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Příroda 2.0? Využití digitálních médií pro terénní interpretaci přírodního dědictví

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Publikace mapuje rozšíření terénní digitální interpretace přírodního dědictví v České republice a analyzuje její kvalitu. Výzkumná část práce přináší přehled příkladů a podrobněji prezentuje tři z nich: naučné stezky Svatojánský okruh a Po stopách Karoliny Světlé a naučný bod Kozákov AR. Autoři analyzují názory domácích expertů a zástupců návštěvnické veřejnosti na smysl a kvalitu terénní digitální interpretace přírodního dědictví a navrhují nástroj pro hodnocení její kvality. Ten následně aplikují na hodnocení vybraných interpretačních programů. V poslední části text diskutuje možnosti a smysl dalšího rozvoje terénní digitální interpretace přírodního dědictví v České republice a navrhuje konkrétní opatření, která by mohla přispět ke zvýšení její účinnosti, aby se posílil vztah návštěvnické veřejnosti k přírodním lokalitám.
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Conference Paper
Th e paper presents the analysis of partial rationality („rossum“)—far -sighted rationality in the artistic and philosophical projects about technology and about future of the humanity. Th e results of the analysis are used as a criterium for rethinking of moral questions of technological approaches to solving the environmental crisis and the other global problems. Th e article makes recommendations in the fi eld of environmental ethics and bioethics—defi ning rationality as an unreasonable vision of progress against life.
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This is the July/August issue of InterpNEWS - over 100 pages of articles on interpretive research, museum studies and other articles on heritage interpretation theory, new media and programs.
Presentation
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Used in a heritage interpretation training course talking about what makes the interpretive message, exhibit or presentation ”interpretive” and not just ”informational”.
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Book
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An instrument of evaluation to measure enjoyable informal learning at cultural heritage site is proposed and discussed in this paper. Content and face validity (first cycle) was conducted and then followed by a reliability analysis (second cycle). From both analyses, it was found that the proposed instrument was reliable to be used to measure enjoyable informal learning dimension at cultural heritage site among visitors. The instrument was used to test a prototype application named as [email protected]/* */ at Melaka heritage site. The result from 200 respondents proved that the prototype has successfully helped visitors to experience enjoyable informal learning at cultural heritage site. It is proven that [email protected]/* */ is applicable in assisting tourist to learn in enjoyable way at cultural heritage site.
Conference Paper
Though prior work shows parents worry about screen media experiences displacing physical activity and time outdoors, this research does not account for location-based mobile games like Pokémon GO, which specifically facilitate outdoor activity. To fill this gap in the research, we surveyed and interviewed parents to understand (1) their values and perceptions of this type of gameplay and (2) how they co-play Pokémon GO with their children. Our findings provide empirical evidence that, in addition to appreciating the increased exercise and time outdoors, parents valued how play led to family bonding experiences. Furthermore, some traditional concerns about screen time persisted in this context, and new concerns about safety in real-world environments emerged. Parents mitigated these concerns with rules and gameplay choices, such as maintaining control of the mobile device, to ensure children were safe. This work contributes an empirical understanding of families as co-users of technology and offers a generative lens to study and design for joint media engagement among family members where gameplay differs from normative notions of screen time.
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The efficacy of a mobile application to increase connectedness to nature and impart flora/fauna/ecological knowledge was assessed in 747 children in three separate and distinctive parks: a wetland, a prairie grassland, and an indoor tropical garden. The mobile application was developed with place-based education in mind. At each park, children were randomly assigned to one of three groups. One group of children toured the park using an application on a mobile device with their chaperones, another group toured the park with an environmental educator and their chaperones, and a third group toured the parks with a paper map and their chaperones. Results showed that the mobile application was just as effective at connecting children to nature as more traditional ways of non-formal environmental education, but the mobile application offered additional benefits such as higher ratings of fun.