Utilize este identificador para referenciar este registo:
https://hdl.handle.net/1822/86350
Registo completo
Campo DC | Valor | Idioma |
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dc.contributor.author | Salaberri, Marcelo | por |
dc.contributor.author | Gil, Maitê Moraes | por |
dc.contributor.author | Sylla, Cristina Maria | por |
dc.contributor.editor | Brooks, Eva Irene | por |
dc.contributor.editor | Brooks, Anthony | por |
dc.contributor.editor | Sylla, Cristina Maria | por |
dc.contributor.editor | Møller, Anders Kalsgaard | por |
dc.date.accessioned | 2023-09-13T12:47:17Z | - |
dc.date.available | 2023-09-13T12:47:17Z | - |
dc.date.issued | 2021 | - |
dc.identifier.citation | Salaberri, 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_10 | por |
dc.identifier.isbn | 978-3-030-78447-8 | por |
dc.identifier.issn | 1867-8211 | por |
dc.identifier.uri | https://hdl.handle.net/1822/86350 | - |
dc.description.abstract | Interactive 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.sponsorship | FCT -Fundação para a Ciência e a Tecnologia(POCI/01/0145/FEDER/032580) | por |
dc.language.iso | eng | por |
dc.publisher | Springer | por |
dc.rights | openAccess | por |
dc.rights.uri | http://creativecommons.org/licenses/by/4.0/ | por |
dc.subject | Gamification | por |
dc.subject | Interactive story apps | por |
dc.subject | Multimodality | por |
dc.subject | Children playful learning | por |
dc.title | GamAll: playing beyond boundaries - gamification and multimodal literacy | por |
dc.type | conferencePaper | por |
dc.relation.publisherversion | https://link.springer.com/chapter/10.1007/978-3-030-78448-5_10 | por |
oaire.citationStartPage | 140 | por |
oaire.citationEndPage | 147 | por |
oaire.citationVolume | 366 | por |
dc.identifier.doi | 10.1007/978-3-030-78448-5_10 | por |
dc.identifier.eisbn | 978-3-030-78448-5 | por |
dc.subject.fos | Ciências Sociais::Ciências da Educação | por |
sdum.journal | Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering (LNICST) | por |
sdum.bookTitle | Design, Learning, and Innovation. DLI 2020. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering | por |
oaire.citationEdition | 366 | por |
oaire.version | VoR | por |
Aparece nas coleções: | CIEC - Livros e Capítulos de Livros |
Ficheiros deste registo:
Ficheiro | Descrição | Tamanho | Formato | |
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Salaberri_Gil_Sylla_2021_GamAllPlayingBeyondBoundaries.pdf | 770,43 kB | Adobe PDF | Ver/Abrir |
Este trabalho está licenciado sob uma Licença Creative Commons