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Play2Learn 2018 Proceedings

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Parallel Session 1
Games for Well-being

11 – Videogames, Violence and Aggressive Behavior: an Educational Proposal
Alessandro Soriani , Marta Ilardo, Alessandra Falconi

30 – Digital Educational Games: Inclusive Design Principles for Children with ADHD
Maria Carolina Alves Pereira Silva, António Maneira, Pompéia Villachan-Lyra

46 – Systemic Lisbon Battery for Cognitive Stimulation in the Elderly
Pedro Gamito, Jorge Oliveira, Nuno Santos, Cátia Coelho, Catarina Alves, Diogo Morais, Paulo Lopes

47 – Serious Training for Serious Gaming: Challenges in Training Youth Facilitators on Sexual Rights
Daniel Cardoso, Ana Jorge, Cristina Ponte

Parallel Session 1
Games for Social Learning

51 – “Fan Favorites”: Using Games to Promote Meaningful Conversations about Media
Benjamin Thevenin

52 – The Potential of Serious Digital Games for Human Rights Education
Sonja Gabriel

67 – The Usage of Game-Based Learning in University Education. How to Motivate and Foster Creativity among Adult Students through Board Games
Juan Luis Gonzalo-Iglesia, Natàlia Lozano-Monterrubio, Jordi Prades-Tena

85 – HeriTeller 3D, a New Persistent Virtual-World Platform for Cultural Heritage Interpretation and Dissemination
Nicola Schiavottiello, João Carlos Pires Brigola, Eduardo Manuel Alves Duarte

Parallel Session 1
Gamification Across the Curriculum

89 – “You and the Media”: Play and Code to Learn
João Marques, Paula Barroca, Teresa Pombo, Vânia Ramos

110 – A Journey to the Future: the Conception Paths of a Gamified Strategy for the Vocacional Education of SENAI DR-BA
Victor Cayres, Marcelle Minho, Ricardo Lima, Luis Alberto Breda Mascarenhas

130 – Using Digital Badges in Middle School Education: Impacts on Students Motivation and Performance
Filipe Rodrigues Silva Ferreira

131 – Gamifying Reading: Enhancing Pre-Reading, Reading and Post-Reading Activities Through both Physical and Digital Resources
José Costa, Mário Cruz

Parallel Sessions 2
Games for Well-being

135 – Should We Play or Should We Learn (First)? Findings from the Space Academy/MakEY
Anca Velicu, Monica Mitarcă

136 – Educacaoacessivel.pt: A Case Study of Production and Application of Videogames for Teaching Mathematics to Deaf People
José Carlos Neves, Laura Nunes, Carla Sousa

157 – Video Games, Flow and Subjective Well-Being. An Exploratory Study With University Students in Portugal
Inês Amaral, Mariana Lopes, Fernanda Daniel

175 – Cyber-Detective – A Game for Cyber Crime Prevention
Inês G. F. Lopes , Yuliya Morenets, Pedro R. M. Inácio, Frutuoso G. M. Silva

Parallel Sessions 2
Games for Social Learning

195 – Digital Games to Teach News Literacy to Children
Ioli Campos

213 – Interactive Media Production. A Learning Through Play Pedagogical Approach
António Maneira

214 – DIY Media: The Value of Play
Pantelis Vatikiotis

215 – Becoming Entwined: Text based games as a literacy practice
Becky Parry, Frances Howard, Louisa Penfold

Parallel Session 2
Gamification Across the Curriculum

219 – Impact of Gamification Concepts in Geography Teaching
Filipe Rodrigues Silva Ferreira

221 – Gamification in Moodle “Sharing the Experience of the Use of Gamification in a Teachers Training Course Through Moodle”
João Mouro

223 – From Input to Output Through Gamification in Primary English Teaching
Marta Fortunato, Mário Cruz

243 – A Gamification Experience in a Class of a Degree in Engineering
Ana Júlia Viamonte

Parallel Session 3
Games for Social Learning

265 – The Use of Badges in The SAPO Campus Platform: Analysis And Reflection
Inês Araújo, Carlos Santos, Luís Pedro & João Batista

281 – Gender Representations in Videogames: Gamers Perceptions about Female Characters
Jessica Vicente, Flávio Almeida, Inês Amaral

282 – Teaching of Indigenous Model of Critical Thinking to Children Through Gaming for Reality Check Skills
Pardeep Kumar, Ashutosh Angiras, Bindu Sharma

297 – Designing an Urban Adventure Gamescape: Avoiding the Pitfalls in Creating Opportunities for Learning Through Location-Based Games
Katriina Heljakka, Pirita Ihamäki

Parallel Session 3
Game Design

321 – A Literature Review for Game Design Frameworks Towards Educational Purposes
Ivan Lucas Paz, Farley Fernandes

333 – Harnessing Interactive Media Ideological Power: A Disempowerment Model for Video Games
Eva Patrícia Ribeiro Filipe

350 – Biofeedback Game Design
Filipe Luz, Nuno Fachada, Roberto Junior

351 – Gamifying the Story or Storifying the Game? – Chou’s (2016) Octalysis Framework in English Learning at Primary Schools
Suzette Oliveira, Mário Cruz

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