{"title":"Interactive Multimedia Experiences in Higher Education","authors":"Patrícia Gouveia, L. Lima, Anna Unterholzner","doi":"10.4018/978-1-7998-7271-9.ch010","DOIUrl":null,"url":null,"abstract":"This chapter presents experiences in using gaming and interactive media in higher education environments since 2017 culminating in the 2020/21 years when the COVID-19 pandemic forced teachers and students to adopt different work methodologies. Participatory design strategies merged with a tradition of critical and interdisciplinary studies in humanities mediated by online technologies helped shape these strategies enhanced by the cooperation from three different faculties from Lisbon University in Portugal (Universidade de Lisboa, UL), namely FBAUL, IST, and IGOT. The aim of these experiments was to augment the potential for innovation and research taking advantage of gaming research methodologies to involve teachers and students in a common context. This chapter also shows research done in interactive media, augmented and virtual reality, game art, and gender equity. The year 2020 showed how institutional collaboration can open learning spaces to a more focused approach on the interests of young people and to promote a more sustainable and dynamic future.","PeriodicalId":355025,"journal":{"name":"Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning","volume":"46 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.4018/978-1-7998-7271-9.ch010","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
This chapter presents experiences in using gaming and interactive media in higher education environments since 2017 culminating in the 2020/21 years when the COVID-19 pandemic forced teachers and students to adopt different work methodologies. Participatory design strategies merged with a tradition of critical and interdisciplinary studies in humanities mediated by online technologies helped shape these strategies enhanced by the cooperation from three different faculties from Lisbon University in Portugal (Universidade de Lisboa, UL), namely FBAUL, IST, and IGOT. The aim of these experiments was to augment the potential for innovation and research taking advantage of gaming research methodologies to involve teachers and students in a common context. This chapter also shows research done in interactive media, augmented and virtual reality, game art, and gender equity. The year 2020 showed how institutional collaboration can open learning spaces to a more focused approach on the interests of young people and to promote a more sustainable and dynamic future.
本章介绍了自2017年以来在高等教育环境中使用游戏和互动媒体的经验,最终在2020/21年度达到高潮,当时COVID-19大流行迫使教师和学生采用不同的工作方法。参与式设计策略与在线技术介导的人文学科批判性和跨学科研究传统相结合,帮助形成了这些策略,并得到了葡萄牙里斯本大学(Universidade de Lisbon, UL)三个不同学院(faul, IST和IGOT)的合作。这些实验的目的是增强创新和研究的潜力,利用游戏研究方法让教师和学生参与到共同的环境中。本章还展示了在互动媒体、增强现实和虚拟现实、游戏艺术和性别平等方面所做的研究。2020年展示了机构合作如何开放学习空间,以更加关注年轻人的利益,并促进更可持续和更有活力的未来。