Zum Inhalt springen
Promotionsprojekt
csm_Escape_Room_im_Religionsunterricht_ce528fb845

    The Language-Developing Design of Escape Rooms as a Method for Promoting Subject-Specific Competence in Religious Education: A Qualitative Study Focusing on Students Who Have Migrated from Ukraine

    Given the growing religious, cultural, and linguistic diversity in learning groups—which presents the challenge of addressing learners’ varying backgrounds and needs in the classroom—the search for innovative teaching approaches in religious education is becoming increasingly important. Numerous studies show that the use of escape rooms in an educational context can increase learners’ motivation to learn and perform. However, the specific language-building design of such formats in religious education has hardly been researched to date.
    Promotionsprojekt
    KurzvorstellungPromotion_Engelhardt_quer

      „The communicative construction of Public AI: a media-ethnographic study.“

      The discourse on the future of AI is currently dominated by commercial systems, profitable use cases, and promises of economic growth driven by Big Tech. Various actors from the non-profit sector and beyond regard this dominance of commercial AI as a threat to the social fabric: systems such as ChatGPT or Grok are criticized for their at times problematic response behavior, while companies like OpenAI, xAI, and Palantir are accused of collaborating with authoritarian regimes and subverting democratic institutions.
      Promotionsprojekt
      Li, Yuru

        The Visual Framing of Politicians' Self-Presentation on Instagram and its Influence on Online Political Participation

        Political actors use social media such as Facebook and Twitter to influence potential voters and other key audiences such as journalists and civil society actors. This research will examine the self-promotion strategy of politicians from the perspective of visual framing and textual framing on Instagram. For data analysis, supervised deep learning will be used to (…)

        Promotionsprojekt
        LichtbildSTELTER - Kopie

          Value Formations in a Video-Game-Franchise. A Comparison of Value Formations in “The Last of Us” (2013) and “The Last of Us: Part II” (2020) (seit 2020)

          The video games “Last of Us” (2013) and “Last of Us 2” (2020) caused heated discussions during their release periods. While the first game prompted players’ to reflect on their moral compass through depictions of difficult decisions in crisis situations, the second instalment, published in the middle of the corona-pandemic, caused a polarizing controversy about (…)

          Promotionsprojekt
          Schmitz_0

            Journalistic Tools as "Boundary Objects" - A Media-Ethnographic Study of their Specifics as well as Dynamics of Development and Appropriation in Journalism

            The dissertation focuses on new journalistic tools under the conditions of digital media change. The tools are understood as „boundary objects“ (Star&Griesemer, 1989). Such a socio-technological perspective makes it possible to analyze their (technical) specifics as well as to grasp the negotiation processes in the context of concrete development and appropriation processes. Methodologically, the work (…)

            Promotionsprojekt
            Kuehn,Hendrik

              Journalistic narratives after the audience turn: How new journalistic narratives address their audience

              PhD project On the internet, the old business model of mass media is no longer viable and journalism must seek the attention of the audience in the area of conflict between quality reporting and personalized experience. An audience turn has taken place, which is also changing journalistic narrative styles.Hendrik Kühn’s dissertation project examines how this (…)