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Communications in Computer and Information Science ; 1702 CCIS:67-88, 2023.
Article in English | Scopus | ID: covidwho-2293974

ABSTRACT

The complexity of social interactions has been pointed out as challenges in studies on social development, education, cultural diversity, behavior change, and innovation. The COVID-19 pandemics highlighted important issues of our modern society, especially regarding emotional and psychological issues: humans as artificial beings disconnected from the planet, anxious for socialization, mainly through virtual worlds. Stress, anxiety, hopelessness and depression are sources of concern, while pleasure - a fundamental aspect for human life - loses space. We argue that our society needs to recover the pleasure which relies on the learning aspects of life situations as well as to rebuild the way we interact for social or work purposes. In this chapter, we propose as a challenge for the games research community, to face the sophistication that encompasses how to conceptualize, model, design, evaluate, and play games which can turn our actions in the world more playful. We primarily approach games as enablers and agents for work relations, social change and innovation in organizations, with a special look to the Brazilian context. © 2023, The Author(s), under exclusive license to Springer Nature Switzerland AG.

2.
1st Forum on Grand Research Challenges in Games and Entertainment Computing in Brazil, GranDGamesBR 2020, and 2nd Forum on Grand Research Challenges in Games and Entertainment Computing in Brazil, GranDGamesBR 2021 ; 1702 CCIS:67-88, 2023.
Article in English | Scopus | ID: covidwho-2256476

ABSTRACT

The complexity of social interactions has been pointed out as challenges in studies on social development, education, cultural diversity, behavior change, and innovation. The COVID-19 pandemics highlighted important issues of our modern society, especially regarding emotional and psychological issues: humans as artificial beings disconnected from the planet, anxious for socialization, mainly through virtual worlds. Stress, anxiety, hopelessness and depression are sources of concern, while pleasure - a fundamental aspect for human life - loses space. We argue that our society needs to recover the pleasure which relies on the learning aspects of life situations as well as to rebuild the way we interact for social or work purposes. In this chapter, we propose as a challenge for the games research community, to face the sophistication that encompasses how to conceptualize, model, design, evaluate, and play games which can turn our actions in the world more playful. We primarily approach games as enablers and agents for work relations, social change and innovation in organizations, with a special look to the Brazilian context. © 2023, The Author(s), under exclusive license to Springer Nature Switzerland AG.

3.
6th Latin American Conference on Learning Technologies, LACLO 2021 ; : 24-31, 2021.
Article in Portuguese | Scopus | ID: covidwho-1784528

ABSTRACT

During the COVID-19, many teaching institutions have been forced to adopt remote education. Teachers and students have faced challenges to keep their activities and stay motivated to face that new reality. Thus, the interaction between teachers and students by information and communication technologies grew up and, consequently, the need for alternative techniques for teaching and learning. Therefore, this research aims to characterize the application of active learning techniques, resources, and tools during social distancing. Through a survey-based research, we analyzed 51 answers from teachers of private Brazilian higher education. As result, we observed that the virtual learning environments have been used as technological support to expositive and dialogued classes and, also, the improvising of active learning to remote classes. Still, they pointed positive perceptions about the conduction of teaching activities due to this period. © 2021 IEEE.

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