@article{HermannsKeller2022, author = {Hermanns, Jolanda and Keller, David}, title = {The development, use, and evaluation of digital games and quizzes in an introductory course on organic chemistry for preservice chemistry teachers}, series = {Journal of chemical education / Division of Chemical Education, Inc., American Chemical Society}, volume = {99}, journal = {Journal of chemical education / Division of Chemical Education, Inc., American Chemical Society}, number = {4}, publisher = {American Chemical Society}, address = {Washington}, issn = {0021-9584}, doi = {10.1021/acs.jchemed.2c00058}, pages = {1715 -- 1724}, year = {2022}, abstract = {Due to the COVID pandemic, the introductory course on organic chemistry was developed and conducted as anonline course. To ensure methodical variety in this course,educational games and quizzes have been developed, used, and evaluated. The attendance of the course, and therefore also the use of the quizzes and games, was voluntary. The quizzes'main goalwas to give the students the opportunity to check whether they had memorized the knowledge needed in the course. Another goal was to make transparent which knowledge the students shouldmemorize by rote. The evaluation shows that the students hadnot internalized all knowledge which they should apply in severaltasks on organic chemistry. They answered multiselect questions in general less well than single-select questions. The games shouldcombine fun with learning. The evaluation of the games shows that the students rated them very well. The students used thosegames again for their exam preparation, as the monitoring of accessing the games showed. Students'experiences with usingelectronic devices in general or for quizzes and games have also been evaluated, because their experience could influence thestudents'assessment of the quizzes and games used in our study. However, the students used electronic devices regularly and shouldtherefore be technically competent to use our quizzes and games. The evaluation showed that the use of digital games for learningpurposes is not very common, neither at school nor at university, although the students had worked with such tools before. Thestudents are also very interested in using and developing such digital games not only for their own study, but also for their future work at school}, language = {en} } @article{MeyerBacherRothetal.2014, author = {Meyer, M. F. and Bacher, R. and Roth, Kersten S. and Beutner, D. and Luers, J. C.}, title = {Systematic analysis of the readability of patient information on websites of German nonuniversity ENT hospitals}, series = {HNO}, volume = {62}, journal = {HNO}, number = {3}, publisher = {Springer}, address = {New York}, issn = {0017-6192}, doi = {10.1007/s00106-013-2799-8}, pages = {186 -- +}, year = {2014}, abstract = {Besides their function as one of the main contact points, websites of hospitals serve as medical information portals. All patients should be able to understand medical information texts; regardless of their literacy skills and educational level. Online texts should thus have an appropriate structure to ease their comprehension. Patient information texts on every German nonuniversity ENT hospital website (n = 125) were systematically analysed. For ten different ENT topics a representative medical information text was extracted from each website. Using objective text parameters and five established readability indices, the texts were analysed in terms of their readability and structure. Furthermore, we stratified the analysis in relation to the hospital organisation system and geographical region in Germany. Texts from 142 internet sites could be used for the definite analysis. On average, texts consisted of 15 sentences and 237 words. Readability indices congruously showed that the analysed texts could generally only be understood by a well-educated or even academic reader. The majority of patient information texts on German hospital websites are difficult to understand for most patients. In order to fulfil their goal of adequately informing the general population about disease, therapeutic options and the particular focal points of the clinic, a revision of most medical texts on the websites of German ENT hospitals is recommended.}, language = {de} } @article{Erdmann2015, author = {Erdmann, Julius}, title = {Semiotics of Pictorial Signs on Social Networking Sites}, series = {Punctum : international journal of semiotics}, volume = {1}, journal = {Punctum : international journal of semiotics}, number = {1}, publisher = {Hellenic Semiotic Society}, address = {Thessaloniki}, issn = {2459-2943}, doi = {10.18680/hss.2015.0003}, pages = {26 -- 42}, year = {2015}, abstract = {The paper aims at considering characteristics from one field of contemporary visual studies that has for a long time been neglected in academic research: Pictorial signs on Social Network Sites (SNS) are an outstanding class of semiotic resources that is greatly shaped by processes of technological and collective sign production and distribution. A brief examination of the scholarly research on the pragmatics and semiotics of pictorial signs on SNS shows that the heterogeneity of visual signs is often neglected and that it mostly concentrates on one aspect of these pictorial signs: their technological production or their purpose for individual self-disclosure. The paper therefore considers the semiosis of pictorial signs on SNS in a holistic perspective as one the one hand produced by individual and collective meaning making as well as on the other hand a product of technological framing. It therefore develops a techno-semiotic pragmatic account that takes into consideration both processes. Starting from a prominent class of pictorial signs on SNS during Tunisian Revolution, the Tunisian Flag graphics, the paper than shows that communicative and social interaction functions on the graphic interface of SNS ('like'-function, sharing and commenting option) are not only directly inscribed into the pictorial frame, but also greatly influence the reading of a pictorial sign. The location of images on the SNS' interface has an impact on its meaning and on the social functions of a pictorial sign, as profile pictures are directly linked to the online identity of the user. Through technological sign processing, the polysemy of the image is reduced. We therefore consider the images on the one hand as individual self-narratives and on the other as instances of SNS' visual culture that brings out dominant visual codes but also allows social and political movements to spread.}, language = {en} }