This article inspects theory emerging from literature review and labora-tory work on games for cultivating creative literacy. Whether games can or cannot instil or alienate one’s creativity is debatable. On one hand, they can be risk-and stress-free exploring grounds for people to interact in ways without parallel; on another, they can disengage players from the real world. Nevertheless, they have the potential to be turned into tools for thinking, for learning and for articulating knowledge between individu-als. With that into consideration, we pinpointed two main groups that branch into four major categories: Behaviours – comprised of Attitudes and Competencies – and Conditions – comprised of Procedures and Resources – which we are structuring into a framework from which we draw hypotheses that undergo validation through play-testing sessions, in order to improve the framework.
CITATION STYLE
Raimundo, J., Cardoso, P., Carvalhais, M., & Coelho, A. (2019). Aspects for cultivating creative literacy through play: An analysis on primary literature review and preliminary laboratorial work. Revista Lusofona de Educacao, 46(46), 99–116. https://doi.org/10.24140/issn.1645-7250.rle46.07
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