Aspects for cultivating creative literacy through play: an analysis on primary literature review and preliminary laboratorial work

Q4 Social Sciences
José Raimundo, Pedro Cardoso, Miguel Carvalhais, A. Coelho
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引用次数: 0

Abstract

: This article inspects theory emerging from literature review and laboratory work on games for cultivating creative literacy. Whether games can or cannot instil or alienate one’s creativity is debatable. On one hand, they can be risk- and stress-free exploring grounds for people to interact in ways without parallel; on another, they can disengage players from the real world. Nevertheless, they have the potential to be turned into tools for thinking, for learning and for articulating knowledge between individu- als. With that into consideration, we pinpointed two main groups that branch into four major categories: Behaviours – comprised of Attitudes and Competencies – and Conditions – comprised of Procedures and Resources – which we are structuring into a framework from which we draw hypotheses that undergo validation through play-testing sessions, in order to improve the framework.
通过游戏培养创造性素养的几个方面:初步文献综述与初步实验工作分析
本文考察了从文献综述和游戏实验室工作中涌现出的培养创新素养的理论。游戏是否能灌输或疏远一个人的创造力是有争议的。一方面,它们可以是无风险、无压力的探索场所,让人们以前所未有的方式进行互动;另一方面,他们可以让玩家脱离现实世界。然而,它们有潜力成为思考、学习和在个体之间表达知识的工具。考虑到这一点,我们确定了两个主要群体,分为四大类:行为——由态度和能力组成——条件——由程序和资源组成——我们正在将其构建成一个框架,从中我们得出假设,并通过游戏测试进行验证,以改进该框架。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Revista Lusofona de Educacao
Revista Lusofona de Educacao Social Sciences-Education
CiteScore
0.40
自引率
0.00%
发文量
15
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