Computer games in education: conflicts and overlaps!

dc.contributor.authorSilva, Nuno Sotero Alves da
dc.contributor.authorCosta, Gonçalo Jorge Morais da
dc.contributor.authorPawlak, Piotr
dc.contributor.authorFonseca, Tiago Filipe Rodrigues
dc.date.accessioned2014-05-14T15:35:38Z
dc.date.available2014-05-14T15:35:38Z
dc.date.issued2013
dc.description.abstractNovel educational environments promote an increasing use of technological mash-ups, which include serious games. These games purpose is to facilitate learning and promote behavioural change, so this contribution debates their potential role into education. Beyond this traditional analysis, the authors explore the overlap between serious games and positive psychology as a way to minimise the ethical and social dilemmas of e-education which literature seems to disregard. Therefore, this paper acknowledges three major sections: computer/video games (overview and philology); serious games (overview, educational dimensions and political stance); and discussion (ethical issues, social dilemmas and get positive seriously).por
dc.identifier.citationSilva, Nuno et al. (2013). Computer games in education: Conflicts and overlaps! In T. W. Bynum et al. (Eds.), ETHICOMP 2013 (pp. 425-434). Kolding: University of Southern Denmark.por
dc.identifier.urihttp://hdl.handle.net/11144/362
dc.language.isoengpor
dc.peerreviewedyespor
dc.publisherUniversity of Southern Denmark.por
dc.rightsopen accesspor
dc.subjectSerious gamespor
dc.subjecteducationpor
dc.subjectethical issuespor
dc.subjectsocial dilemmaspor
dc.subjectpositive psychologypor
dc.titleComputer games in education: conflicts and overlaps!por
dc.typeconferenceObjectpor
degois.publication.firstPage425por
degois.publication.lastPage434por
degois.publication.locationKoldingpor
degois.publication.titleETHICOMP 2013por
dspace.entity.typePublicationen

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