Utilize este identificador para referenciar este registo: https://hdl.handle.net/1822/86350

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dc.contributor.authorSalaberri, Marcelopor
dc.contributor.authorGil, Maitê Moraespor
dc.contributor.authorSylla, Cristina Mariapor
dc.contributor.editorBrooks, Eva Irenepor
dc.contributor.editorBrooks, Anthonypor
dc.contributor.editorSylla, Cristina Mariapor
dc.contributor.editorMøller, Anders Kalsgaardpor
dc.date.accessioned2023-09-13T12:47:17Z-
dc.date.available2023-09-13T12:47:17Z-
dc.date.issued2021-
dc.identifier.citationSalaberri, Marcelo; Gil, Maitê; Sylla, Cristina. 2021. GamAll: Playing Beyond Boundaries - Gamification and Multimodal Literacy. In Brooks E.I., Brooks A., Sylla C., Møller A.K. (eds) Design, Learning, and Innovation. DLI 2020. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, vol 366. Springer, Cham. https://doi.org/10.1007/978-3-030-78448-5_10por
dc.identifier.isbn978-3-030-78447-8por
dc.identifier.issn1867-8211por
dc.identifier.urihttps://hdl.handle.net/1822/86350-
dc.description.abstractInteractive story apps are becoming popular, especially among children. Due to its multimodality, interactive story apps offer a good opportunity to promote the development of cognitive and language skills. Here, we present the theoretical framework and the initial design decisions that support the development of a pedagogical game, which aims at enhancing students’ reading competences related to multimodal texts. The game complements Mobeybou in Brazil, an interactive story application directed to pre and primary school children and a digital manipulative that aims at promoting young children’s literacy, especially focusing on the development of language and storytelling competences in the context of multiculturalism. The development of the game follows a design-based research methodology and a user-centered approach. The conceptualization and the development of the game, as well as of the Mobeybou story app, are informed by theories of embodiment, socio-constructivist and constructionist theories, as well as multiliteracies and multimodality theories.por
dc.description.sponsorshipFCT -Fundação para a Ciência e a Tecnologia(POCI/01/0145/FEDER/032580)por
dc.language.isoengpor
dc.publisherSpringerpor
dc.rightsopenAccesspor
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/por
dc.subjectGamificationpor
dc.subjectInteractive story appspor
dc.subjectMultimodalitypor
dc.subjectChildren playful learningpor
dc.titleGamAll: playing beyond boundaries - gamification and multimodal literacypor
dc.typeconferencePaperpor
dc.relation.publisherversionhttps://link.springer.com/chapter/10.1007/978-3-030-78448-5_10por
oaire.citationStartPage140por
oaire.citationEndPage147por
oaire.citationVolume366por
dc.identifier.doi10.1007/978-3-030-78448-5_10por
dc.identifier.eisbn978-3-030-78448-5por
dc.subject.fosCiências Sociais::Ciências da Educaçãopor
sdum.journalLecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering (LNICST)por
sdum.bookTitleDesign, Learning, and Innovation. DLI 2020. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineeringpor
oaire.citationEdition366por
oaire.versionVoRpor
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