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

    Maria Carolina Alves Pereira Silva, António Maneira, Pompéia Villachan-Lyra
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  • 46 – Systemic Lisbon Battery for Cognitive Stimulation in the Elderly

    Pedro Gamito, Jorge Oliveira, Nuno Santos, Cátia Coelho, Catarina Alves, Diogo Morais, Paulo Lopes
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  • 47 – Serious Training for Serious Gaming: Challenges in Training Youth Facilitators on Sexual Rights

    Daniel Cardoso, Ana Jorge, Cristina Ponte
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Parallel Session 1
Games for Social Learning

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

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

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

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

    José Costa, Mário Cruz
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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
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  • 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
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Parallel Sessions 2
Games for Social Learning

  • 195 – Digital Games to Teach News Literacy to Children

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

    António Maneira
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  • 214 – DIY Media: The Value of Play

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

    Becky Parry, Frances Howard, Louisa Penfold
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Parallel Session 2
Gamification Across the Curriculum

  • 219 – Impact of Gamification Concepts in Geography Teaching

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

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

    Marta Fortunato, Mário Cruz
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  • 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
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  • 281 – Gender Representations in Videogames: Gamers Perceptions about Female Characters

    Jessica Vicente, Flávio Almeida, Inês Amaral
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  • 282 – Teaching of Indigenous Model of Critical Thinking to Children Through Gaming for Reality Check Skills

    Pardeep Kumar, Ashutosh Angiras, Bindu Sharma
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  • 297 – Designing an Urban Adventure Gamescape: Avoiding the Pitfalls in Creating Opportunities for Learning Through Location-Based Games

    Katriina Heljakka, Pirita Ihamäki
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Parallel Session 3
Game Design

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

    Ivan Lucas Paz, Farley Fernandes
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  • 333 – Harnessing Interactive Media Ideological Power: A Disempowerment Model for Video Games

    Eva Patrícia Ribeiro Filipe
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  • 350 – Biofeedback Game Design

    Filipe Luz, Nuno Fachada, Roberto Junior
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  • 351 – Gamifying the Story or Storifying the Game? – Chou’s (2016) Octalysis Framework in English Learning at Primary Schools

    Suzette Oliveira, Mário Cruz
    PDF

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Gamilearning @ International Journal of Game-Based Learning

Audiences2030

O Projeto GamiLearning será representado na Conferência Audiences 2030 – Imagining a Future for Audiences, organizada pelo Consortium on Emerging Trends in Audience Research (CEDAR), e a ter lugar em Lisboa, nos próximos dias 28 e 29 de Setembro de 2017, na Universidade Católica .

O trabalho a apresentar denomina-se “Games for Media and Information Literacy (MIL) – Developing MIL Skills in Children through Digital Games Creation” e o abstract pode ser lido aqui.

O Livro de abstracts completo e o programa detalhado podem ser consultados através do website da conferência.

José Carlos Neves

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José Carlos Neves tem nos interfaces físicos e na arte interativa o seu principal foco de investigação, áreas que tem aprofundado tanto no seu trabalho artístico, quanto a nível académico: é doutorada em Estudos da Comunicação e Mestre em Sistemas de Comunicação Multimédia.

É docente do Departamento de Cinema e Artes dos Media da Universidade Lusófona, nas áreas de Multimédia, Videojogos e Animação Digital.

GamiLearning @ 11th European Conference on Game Based Learning

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A investigadora responsável do Projeto GamiLearning, a Professora Conceição Costa, vai estar em Graz,  na Áustria, no próximo mês de Outubro, para participar 11th European Conference on Game Based Learning.

O trabalho apresentado denomina-se “Games for Media and Information Literacy (MIL) – Developing Media and Information Literacy Skills in children through Digital Games Creation”, e o abstract pode ser consultado aqui.

Conteúdos Pedagógicos

Vídeo “O Alfabeto Secreto”

Guião para a atividade “O Alfabeto Secreto” 

Guião para a atividade “Partilha de Segredo”

A Cifra de César para crianças

Cifra de César – Instruções para produzir a roda

Cifra de César – Outras versões da Roda

Manual para o 2ºCiclo (9-12 anos) – Brevemente Dsiponível

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