Susanne Haake's research while affiliated with University of Education of Weingarten and other places

Publications (18)

Article
Full-text available
Improving learners' reading is of importance. The digital world is centred on the written word, and today's labour market requires high literacy levels. Furthermore, the development of school and foreign language skills among learners, especially those of weaker learners, is crucial as the effects of globalisation allow for increased work mobility...
Technical Report
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FÜR WEN SIND DIESE LEITLINIEN UND EMPFEHLUNGEN GEDACHT? Dieser Bericht soll Holocaust-Museen und -Gedenkstätten eine Reihe von Leitlinien und Empfehlungen an die Hand geben, um dem Phänomen der Holocaust-Verzerrung auf Social-Media- Kanälen zu begegnen. Da diese Einrichtungen zunehmend wichtige Eckpfeiler gegen die Verzerrung des Holocausts darste...
Technical Report
Full-text available
Executive summary The context. Abuse, excuse, misrepresentation and manipulation of the history of the Holocaust are far from a fringe phenomenon. They have an international dimension and considerable weight (e.g., governments that seek to minimize their historical responsibility, conspiracy theorists who accuse Jews of exaggerating their suffering...
Technical Report
Full-text available
Abusi, scuse, travisamenti e manipolazioni della storia della Shoah si possono riscontrare a tutti i livelli della società. Si tratta di un fenomeno tutt'altro che marginale: se ne possono trovare esempi nei governi che cercano di minimizzare la loro responsabilità storica, nei teorici della cospirazione che accusano gli ebrei di esagerare le loro...
Technical Report
Full-text available
Abuse, excuse, misrepresentation and manipulation of the history of the Holocaust can be found at all levels of society. This is far from a fringe phenomenon: examples may be found in governments that seek to minimize their historical responsibility, conspiracy theorists who accuse Jews of exaggerating their suffering for financial gain, and online...
Technical Report
Full-text available
In this report, we present the findings of a Delphi Study aimed at validating a framework which has been designed to analyse Holocaust-related content published on the social media profiles of Holocaust museums. The study may also be considered as a pedagogical tool for teachers to provide orientation for conducting their own analysis or research a...
Technical Report
Full-text available
In this report, we present the findings of a survey which was aimed at investigating if and how a large sample of Holocaust museums and memorials use Social Media (SM) in their communication channels. The findings reported in this study reflect the responses of 69 Holocaust museums and memorials from across the world. The most representative countr...
Chapter
Design ist allgegenwärtig - es durchtränkt gleichsam das Leben, oftmals unbewusst, doch immer durchscheinend und folgenhaft. Es ist Bestandteil des Habitus und unverzichtbarer Teil einer jeden Identität. Selbst im bewussten Verzicht auf Design kommt eine spezifische Designästhetik zum Ausdruck, die anders sein möchte. Doch welche Normierungen greif...
Article
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Nur wenige Studien haben bis dato untersucht, wie Holocaust-Organisationen Soziale Medien in ihrer Öffentlichkeits- und Bildungsarbeit einsetzen. Diese Studie präsentiert die Resultate einer Literaturrecherche zur Nutzung von sozialen Medien für die Holocaust-Gedenkarbeit und -Erziehung sowie die Ergebnisse einer quantitativen Vorstudie zur Twitter...
Chapter
Full-text available
Employing game design elements to create an environment for struggling readers to read accurately, with proper speed and right expression might inspire them to continue practising and help their teachers incorporate engaging tools in their instructional repertoire for fluent reading. The EU-funded innovation project GameLet aims at developing digit...
Chapter
Approaches to remembrance and commemorative culture require most sensitive approaches. This is especially true when developments relate to the digital domain, where the effects and the forms of usage of corresponding offers and artefacts are much harder to control. “Best practices” collections, which might provide guidance to the development of nov...
Chapter
The digitalization and commercialization of the Internet have led to a digital culture of remembrance in recent years. This change is difficult; negative examples are subject of ongoing discussions. These discussions are elucidating that the collective remembrance culture, especially within the digital domain, is a sensitive field. Currently there...
Chapter
The idea of 360 degree is not a new phenomenon in arts and media. It has its origins in the arts of the early 18th century and later the panoramic view in the field of photography and also in film was adapted. Groundbreaking technological progress has allowed for a new hype in 360 degree videos in recent years, including new possibilities of intera...
Chapter
Full-text available
This chapter about storytelling and interactivity in storytelling first explains on various serious games examples foundations of storytelling. Then storytelling in Interactive Media with regard to serious games is described. Further the current state of the art on Interactive Digital Storytelling is presented including example experiences, authori...
Article
Full-text available
This article focuses on the results of my research project on cinemagoing heritage, concluding with the development of a matrix to analyse and categorise cinemagoing memories. What cinemagoing recollections come into the minds of the subjects in retrospect, and in what manner are these memories communicated? I explored the forms of how cinemagoing...
Conference Paper
In this contribution we explore the challenges and opportunities of innovative mobile historical experiences in the domain of commemorative culture. We present two prototypes conceptualized and implemented for a mobile experience in this field, one as an experiment to apply gamification concepts in this domain, the other one in the utilization of A...

Citations

... Semi-structured interviews were conducted with social media managers (e.g. director, head of the communications department, social media manager, etc.) from the participating museums to gain information about their organisation, its mission and identity, and their communication and social media strategies (Manca et al. 2022b). ...
... As explained above, the limited interactivity observed in the study is intertwined with the fact that the memory of the Holocaust is a complex and delicate issue, and museums are mainly preoccupied with limiting cases of denial, distortion, misuse, and superficial representations (International Holocaust Remembrance Alliance 2021). However, as recently highlighted (Manca et al. 2022a), Holocaust distortion and abuse is considered a fringe phenomenon which requires a holistic approach comprising diverse measures, among which the active involvement of the fan/ follower community in creating a safe and cooperative environment. User communities may help disseminate trustworthy information by engaging with authentic stories and developing new and original forms of digital commemoration, but this can only happen if Holocaust institutions trust their audience and involve them in participative historical storytelling. ...
... The qualitative analysis was conducted through a coding scheme based on a framework specially devised to analyse Holocaust-related content published on the social media profiles of Holocaust museums. This framework had been designed and validated through a Delphi Study involving a panel of 22 international Holocaust experts (Manca 2021a) and was used to analyse the 10 posts on each platform that generated the highest degree of post interaction. The framework provides guidance on how to classify published information pertaining to three major domains (macro-categories): Historical content of the Holocaust, Contemporary issues related to the Holocaust, and Museum activities and communication. ...
... Research has shown that museums already follow each other (Manca, 2021b;Rehm, Manca, & Haake, 2020), but stronger cooperation, e.g., in the context of commemorative days or joint actions, would open up further opportunities. Working with larger museums would allow "smaller" museums to attract attention and reach more users. ...
... In this case, the game environment is like a theater stage, and game characters and the game player(s) are the actors (Dörner et al., 2016). Stories and storytelling are critical components of serious games and play essential roles in connecting the serious context with other gameplay elements (Kampa et al., 2016). They also help in "evoking emotion and facilitating immersion in a game" (Dörner et al., 2016, p. 47). ...
... Still, Gamification will have its limits, and there will be areas where the application will not be appropriate or may not bring the expected results. For instance, in the context of commemorative culture first experiments introducing an edutainment and gamification approach appeared problematic, leading to distraction and a level of trivialization, which was not considered necessarily positive (Haake and M€ uller 2015). More experiences are required to clearly understand the potentials and limits of Gamification. ...
Reference: Gamification