
handle: 10400.14/47493
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).
Pedagogy, Higher education, Games, Art, Education
Pedagogy, Higher education, Games, Art, Education
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