Interactive Multimedia Experiences in Higher Education: Gaming, Augment and Virtual Reality, and Research

Interactive Multimedia Experiences in Higher Education: Gaming, Augment and Virtual Reality, and Research

Patrícia Gouveia, Luciana Lima, Anna Unterholzner
ISBN13: 9781799872719|ISBN10: 1799872718|ISBN13 Softcover: 9781799872726|EISBN13: 9781799872733
DOI: 10.4018/978-1-7998-7271-9.ch010
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MLA

Gouveia, Patrícia, et al. "Interactive Multimedia Experiences in Higher Education: Gaming, Augment and Virtual Reality, and Research." Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning, edited by Carol-Ann Lane, IGI Global, 2022, pp. 180-193. https://doi.org/10.4018/978-1-7998-7271-9.ch010

APA

Gouveia, P., Lima, L., & Unterholzner, A. (2022). Interactive Multimedia Experiences in Higher Education: Gaming, Augment and Virtual Reality, and Research. In C. Lane (Ed.), Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning (pp. 180-193). IGI Global. https://doi.org/10.4018/978-1-7998-7271-9.ch010

Chicago

Gouveia, Patrícia, Luciana Lima, and Anna Unterholzner. "Interactive Multimedia Experiences in Higher Education: Gaming, Augment and Virtual Reality, and Research." In Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning, edited by Carol-Ann Lane, 180-193. Hershey, PA: IGI Global, 2022. https://doi.org/10.4018/978-1-7998-7271-9.ch010

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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.

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