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What is Arts

Handbook of Research on Immersive Digital Games in Educational Environments
Human activity connected to aesthetic, expressive or communicative manifestations, performed through a wide variety of languages, such as architecture, drawing, sculpture, painting, writing, music, dance, theater, and cinema, in various combinations.
Published in Chapter:
Digital Game Design Tutorial for Use in the Basic School: A Pedagogical Proposal
Míria Santanna dos Santos (Ciência e Tecnologia do Rio Grande do Sul, Brazil), Camila Peres (Universidade Federal do Rio Grande do Sul, Brazil), Marcelo A. R. Schmitt (Ciência e Tecnologia do Rio Grande do Sul, Brazil), and Andre Peres (Ciência e Tecnologia do Rio Grande do Sul, Brazil)
DOI: 10.4018/978-1-5225-5790-6.ch003
Abstract
The students of the twenty-first century are digital natives, presenting a nonlinear way of learning. The school, on the other hand, still keeps a sequential teaching structure. In order to approach the school of the students' reality, digital games can be an important educational tool. This can be done not only using educational games, but also by the creation of games. There are applications and software available online that allow the creation of games in a simple and accessible way. This process of building games enables students to mobilize various fields of knowledge and provide digital literacy, with the development of critical capacity. This chapter presents the theoretical foundations that justify the use of games in education, and a pedagogical proposal based on the construction of games, as well as tools that can be used to build digital games.
Full Text Chapter Download: US $37.50 Add to Cart
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Creating a Sustainable Community: An Interprofessional Approach Using Arts-Based Interventions
Broadly conceived, the arts include mindful meditation, writing/journaling/poetry, music/sound, dance/movement, theater/improvisation, ritual, collage/visual art, pottery/sculpture, ecotherapy, and activism.
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