The NewsArcade@Classroom project aims to advance media literacy education through gamification, leveraging innovative approaches to enhance learning engagement. To support the development of an evidence-based framework, tasks 2.1 and 2.2 entail a systematic exploration of existing research and empirical data pertinent to media literacy education using gamification techniques, and field-based research with proje...
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 ...
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...
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 ...
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...
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...
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...