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Interactive multimedia experiences in higher education : gaming, augment and virtual reality, and research

dc.contributor.authorGouveia, Patrícia
dc.contributor.authorLima, Luciana
dc.contributor.authorUnterholzner, Anna Rebecca
dc.date.accessioned2022-05-13T16:42:08Z
dc.date.available2022-05-13T16:42:08Z
dc.date.issued2022
dc.description.abstractThis chapter presents experiences in using gaming and interactive media in higher education environments since 2017 culminating in the 2020/21 years when the COVID-19 pandemic forced teachers and students to adopt different work methodologies. Participatory design strategies merged with a tradition of critical and interdisciplinary studies in humanities mediated by online technologies helped shape these strategies enhanced by the cooperation from three different faculties from Lisbon University in Portugal (Universidade de Lisboa, UL), namely FBAUL, IST, and IGOT. The aim of these experiments was to augment the potential for innovation and research taking advantage of gaming research methodologies to involve teachers and students in a common context. This chapter also shows research done in interactive media, augmented and virtual reality, game art, and gender equity. The year 2020 showed how institutional collaboration can open learning spaces to a more focused approach on the interests of young people and to promote a more sustainable and dynamic futurept_PT
dc.description.versioninfo:eu-repo/semantics/publishedVersionpt_PT
dc.identifier.citationIn: Handbook of research on acquiring 21st century literacy skills through game-based learning. - p. 180-193pt_PT
dc.identifier.doi10.4018/978-1-7998-7271-9.ch010pt_PT
dc.identifier.urihttp://hdl.handle.net/10451/52997
dc.language.isoengpt_PT
dc.peerreviewedyespt_PT
dc.publisherIgi Globalpt_PT
dc.subjectPandemiapt_PT
dc.subjectJogospt_PT
dc.subjectArte multimédiapt_PT
dc.subjectArte digitalpt_PT
dc.subjectTransmediapt_PT
dc.subjectDesign participativopt_PT
dc.titleInteractive multimedia experiences in higher education : gaming, augment and virtual reality, and researchpt_PT
dc.typebook part
dspace.entity.typePublication
oaire.citation.endPage193pt_PT
oaire.citation.startPage180pt_PT
person.familyNameGouveia
person.familyNamede Sousa Lima
person.familyNameUnterholzner
person.givenNamePatrícia
person.givenNameLuciana
person.givenNameAnna Rebecca
person.identifier.ciencia-id2D1C-EBB6-215A
person.identifier.ciencia-id9311-37A0-FDB6
person.identifier.orcid0000-0002-4351-8999
person.identifier.orcid0000-0001-6996-5642
person.identifier.orcid0000-0002-3872-0252
person.identifier.scopus-author-id35310144800
rcaap.rightsrestrictedAccesspt_PT
rcaap.typebookPartpt_PT
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relation.isAuthorOfPublication8cd5ed24-918c-4b7a-9bc6-944ca9a4c990
relation.isAuthorOfPublication0e20f270-87f8-4eb0-8009-f593b6377026
relation.isAuthorOfPublication.latestForDiscoveryd53bf8a1-ad57-4515-abdb-814fec07d280

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