73 documents found, page 1 of 8

Sort by Issue Date

Analogue Games and Digital Literacy : The NetSmart Case Study with Older People

Perim, Claudilene; Sousa, Carla; Damásio, Manuel

In an era where digital proficiency is increasingly vital for full societal participation, older adults remain disproportionately underserved by digital literacy initiatives. Addressing this gap, the present study investigates the impact of NetSmart, a custom-designed analogue board game aimed at improving digital literacy among older adults. Developed through a participatory approach, NetSmart engages players ...


High-value compounds in papaya by-products (Carica papaya L. var. Formosa and A...

Vinha, Ana F.; Costa, Anabela S. G.; Santo, Liliana Espírito; Ferreira, Diana M.; Sousa, Carla; Pinto, Edgar; Almeida, Agostinho

Food waste is a global and growing problem that is gaining traction due to its environmental, ethical, social, and economic repercussions. Between 2022 and 2027, the worldwide papaya market is expected to have a huge increase, meaning a growth in organic waste, including peels and seeds. Thus, this study evaluated the potential use of peels and seeds of two mature papaya fruits as a source of bioactive compound...


iGestSaúde: self-efficacy and quality of life in cancer patients, supported in ...

Lima, Lígia; Magalhães, Bruno; Fernandes, Carla; Sousa, Carla; Rafael, Carla; Santos, Célia

Introduction: Chemotherapy treatment can cause a set of adverse symptoms, with negative implications for the cancer patient´s well-being and quality of life, which can be minimized with-nurse-led interventions focused on promoting the self-management of these symptoms. Objective: To assess the perception of self-efficacy and quality of life in cancer patients undergoing chemotherapy, supported in person and via...

Date: 2024   |   Origin: Onco.News

Young People’s Diversity and Digital Media: A Systematic Review (2010–2022)

Oliveira, Ana Filipa; Leote de Carvalho, Maria João; Sousa, Carla

Youth is not a homogeneous group. With this motto in mind, YouNDigital aims to study youth, their engagement with news, and digital citizenship dynamics. One of the core elements of the project is a digital newsroom, a space for meeting and exploring digital citizenship and news, considering the significant disparities that characterise individuals in this group. In order to better understand the target groups ...

Date: 2024   |   Origin: Media and Communication

Editorial

Neves, Pedro; Sousa, Carla; Luz, Filipe Costa; Fonseca, Maria Micaela


GameIN : Proposing methodological disruptions in the study of inclusive games

Luz, Filipe Soares Branco da Costa; Sousa, Carla; Neves, Pedro Pinto; Fonseca, Micaela; Quaresma, Claudia; Sanches, Isabel Rodrigues


Exploring Empathy and Intersectionality in Gaming: a Case Study of Sweetxheart ...

Sousa, Carla

This study examines the ability of the game SweetXHeart – a genre-defying slice-of-life creation by Catt Small (2019) – to promote empathy and consciousness of microaggressions, specifically among participants whose characteristics differ from the game's main character – a white male-dominated sample. The study included 39 undergraduate students from a Bachelor’s Degree in videogames, offering a distinct chance...


Roundtable, analogue co-design : opportunities, challenges and other nuances

Brand, Inka; C., Isra; Brand, Markus; S., Shei; Sousa, Micael; Sousa, Carla; Casimiro, Cátia

Co-design is linked to a range of advantages, encompassing enhancements in idea generation, service or product development processes, decision-making, cooperation, creativity, as well as long-term satisfaction and loyalty among clients and users (Steen, 2013; Steen et al., 2011). Despite its widespread use as a strategic approach, co-design has received less scholarly attention, and critical discussions regardi...


Editorial : games and learning: consolidating and expanding the potential of an...

Neves, Pedro Pinto; Sousa, Carla; Fonseca, Micaela; Rye, Sara

For a long time, Games Research suffered from what Jaakko Stenros and Annika Waern classified as the Digital Fallacy – the tendency to regard analog games as a subset of digital games rather than the other way around. Where boardgames were once associated with the past of games and learning and digital games with the future, there are now fresh insights and applications for boardgames in learning – alongside wi...


Game-based learning in higher education using analogue games

Maratou, Vicky; Ennami, Firdaous; Luz, Filipe; Abdullahi, Yama; Medeišiene, Raimonda Agne; Šciukauske, Indre; Chaliampalias, Rizos; Kameas, Achilles D.

Games have been effective in helping people to interact with one another and learning more about the culture they inhabit (Piaget, 1962). The importance of games and their centrality to culture is pointed out by Huizinga (1944) who suggested using them as a medium to organise our lived experience and as an escape from their pragmatic focus (Ruckenstein, 1992). The “playful” nature of games results in escapism b...


73 Results

Queried text

Refine Results

Author





















Date





















Document Type









Funding



Access rights




Resource




















Subject