Games and ludic practices as educational strategies in the digital humanities

Authors

  • Alexandre Farbiarz Universidade Federal Fluminense (UFF)
  • Jackeline Lima Farbiarz Pontifícia Universidade Católica do Rio de Janeiro (PUC-Rio)
  • Cynthia Macedo Dias Pontifícia Universidade Católica do Rio de Janeiro (PUC-Rio) Fundação Oswaldo Cruz (Fiocruz) https://orcid.org/0000-0002-4412-0878
  • Guilherme de Almeida Xavier Pontifícia Universidade Católica do Rio de Janeiro (PUC-Rio)

DOI:

https://doi.org/10.18617/liinc.v15i1.4609

Abstract

ABSTRACT Incorporating Digital Technologies of Information and Communication (TDICs) in education is a constant demand, and the Digital Humanities, from a South perspective, become a useful lens, by opening space for the human, in its complexity. This article discusses three experiences of application and creation of games and ludic practices in educational environments and how these can mobilize knowledge, affections, meetings and exchanges and promote practices consistent with the contexts and potentialities of educators and learners, favoring competences allied to the Digital Humanities in the critical formation of the contemporary subject.

Keywords: Games; Ludic Practices; Gamification; Education; Digital Humanities.

Published

28/06/2019

Issue

Section

Digital Humanities: Views from the South

How to Cite

Games and ludic practices as educational strategies in the digital humanities. Liinc em Revista, [S. l.], v. 15, n. 1, 2019. DOI: 10.18617/liinc.v15i1.4609. Disponível em: https://revista.ibict.br/liinc/article/view/4609.. Acesso em: 22 jul. 2024.