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 Sessions 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

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