Utilize este identificador para referenciar este registo: https://hdl.handle.net/1822/9837

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dc.contributor.authorOliveira, Lia Raquel-
dc.contributor.authorCorreia, Ana Castro-
dc.contributor.authorMerrelho, Anabela-
dc.contributor.authorMarques, Armanda-
dc.contributor.authorPereira, Daniela Jorge-
dc.contributor.authorCardoso, Vânia-
dc.date.accessioned2009-12-04T18:33:26Z-
dc.date.available2009-12-04T18:33:26Z-
dc.date.issued2009-
dc.identifier.citationWORLD 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.urihttps://hdl.handle.net/1822/9837-
dc.description.abstractThis 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.sponsorshipUniversidade do Minho. Centro de Investigação em Educação (CIEd)por
dc.language.isoengpor
dc.rightsopenAccesspor
dc.subjectDigital gamespor
dc.titleDigital games: possibilities and limitations: the Spore Game casepor
dc.typeconferencePaperpor
dc.peerreviewedyespor
Aparece nas coleções:CIEd - Volume de Atas / Proceedings

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