News

Explore the latest research insights.

The Yo-media – Youngsters’ Media Literacy in Times of Crisis project participated in “Cientificamente Provável” (Scientifically Probable) program, and hosted 20 students from a secondary school in the Aveiro region, on 25th October.

The DigiMedia team of the Yo-media project organized activities, that promote critical thinking skills and media literacy among young people during health, political, or military crises. Students participated as evaluators of “Data Defenders,” a digital game developed within this project. During their visit, the students provided valuable feedback on the “Data Defenders” game, evaluating its effectiveness in teaching media literacy skills. This hands-on experience contributed to the Yo-media project’s development and gave students practical exposure to digital education tools and research processes.

The Program Cientificamente Provável aims to create partnerships between primary and secondary schools, research units, and higher education libraries. Through direct contact with researchers and higher education facilities, the Program enriches young people’s educational experience. 

The DigiMedia researcher Rita Santos is part of the team of the new PEX FCT project called Parenting Anxious Adolescents: An ACT approach to what works, which is coordinated by Paula Vagos, from the Department of Education and Psychology of the University of Aveiro.

About this project:

Anxiety-related symptoms have been increasingly experienced by adolescents as early as 15 years old and associate with long-lasting impairment. Those symptoms have consistently been linked to rearing practices that may sustain (e.g., behavioral control) or help to cope with (e.g., autonomy granting) adolescent anxiety. In turn, those parental acts may reflect the parents’ psychological inflexibility or flexibility. Such psychological processes are at the core of Acceptance and Commitment Therapy (ACT), both as a conceptual and intervention approach. Still, previous works have either failed to provide empirical evidence on conceptualizing parental (un)workable acts in relation to ACT processes or in using ACT to promote workable and meaningful acts within parent-adolescent dyads who are coping with adolescent anxiety. The current research project intends to address those gaps by working with parent-adolescent dyads to understand which parental acts seem to be associated with how adolescent cope with anxiety (Study 1) and to develop and explore the usability and helpfulness of the ACT2ParenTeens web-based intervention (Study 2). 

Hélder Caixinha, a DigiMedia Researcher, was invited to participate in the project SHORES, coordinated by Helena Marinho (professor of the Department of Communication and Art) and financed by the Creative Europe Program.

Through musical creation, the project aims to raise communities’ awareness about the negative impact of the contamination on lakes, rivers and oceans, in their area of ​​interaction with the land and human beings.

More information about this project and its partnerships here.

METELS – Measuring Engagement in Technology-Enhanced Learning Scenarios, coordinated by Mónica Aresta (DigiMedia), is one of the 7 projects funded in the field of Media and Communication, within the framework of Exploratory Projects in all scientific domains 2023.

On 22 November 2024, the FCT announced the final results of the call for Exploratory Projects in all scientific domains 2023, which will support 403 exploratory research projects (PEX) lasting 18 months.

METELS – Measuring Engagement in Technology-Enhanced Learning Scenarios, coordinated by researcher Mónica Aresta (DigiMedia, DECA, UA), was the second of the 7 projects recommended for funding in the area of Media and Communication, in which 30 applications were evaluated.

The METELS project aims to propose a framework and a scale that can be used – without neglecting appropriate design/technical implementation standards and taking into account digital ethics and digital wellbeing – when exploring user engagement in TEL scenarios from the perspective of digital ethics, positive computing and reflective design. Building on the principles of positive computing and reflective design and their intersection with different approaches to UE, the project will also seek to understand the extent to which features of deceptive patterns (also known as dark patterns) can be integrated into the design of TEL solutions, taking into account positive computing, ethics and reflective design.

The research team includes researchers Carlos Santos and Luís Pedro (DigiMedia) and Marisa Lousada (CINTESIS.UA@RISE).

The project consultants are Nuno Otero, Lecturer at the School of Mathematical and Computer Sciences at the University of Greenwich; Mónica Divitini, Professor at the Department of Information and Computer Science at NTNU in Trondheim, Norway; Cláudia Figueiredo, Researcher at the Department of Social, Political and Territorial Sciences at the University of Aveiro; and Isabel Machado, Professor at IPAM Porto.

The METELS project is funded by the Foundation for Science and Technology (FCT) under the reference 2023.14504.PEX. Additionally, the project plans to recruit a recent PhD recipient for a postdoctoral fellowship to support the main activities to be carried out.

The University of Aveiro (UA) will participate in the project “VRChem: Innovative Integration of Virtual Reality in Chemical Engineering Education”, from 2024 to 2027, which is financed by the Polish National Agency of the Erasmus+ Program, within the scope of Action 2 of the Cooperation Partnerships, and coordinated by the Faculty of Chemical Engineering and Technology of the Krakow Technological University, in Poland.

The VRChem project aims to respond to the needs of contemporary education, by stimulating innovative learning and teaching practices, as well as supporting the digital and sustainable transformation of higher education. In this context, Virtual Reality (VR) technology has a significant potential as a tool that students and members of the academic community can use to simulate equipment and processes.

Mário Vairinhos e Rui Raposo, DigiMedia Researchers, and Vera Silva (from the Department of Chemistry and Associated Lab LAQV) are the UA team, part of an international consortium of 5 universities:

• Krakow Technological University (Poland) – Coordination;

• Technological University de Lodz (Poland);

• University of Aveiro (Portugal);

• Polytechnic of Milan (Italy);

• University of Cadiz (Spain).

The UA team, at Digimedia’s XR laboratory, in partnership with the VOXEL Research Lab at the Technical University of Lodz, will be responsible for the creation of the functionalities of the VR platform that will be made available, on an open basis, so anyone can freely explore the materials.

Find out more about this project here.

The Project Back2Basics has launched two new resources in the RIA collection: the SECURITY: a cybersecurity handbook and the Guide: Online Communication and Netiquette. These publications are practical guides, written in accessible language, which are now available in English, but will soon be published in other languages (Portuguese, Spanish and Greek).

Rita Santos and Mónica Aresta, DigiMedia researchers, are part of the Back2Basics coordination team for these resources.

The Project has also other resources available in their webpage, such as videos, infographics and teaching and training resources).

The wrap meeting of Erasmus+ Project Agewell, Service Design for Wellness and Healthy Ageing, took place at Hanze University of Applied Sciences, in Groningen, The Nederlands on 19 and 20 September 2024.

The team took the chance to define future avenues of joint work once the project is completed. Digimedia members are Catarina Lelis and Rita Oliveira.

The DigiMedia researcher Patrícia Oliveira, attended the NFC – Non Fungible Conference 2024, an event about the Web3 (Blockchain, NFT, Art and Technology).

Patrícia Oliveira is also a team member of the Project Blockchain.pt (Agenda PRR), and went to this conference to get to know what is being done by startups and new companies regarding the use of NFT in games, as well as to build networking in the area of NFTs in games, which is the focus of the WP4/PPS10-QUDO of the Blockchain.pt project.

Patrícia Oliveira was interviewed by Restart – Instituto de Criatividade Artes e Novas Tecnologias and the excerpt can be watched here.

The full video here.

The DigiMedia researcher, Ana Patrícia Oliveira, presented, for the first time, a communication, developed as a Poster of the Project “Jogo sério híbrido para a prevenção do cancro através da promoção de hábitos de vida saudáveis”, at the IPO Porto Summit https://ipoportosummit.pt/, which took place from 9th to 11th May 2024.

The IPO Porto Summit 2024 is an international event, part of the celebration of the 50th anniversary of IPO-Porto, which aims to promote a meeting of generations and professional groups and multidisciplinary researchers in the field of Oncology, under the topic “Research and Innovation in improving healthcare in Oncology”.

Gamers4Nature: Reconnecting with Nature Through the Creation of Digital Games
SHORT DESCRIPTION

Nowadays, half of the world’s population lives in urban areas. This movement towards the cities raises some concerns about the implications of the younger population’s reduced contact with outdoor environments. This fact, added to the number of hours young people spent in sedentary activities involving electronic media, may contribute to their disconnection from nature and indifference towards environmental conservation and biodiversity preservation. As it is in the early years of the individual’s life that the motivation to be ecologically concerned arises and is expected to have a lifelong effect, the way young people understand and experience nature is related may have a deep impact in the development of a pro-environmental behaviour. Reconnecting with nature can play an important role in the adoption of sustainable environmental behaviours, and it is a process that can be established, amongst other dimensions, through the physical interaction with natural environments, and through the exposition and interaction with environmental-related knowledge or information. In what concerns environmental and biodiversity preservation education, new approaches include the use of digital games, which are increasingly being adopted to raise environmental awareness among youths. Digital games are part of young people’s daily lives, and its potential to enhance motivation for learning and the positive impact of games in fostering biodiversity awareness has been recognized a few years to this part.

Young people are also being challenged not just to play games but also to engage in the development of their own games. Being involved in the creation of games encourages to explore boundaries, increases collaboration and the exchange of ideas, raises awareness towards the addressed topic, leads to more responsibility and better attitude in group work and increases student’s sense of achievement, self-confidence and self-efficacy. Combined with the physical interaction with natural environments, and due to their interactive and immersive narrative, digital games emerge as an innovative approach in the promotion of knowledge about environmental preservation and biodiversity conservation.

In this scope, the specific objectives of the “Gamers4Naure – Reconnecting with Nature Through the Creation of Digital Games” project are:

– to raise young student’s awareness on the importance of environmental and biodiversity preservation, through the creation of digital games;

– to provide opportunities of co-learning and knowledge share based on experiential learning in outdoor settings, through the organization of “reconnecting with nature” events;

– to provide opportunities for the development of computational thinking and communication skills;

– to disseminate and encourage participation of young students in EU coding events (such as the EU Code Week);

– to organize a global game design competition, where teams from different countries will be challenged to develop a game addressing a local and/or a global environmental threat;

– and to inspire participants to adopt more sustainable practices, to understand local problems and global threats to biodiversity preservations and to take action towards a more sustainable and more conscious environmental behaviour.

With this project we want to bring together different stakeholders (upper-secondary schools’ teachers, students and environmental NGOs) to identify local environmental threats, to develop educational resources and digital games able to transmit to information about the importance to preserve local biodiversity and to adopt a pro-environmental behaviour. The main focus will be the development of innovative approaches to environmental education, through the implementation of actions that combine physical and digital nature-connection activities.

DATES

01/09/2020 – 31/08/2022

TOTAL FUNDING

268,723.00€

DIGIMEDIA FUNDING

61,500.00€ (UA)

FUNDING SOURCE

ERASMUS +

REFERENCE

2020-1-PT01-KA201-078789

MAIN DIGIMEDIA R&D GROUP

Games & Transmedia

DIGIMEDIA COORDINATOR

Pedro Beça

DIGIMEDIA TEAM

Ana Veloso; Rita Santos; Mónica Aresta

PARTNERS

      

CO-FINANCED BY

2020-1-PT01-KA201-078789 This project has been funded with the support from the European Commission. This website and all its contents reflect the views only of the author, and the Commission cannot be held responsible for any use which may be made of the information contained therein.

Skip to content