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What is Positive Play

Exploring Educational Equity at the Intersection of Policy and Practice
A term derived from Positive Computing, coined by Professors Bruno Giesteira and Pedro Cardoso, consisting of the design and development of technology to support human well-being and human potential. The Positive Play concept relocates this premise in the humanistic field of design gamified and ludic tools used to support Human-Centred Design (e.g., 'User Research' and Co-Design phases).
Published in Chapter:
Inclusivity Play: Web Platform and Games for Inclusion and Diversity in the University - The Skills for a Next-Generation Project
Bruno Giesteira (University of Porto, Portugal), Viviane Peçaibes (University of Porto, Portugal), Pedro Cardoso (University of Aveiro, Portugal), Guilherme Vila Maior (University of Porto, Portugal), and Isabel Quaresma (Instituto Politécnico do Cávado e do Ave, Portugal)
DOI: 10.4018/979-8-3693-1614-6.ch007
Abstract
“Portal for sharing teaching experience in the inclusion of diversity” corresponds to axis 4.2. of the project Skills for the Next Generation of the University of Porto by supporting the development of innovative and inclusive pedagogical resources, sharing information, experience about inclusivity and ludic tools to cope with the individual differences integrated with the university's information system. This project is intended to contribute to the achievement of the inclusive priorities defined at the European level through a web platform capable of deliverable informative content and gamified resources (serious and critical games) to give adequate support for the university academy, not only to cope with the difference but to take advantage of it, dealing with human differences and specificities as an asset to the community, unlike shortcomings.
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