Publicação

Games + education + art = higher education

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Detalhes bibliográficos
Resumo: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).
Autores principais:Albuquerque, Beatriz
Assunto:Games Education Pedagogy Art Higher education
Ano:2024
País:Portugal
Tipo de documento:documento de conferência
Tipo de acesso:acesso aberto
Instituição associada:Universidade Católica Portuguesa
Idioma:inglês
Origem:Veritati - Repositório Institucional da Universidade Católica Portuguesa
Descrição
Resumo: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).