gamilearling

Play2Learn 2018 Proceedings

Download do documento completo (PDF)

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
    PDF

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

    Inês Amaral, Mariana Lopes, Fernanda Daniel
    PDF

  • 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
    PDF

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.

Copyright © 2018 Gamilearning. All rights reserved.