Author Archive

Media and Information Literacy Scale (Portuguese)

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In the scope of GamiLearning Project, a Media and Information Literacy scale for 5th-9th graders was developed, and is already validated in Portugal.

This tool allows to assess the self-perceived Media and Information Literacy skills in three different dimensions, and aims to be an indicator, to be used by teachers and researchers in their work.

The scale is already available for free download here (portuguese only).

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
    PDF

  • 30 – Digital Educational Games: Inclusive Design Principles for Children with ADHD

    Maria Carolina Alves Pereira Silva, António Maneira, Pompéia Villachan-Lyra
    PDF

  • 46 – Systemic Lisbon Battery for Cognitive Stimulation in the Elderly

    Pedro Gamito, Jorge Oliveira, Nuno Santos, Cátia Coelho, Catarina Alves, Diogo Morais, Paulo Lopes
    PDF

  • 47 – Serious Training for Serious Gaming: Challenges in Training Youth Facilitators on Sexual Rights

    Daniel Cardoso, Ana Jorge, Cristina Ponte
    PDF

Parallel Session 1
Games for Social Learning

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

    Benjamin Thevenin
    PDF

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

    Sonja Gabriel
    PDF

  • 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
    PDF

  • 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
    PDF

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
    PDF

  • 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
    PDF

  • 130 – Using Digital Badges in Middle School Education: Impacts on Students Motivation and Performance

    Filipe Rodrigues Silva Ferreira
    PDF

  • 131 – Gamifying Reading: Enhancing Pre-Reading, Reading and Post-Reading Activities Through both Physical and Digital Resources

    José Costa, Mário Cruz
    PDF

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
    PDF

  • 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
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  • 157 – Video Games, Flow and Subjective Well-Being. An Exploratory Study With University Students in Portugal

    Inês Amaral, Mariana Lopes, Fernanda Daniel
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  • 175 – Cyber-Detective – A Game for Cyber Crime Prevention

    Inês G. F. Lopes , Yuliya Morenets, Pedro R. M. Inácio, Frutuoso G. M. Silva
    PDF

Parallel Sessions 2
Games for Social Learning

  • 195 – Digital Games to Teach News Literacy to Children

    Ioli Campos
    PDF

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

    António Maneira
    PDF

  • 214 – DIY Media: The Value of Play

    Pantelis Vatikiotis
    PDF

  • 215 – Becoming Entwined: Text based games as a literacy practice

    Becky Parry, Frances Howard, Louisa Penfold
    PDF

Parallel Session 2
Gamification Across the Curriculum

  • 219 – Impact of Gamification Concepts in Geography Teaching

    Filipe Rodrigues Silva Ferreira
    PDF

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

    João Mouro
    PDF

  • 223 – From Input to Output Through Gamification in Primary English Teaching

    Marta Fortunato, Mário Cruz
    PDF

  • 243 – A Gamification Experience in a Class of a Degree in Engineering

    Ana Júlia Viamonte
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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
    PDF

  • 281 – Gender Representations in Videogames: Gamers Perceptions about Female Characters

    Jessica Vicente, Flávio Almeida, Inês Amaral
    PDF

  • 282 – Teaching of Indigenous Model of Critical Thinking to Children Through Gaming for Reality Check Skills

    Pardeep Kumar, Ashutosh Angiras, Bindu Sharma
    PDF

  • 297 – Designing an Urban Adventure Gamescape: Avoiding the Pitfalls in Creating Opportunities for Learning Through Location-Based Games

    Katriina Heljakka, Pirita Ihamäki
    PDF

Parallel Session 3
Game Design

  • 321 – A Literature Review for Game Design Frameworks Towards Educational Purposes

    Ivan Lucas Paz, Farley Fernandes
    PDF

  • 333 – Harnessing Interactive Media Ideological Power: A Disempowerment Model for Video Games

    Eva Patrícia Ribeiro Filipe
    PDF

  • 350 – Biofeedback Game Design

    Filipe Luz, Nuno Fachada, Roberto Junior
    PDF

  • 351 – Gamifying the Story or Storifying the Game? – Chou’s (2016) Octalysis Framework in English Learning at Primary Schools

    Suzette Oliveira, Mário Cruz
    PDF

creative-commons-783531_960_720This work is licensed under a Creative Commons Attribution-Noncommercial-NoDerivs 4.0 International License.

Gamilearning @ Audiences 2030

74498-OENC9V-620The GamiLearning Project researchers Conceição Costa, Kathleen Tyner, Sara Henriques and Carla Sousa published a paper on the International Journal of Game-Based Learning (Volume 8, Issue 2), named “Game Creation in Youth Media and Information Literacy Education”. In this study, you can find major insights about GamiLearning’s fieldwork results.

You can read the author version here.

José Carlos Neves

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José Carlos Neves has in the physical interface and interactive art his main focus of investigation, subjects he follows on his artistic work and post-graduation studies: he accomplishes a PHD in Communication Studies and a Master in Multimedia Communication Systems with dissertations on those frame studies.

José is a professor in the Film and Media Arts Department of Lusófona University, in the areas of Multimedia, Videogames and Digital Animation.

GamiLearning @ 11th European Conference on Game Based Learning

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The principal researcher of GamiLearning, Professor Conceição Costa, will be in Graz, Austria, on October, to participate in the 11th European Conference on Game Based Learning.

The presented work is called “Games for Media and Information Literacy (MIL) – Developing Media and Information Literacy Skills in children through Digital Games Creation” and the abstract can be read
here.

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