Game-based Learning
0
2021-2022
01018741
Psychology
Portuguese
English
Face-to-face
3.0
Elective
1st Cycle Studies
Recommended Prerequisites
Not applicable.
Teaching Methods
Game based learning complemented by problem-based or project based approaches. Experiential and cooperative learning. Besides the contents presented (by theoretical exposition, analysis of written and audiovisual documents, consultation of experts) it is expected theoretical and practical articulation, research and systematization, with the support of group dynamics, game analysis, classification handling, game experiences, observation, peer tutoring, visits and discussion forums.
Learning Outcomes
Conceptualize Game from a psychological perspective
.Compare playful behaviours and environments (in different cultures; in specific developmental conditions)
.Analyze theoretical principles underlying the use of games for learning
.Discuss experiences of using games for educational, therapeutic and training purposes
.Appreciating evidence of game-based learning in the development of curricula or skills programmes
.Identify the benefits of games (from traditional to digital) in education plans in multiple literacy and personal, social, professional and interdisciplinary approach for flexibility, autonomy and democratic participation
.Analyze games (e.g. board games: cognitive tasks; roleplay: social inclusion, cognitive complexity)
.Plan learning facilitation practices with games
.Frame the use of games in psychological, psycho-pedagogical or psychosocial assessment.
Work Placement(s)
NoSyllabus
Ludic, Play and Games
Theoretical Foundations of Psychology of Game
Theories of Game Based Learning (GBL)
GBL, Serious Games and Gamification
. basic principles and operational implications
Game elements: rules, narrative and gameplay (mechanic, dynamic and aesthetic)
Types of games and game analysis at cognitive; functional; socio-emotional; psychomotor level
. Analog and digital games
. Solo, doubles and multiplayer
Typology of players
Game connections to learn: Elements of a game, gameplay and gaming experience in promoting skills
. Neuronal Plasticity
Gameplay Impact on development - scientific evidence
. consequences of deprivation of play
. addition
Role-playing games; transforming potential
Video games, robotics and learning through digital devices
Measures of effectiveness and benefit: psychological, pedagogical and social by involvement and playfulness.
Head Lecturer(s)
Ana Cristina Ferreira Almeida
Assessment Methods
Assessment
Project: 50.0%
Laboratory work or Field work: 50.0%
Bibliography
Almeida, A.C.(2012). Aprender jogando: (...). Práxis Educacional, 8(12), 141-167.
Amado, J., & Almeida, A.C. (2017). Políticas públicas e o direito de brincar das crianças. Laplage em Revista, 3(1), 101-116.
Bedwell, W.L., et al. (2012). Toward a taxonomy linking game attributes to learning(…) Simulation & Gaming, 43(6), 729-760. DOI: 10.1177/1046878112439444
Brown, S.(2009). Play: How it shapes the brain, (…). New York: Penguin.
Gee, J.P.(2008).“Learning and Games." In Salen, K. (…) (21–40). Cambridge: The MIT Press. doi:10.1162/dmal.9780262693646.021.
Lasley, E. (2017). 21th century literacy, game-based learning, project-based learning. Journal of Literacy and Technology, 18(3), 38-55.
Plass, J.L., Homer, B.D., & Kinzer, C.K. (2015). Foundations of game-based learning. Educational Psychologist, 50(4), 258-283.
Plass, J.L., Mayer, R.E., & Homer, B.D. (Eds.) (2020). Handbook of Game-Based Learning. Cambridge, Massachusetts: The MIT Press.