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dc.contributor.authorMartinez, Lis Yana de Limapt_BR
dc.contributor.authorMoraes, Vinícius dept_BR
dc.contributor.authorMaggio, Sandra Sirangelopt_BR
dc.date.accessioned2021-05-18T04:37:52Zpt_BR
dc.date.issued2021pt_BR
dc.identifier.issn2582-3574pt_BR
dc.identifier.urihttp://hdl.handle.net/10183/221229pt_BR
dc.description.abstractThis article presents a proposal for the elaboration of an RPG game with board support based on the remediation of literary narratives and which is thought both for use in the classroom, as a didactic tool, but understood essentially as a playful activity. For that, we first start an observation about the act of playing and what it means in society and in linguistic terms. Subsequently, we are concerned with defining what a game is so that we can effectively present the proposal. To better exemplify it, we present as an example the remediation of Arthurian legends from Le Morte d’Arthur, by Thomas Malory, a project that we have previously tested. The discussion about the behaviour of games then runs through authors such as Johan Huizinga (1980) and Jesper Juul (2005).en
dc.format.mimetypeapplication/pdfpt_BR
dc.language.isoengpt_BR
dc.relation.ispartofSmart Moves Journal IJELLH. Bhopal, India. Vol. 9, n. 1 (Jan. 2021), p. 1-17pt_BR
dc.rightsOpen Accessen
dc.subjectGamesen
dc.subjectMaterial didáticopt_BR
dc.subjectJogopt_BR
dc.subjectRPGen
dc.subjectDidactic proposalen
dc.subjectNarrativa literáriapt_BR
dc.subjectLiterary narrativesen
dc.titleLe morte d'Arthuras literary remediation process to RPG gamept_BR
dc.typeArtigo de periódicopt_BR
dc.identifier.nrb001125318pt_BR
dc.type.originEstrangeiropt_BR


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