Publication
Games + education + art = higher education
| dc.contributor.author | Albuquerque, Beatriz | |
| dc.date.accessioned | 2024-12-11T10:43:05Z | |
| dc.date.available | 2024-12-11T10:43:05Z | |
| dc.date.issued | 2024 | |
| dc.description.abstract | This 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.version | info:eu-repo/semantics/publishedVersion | pt_PT |
| dc.identifier.uri | http://hdl.handle.net/10400.14/47493 | |
| dc.language.iso | eng | pt_PT |
| dc.peerreviewed | yes | pt_PT |
| dc.subject | Games | pt_PT |
| dc.subject | Education | pt_PT |
| dc.subject | Pedagogy | pt_PT |
| dc.subject | Art | pt_PT |
| dc.subject | Higher education | pt_PT |
| dc.title | Games + education + art = higher education | pt_PT |
| dc.type | conference object | |
| dspace.entity.type | Publication | |
| oaire.citation.conferencePlace | United States | pt_PT |
| oaire.citation.title | The CUNY Games Conference 10.0 | pt_PT |
| rcaap.rights | openAccess | pt_PT |
| rcaap.type | conferenceObject | pt_PT |
