Learning with games during Covid-19: playful platforms to support teaching
Abstract
The pandemic led the world to try to compensate for the lack of inperson contact with digital technologies. Education was affected, especially for children. Platforms were used with varying degrees of interaction, with many incorporating playful elements to enhance engagement. However, in this usage, multimedia capabilities represent only one dimension. Factors such as empowerment, participation, and the potential for developing multiliteracy skills are important aspects of a technological medium that aims to complement or replace in-person schooling. Based on these concepts, we analyzed two of the main platforms in use, from the perspectives of device analysis, layers of participation, and multiliteracy pedagogy. The analysis confirmed some of the findings from bibliometrics and proposed a broader perspective, incorporating the phases of multiliteracy pedagogy.
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