Aspects for cultivating creative literacy through play : an analysis on primary literature review and preliminary laboratorial work
| dc.contributor.author | Raimundo, José | |
| dc.contributor.author | Cardoso, Pedro | |
| dc.contributor.author | Carvalhais, Miguel | |
| dc.contributor.author | Coelho, António | |
| dc.contributor.institution | CeiED - Interdisciplinary Research Centre for Education and Development | |
| dc.date.issued | 2020 | |
| dc.description | Publisher Copyright: © 2019, Edicoes Universitarias Lusofonas. All rights reserved. | |
| dc.description.abstract | Este artigo inspeciona teoria emergente da revisão de literatura e de trabalho de laboratório em jogos para o cultivo da literacia criativa. É discutível se os jogos podem ou não instilar ou alienar a criatividade de alguém. Por um lado, podem ser um campo de exploração livre de riscos e stress para as pessoas interagirem de formas sem precedentes; por outro, podem alienar jogadores do mundo real. No entanto, eles têm o potencial de serem transformados em ferramentas de pensamento, de aprendizagem e para articular conhecimentos entre indivíduos. Com isso em consideração, identificamos dois grandes grupos que se ramificam em quatro categorias principais: Comportamentos – compostos por Atitudes e Competências – e Condições – compostos por Procedimentos e Recursos – que estamos a estruturar numa framework a partir da qual extraímos hipóteses que são validadas através de sessões de teste de jogo, a fim de a melhorar. | pt |
| dc.description.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 individuals. 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. | en |
| dc.description.sponsorship | The research leading to these results was supported by the FCT, reference SFRH/BD/137169/2018, financed by the Human Capital Operational Programme (HCOP), under the European Social Fund and national funds of the MCTES. | |
| dc.identifier.citation | Raimundo, J, Cardoso, P, Carvalhais, M & Coelho, A 2020, 'Aspects for cultivating creative literacy through play : an analysis on primary literature review and preliminary laboratorial work', Revista Lusófona de Educação, vol. 46, no. 46, pp. 99-116. https://doi.org/10.24140/issn.1645-7250.rle46.07 | |
| dc.identifier.doi | https://doi.org/10.24140/issn.1645-7250.rle46.07 | |
| dc.identifier.issn | 1646-401X | |
| dc.identifier.uri | https://hdl.handle.net/10437/10177 | |
| dc.identifier.url | https://www.scopus.com/pages/publications/85083794378 | |
| dc.language.iso | eng | |
| dc.peerreviewed | yes | |
| dc.publisher | University of Lusophone Humanities and Technology | |
| dc.relation.ispartof | Revista Lusófona de Educação | |
| dc.rights | openAccess | |
| dc.subject | EDUCAÇÃO | |
| dc.subject | LITERACIA | |
| dc.subject | CRIATIVIDADE | |
| dc.subject | JOGOS | |
| dc.subject | DESIGN | |
| dc.subject | EDUCATION | |
| dc.subject | LITERACY | |
| dc.subject | CREATIVITY | |
| dc.subject | GAMES | |
| dc.title | Aspects for cultivating creative literacy through play : an analysis on primary literature review and preliminary laboratorial work | en |
| dc.title | Aspectos para o cultivo da Literacia Criativa através do jogouma análise sobre a revisão da literatura e trabalho laboratorial preliminar | pt |
| dc.type | article |