to the participation possibilities of the users. The term interactive media therefore expresses that these media have a high degree of interactivity potential. [6]
Gamification
The implementation of game mechanics in non-game situations with the intention of improving the operations and the experiences of people engaged is referred to as “gamification.” Because it has the ability to make learning more engaging, “gamification” has recently become a buzzword in education and training. [7]
Sources
[1] https://saar.infowiss.net/projekte/ident/themen/definition-information/
[2] Publizistik- und Kommunikationswissenschaft: Ein Handbuch, Pürer Heinz (2014) 2nd Edition, p. 68
[3] Medienforschung: Film, Funk, Presse, Fernsehen. Pross, Harry (1972), p. 9
[4] Digitale Medien in der Kita. Alltagsorientierte Medienbildung in der pädagogischen Praxis, Leopold Marion (2018), p. 43
[5] Wiederkehrende Erwartungen an interaktive Medien. Schrape, Jan-Felix (2012), p. 2 http://www.medialekontrolle.de/wp-content/uploads/2012/04/Schrape-Felix-2012-4.pdf
[6] Politische Kommunikation in der Mediengesellschaft. Jarren, O.; Donges, P. (2017), p. 63
[7] Gamification and Education: A Literature Review. Caponetto, Illaria; Earp Jeffrey; Ott, Michaela (2014), p. 50