Editorial - games and learning : consolidating and expanding the potential of analogue and digital games
Autor(a) principal: | |
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Data de Publicação: | 2023 |
Outros Autores: | , , |
Tipo de documento: | Artigo |
Idioma: | eng |
Título da fonte: | Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
Texto Completo: | http://hdl.handle.net/10437/14009 |
Resumo: | For a long time, Games Research suffered from what Jaakko Stenros and Annika Waern classified as the Digital Fallacy – the tendency to regard analog games as a subset of digital games rather than the other way around. Where boardgames were once associated with the past of games and learning and digital games with the future, there are now fresh insights and applications for boardgames in learning – alongside with their renaissance as games for entertainment. Even as boardgames found new relevance in learning, the already-recognized possibilities in digital games for learning have continued to expand, with more flexible and ubiquitous tools and platforms allowing for a greater variety of avenues of learning research and practice to be explored. Augmented and mixed reality as well as virtual reality are frontiers in learning that beg for further exploration. |
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Editorial - games and learning : consolidating and expanding the potential of analogue and digital gamesAUDIOVISUALCINEMATOGRAFIAVIDEOJOGOSREALIDADE VIRTUALCINEMATOGRAPHYVIDEO GAMESVIRTUAL REALITYFor a long time, Games Research suffered from what Jaakko Stenros and Annika Waern classified as the Digital Fallacy – the tendency to regard analog games as a subset of digital games rather than the other way around. Where boardgames were once associated with the past of games and learning and digital games with the future, there are now fresh insights and applications for boardgames in learning – alongside with their renaissance as games for entertainment. Even as boardgames found new relevance in learning, the already-recognized possibilities in digital games for learning have continued to expand, with more flexible and ubiquitous tools and platforms allowing for a greater variety of avenues of learning research and practice to be explored. Augmented and mixed reality as well as virtual reality are frontiers in learning that beg for further exploration.Edições Universitárias Lusófonas2023-06-28T15:27:53Z2023-01-01T00:00:00Z2023info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttp://hdl.handle.net/10437/14009eng2183-9271Neves, Pedro PintoSousa, CarlaFonseca, MicaelaRye, Sarainfo:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2023-06-30T01:30:46Zoai:recil.ensinolusofona.pt:10437/14009Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T18:01:44.351664Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse |
dc.title.none.fl_str_mv |
Editorial - games and learning : consolidating and expanding the potential of analogue and digital games |
title |
Editorial - games and learning : consolidating and expanding the potential of analogue and digital games |
spellingShingle |
Editorial - games and learning : consolidating and expanding the potential of analogue and digital games Neves, Pedro Pinto AUDIOVISUAL CINEMATOGRAFIA VIDEOJOGOS REALIDADE VIRTUAL CINEMATOGRAPHY VIDEO GAMES VIRTUAL REALITY |
title_short |
Editorial - games and learning : consolidating and expanding the potential of analogue and digital games |
title_full |
Editorial - games and learning : consolidating and expanding the potential of analogue and digital games |
title_fullStr |
Editorial - games and learning : consolidating and expanding the potential of analogue and digital games |
title_full_unstemmed |
Editorial - games and learning : consolidating and expanding the potential of analogue and digital games |
title_sort |
Editorial - games and learning : consolidating and expanding the potential of analogue and digital games |
author |
Neves, Pedro Pinto |
author_facet |
Neves, Pedro Pinto Sousa, Carla Fonseca, Micaela Rye, Sara |
author_role |
author |
author2 |
Sousa, Carla Fonseca, Micaela Rye, Sara |
author2_role |
author author author |
dc.contributor.author.fl_str_mv |
Neves, Pedro Pinto Sousa, Carla Fonseca, Micaela Rye, Sara |
dc.subject.por.fl_str_mv |
AUDIOVISUAL CINEMATOGRAFIA VIDEOJOGOS REALIDADE VIRTUAL CINEMATOGRAPHY VIDEO GAMES VIRTUAL REALITY |
topic |
AUDIOVISUAL CINEMATOGRAFIA VIDEOJOGOS REALIDADE VIRTUAL CINEMATOGRAPHY VIDEO GAMES VIRTUAL REALITY |
description |
For a long time, Games Research suffered from what Jaakko Stenros and Annika Waern classified as the Digital Fallacy – the tendency to regard analog games as a subset of digital games rather than the other way around. Where boardgames were once associated with the past of games and learning and digital games with the future, there are now fresh insights and applications for boardgames in learning – alongside with their renaissance as games for entertainment. Even as boardgames found new relevance in learning, the already-recognized possibilities in digital games for learning have continued to expand, with more flexible and ubiquitous tools and platforms allowing for a greater variety of avenues of learning research and practice to be explored. Augmented and mixed reality as well as virtual reality are frontiers in learning that beg for further exploration. |
publishDate |
2023 |
dc.date.none.fl_str_mv |
2023-06-28T15:27:53Z 2023-01-01T00:00:00Z 2023 |
dc.type.status.fl_str_mv |
info:eu-repo/semantics/publishedVersion |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/article |
format |
article |
status_str |
publishedVersion |
dc.identifier.uri.fl_str_mv |
http://hdl.handle.net/10437/14009 |
url |
http://hdl.handle.net/10437/14009 |
dc.language.iso.fl_str_mv |
eng |
language |
eng |
dc.relation.none.fl_str_mv |
2183-9271 |
dc.rights.driver.fl_str_mv |
info:eu-repo/semantics/openAccess |
eu_rights_str_mv |
openAccess |
dc.format.none.fl_str_mv |
application/pdf |
dc.publisher.none.fl_str_mv |
Edições Universitárias Lusófonas |
publisher.none.fl_str_mv |
Edições Universitárias Lusófonas |
dc.source.none.fl_str_mv |
reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação instacron:RCAAP |
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Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
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RCAAP |
institution |
RCAAP |
reponame_str |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
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Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
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Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
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1799131684656906240 |