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https://hdl.handle.net/1822/9837
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Campo DC | Valor | Idioma |
---|---|---|
dc.contributor.author | Oliveira, Lia Raquel | - |
dc.contributor.author | Correia, Ana Castro | - |
dc.contributor.author | Merrelho, Anabela | - |
dc.contributor.author | Marques, Armanda | - |
dc.contributor.author | Pereira, Daniela Jorge | - |
dc.contributor.author | Cardoso, Vânia | - |
dc.date.accessioned | 2009-12-04T18:33:26Z | - |
dc.date.available | 2009-12-04T18:33:26Z | - |
dc.date.issued | 2009 | - |
dc.identifier.citation | WORLD CONFERENCE ON E-LEARNING IN CORPORATE, GOVERNMENT, HEALTHCARE AND HIGHER EDUCATION, Vancouver, Canada, 2009 – “E-Learn 2009”. [Vancouver : AACE, 2009]. p. 3011-3020. | por |
dc.identifier.uri | https://hdl.handle.net/1822/9837 | - |
dc.description.abstract | This paper discusses the educational value of digital games, its advantages and limitations. In order to present the educational potential of digital games, we proceed to the analysis and evaluation of a game, which was recently published by Electronic Arts Inc., Spore, a game that reached the market surrounded by controversy, due to the evolution of the cells that settle its universe. This game presents defensible characteristics regardless of the underlying moral bias, offering a strong educational potential and reveling itself as a valuable educational resource, as it promotes active, autonomous and participated learning processes. | por |
dc.description.sponsorship | Universidade do Minho. Centro de Investigação em Educação (CIEd) | por |
dc.language.iso | eng | por |
dc.rights | openAccess | por |
dc.subject | Digital games | por |
dc.title | Digital games: possibilities and limitations: the Spore Game case | por |
dc.type | conferencePaper | por |
dc.peerreviewed | yes | por |
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Ficheiro | Descrição | Tamanho | Formato | |
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paper_ana_elearn_09.pdf | 243,07 kB | Adobe PDF | Ver/Abrir |