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Persona.EducationalStrategiesInSeriousGamesr1.31 - 17 May 2017 - 21:50 - GregorioIvanoff

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Keywords: design of serious games, shared practical understanding, social literacy practices, game-based learning, multi-lingual environments, change in communication, communication in ambiguity, learning games, learning flexibility, educational services, mobile learning, tax policy, educational policies, competitive dynamics, game design, serious games, learning purposes, literacy change, assessment strategies, policy design, student achievement, educational experience, services design, learning experiences, multilingual environments, academic experience, difference, Jane McGonigal

Palavras-chave: profissão em jogos, pesquisa em educação, jogos sérios, movimento em educação, acesso à informação, hábitos de estudo, educação em pesquisas tecnológicas

Brazil: mercado de games no Brasil

Outcomes: sustaining educational strategies, sustaining education

ASAKAWA, Tasia; GILBERT, Nigel. Synthesizing experiences: Lessons to be learned from Internet-mediated simulation games. Available from < >. access on 7 March 2011.

CABALERO, Sueli da Silva Xavier; MATTA, Alfredo Eurico Rodrigues. O jogo RPG digital na mediação da aprendizagem da escrita nas séries iniciais. Disponível em < >. Acesso em 16 fev. 2011.

GORNIAK, Peter; ROY, Deb. Speaking with your Sidekick: Understanding Situated Speech in Computer Role Playing Games. Available from < >. access on 16 February 2011.

HORN, John. Playing war games to win. Strategy Practice, McKinsey Quarterly, March, 2011.

NAGY, Judy; MCDONALD, Jacquelin. New models for learning flexibility: Negotiated choices for both academics and students. Available from < >. access on 22 January 2011.

PEREIRA, Luís Lucas; ROQUE, Licínio Gomes. Design Guidelines for Learning Games: the Living Forest Game Design Case. Available from < >. access on 16 February 2011.

PIVEC, Maja (editor). Proceedings of the 3rd European Conference on Games Based Learning, FH JOANNEUM University of Applied Sciences, Graz, Austria, 12-13 October 2009. Available from < >. access on 24 February 2011.

Policy. Available from < >. access on 7 March 2011.

SCOTT, David Travers. Killer apps and sick users: technology, disease, and differential analysis. Available from < >. access on 16 February 2011.

SQUIRE, Kurt. From Content to Context: Videogames as Designed Experience. Available from < >. access on 16 February 2011.

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-- GregorioIvanoff - 15 Feb 2011
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