Abstract:The Covid-19 pandemic instigate researchers from around the world to seek educational alternatives with technologies, among them are digital games. This article is based on the theoretical assumptions that support the use of games as learning promoters and presents an exploratory and qualitative research, with the aim of analyzing the experiences, learning and meanings expressed by players in an online community about the game Plague inc. in the context of the COVID-19 pandemic. Data collection was performed … Show more
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