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Games + education + art = higher education

dc.contributor.authorAlbuquerque, Beatriz
dc.date.accessioned2024-12-11T10:43:05Z
dc.date.available2024-12-11T10:43:05Z
dc.date.issued2024
dc.description.abstractThis presentation examines the viability of different approaches for a teacher who plays and designs games/playful interactive activities for higher education classes in Portugal. This applies to both undergraduate and graduate students using play and games (non-digital and digital), which are often used to activate learning in their classroom by the teacher. At its learning center, game-based classroom activities for learning is always present; one example is Beatriz Albuquerque's scavenger hunt, a game/activity which takes place both in physical gardens/museums and in the virtual world/metaverse. While students are playing the games, they simultaneously acquire and develop new literacy skills and expand their proficiency in critical thinking (edutainment).pt_PT
dc.description.versioninfo:eu-repo/semantics/publishedVersionpt_PT
dc.identifier.urihttp://hdl.handle.net/10400.14/47493
dc.language.isoengpt_PT
dc.peerreviewedyespt_PT
dc.subjectGamespt_PT
dc.subjectEducationpt_PT
dc.subjectPedagogypt_PT
dc.subjectArtpt_PT
dc.subjectHigher educationpt_PT
dc.titleGames + education + art = higher educationpt_PT
dc.typeconference object
dspace.entity.typePublication
oaire.citation.conferencePlaceUnited Statespt_PT
oaire.citation.titleThe CUNY Games Conference 10.0pt_PT
rcaap.rightsopenAccesspt_PT
rcaap.typeconferenceObjectpt_PT

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