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Games and ludic practices as educational strategies in the digital humanities

  • 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.

     

    Instituto Brasileiro de Informação em Ciência e Tecnologia (Ibict)

    Brasília, DF, Brasil
    Setor de Autarquias Sul (SAUS), Quadra 5, Lote 6, Bloco H
    70070-912
    www.ibict.br
    Rio de Janeiro, RJ, Brasil
    Programa de Pós-graduação em Ciência da Informação
    Rua Lauro Muller, 455 - 4º Andar - Botafogo
    22290-160
    www.ppgci.ufrj.br

    Contato

    Christine Alvarez

    • +55-21-3873-9454
    • liinc@ibict.br

    Liinc em Revista ISSN 1808-3536

    Liinc em Revista é licenciada sob CC BY 4.0

    Política de privacidade

    Platform and workflow by OJS/PKP

    Desenvolvido por Commscientia