News

Explore the latest research insights.

Cláudia Ortet, DigiMedia PhD student, was invited to share her work within the scope of the curricular unit of Environment, Planning and Territorial Management of Tourism – 3rd year of the Degree in Tourism, supervised by Architect Mónica Silva – at the Catholic University of Portugal (Universidade Católica Portuguesa) in Braga. 

Cláudia – researcher of the SEDUCE 2.0 project (http://www.seduce.pt) and student of the doctoral program in Information and Communication in Digital Platforms (UA & FLUP) – presented, on February 22nd, “Gamification as a Strategy for Senior (Cyclo)Tourism” to 22 Tourism students and 2 external participants. 

The purpose of this open class was to share Cláudia’s work about the importance of gamified cyclotourism for active and healthy ageing, having in mind the senior citizens’ quality of life, and tourism and smart territories evolution. It also counted with a moment of debate, focused on topics such as overtourism, digital literacy, resilience, sustainability and urbanism, about good territorial management practices for senior cyclotourism and strategies, techniques and technologies to make a territory smart. 

Maria José Fonseca’s PhD defense takes place on the 25th February, at 2:00 p.m., in Sala de Atos Académicos, with the topic PROPOSAL OF AN INFOCOMMUNICATIONAL SERVICES MODEL FOR THE SCHOOL LIBRARY | PROPOSTA DE UM MODELO DE SERVIÇOS INFOCOMUNICACIONAIS PARA A BIBLIOTECA ESCOLAR.

Maria José Fonseca is a student of the PhD programme in Information and Communication in Digital Platforms and her supervisor is Óscar Mealha (DigiMedia, UA).

DigiMedia members are invited to  participate in this important moment.

Abstract:

In the light of the infocommunication paradigm, it is considered necessary to act; enhancing safer, contextualized, and timely changes, where the school library as a phygital space (physical +digital) assumes a central and updated role in the educational ecosystem.

A research process, user-supported, was developed (identification of the User eXperience, UX, mediated by the smartphone) within a qualitative approach and based on a dominant epistemological theoretical assumption, i.e., constructivism, but on a postmodern basis, highlighting the role of the individual, particularly given their singularities for a common good in contemporary society.

Supported by the Case Study, the methodological approach is of a flexible nature, iterative and qualitative, guided by the Design-Based Research, allowing the constant refinement of knowledge, between discovery and accomplishment. The study leading to the final proposal of a smartphone-mediated infocommunication model is supported by the literature review through bibliographic research and, a case study, in which the researcher has a close relationship with the context. It includes as technical procedures the participant observation, present across the whole process, online questionnaires applied with human mediation, allowing to know the procedures of use in smartphone inside and outside the educational ecosystem, and semi-structured interviews considering the interests and needs of the different stakeholders within the educational ecosystem. The investigation takes place in the natural environment, the school library, with an intended sample of 236 participants, students from the 5th, 7th, and 9th grades, teachers, and families, of the Head School of the Agrupamento de Escolas D. Maria II in Vila Nova de Famalicão, intending to understand this case, this situation, in this context and in different infocommunication situations.

The results show that the identified features indicate an infocommunication model that promotes more intuitive, fast, attractive, and rewarding learning environments, that can allow interaction with different “actors” inside and outside the school, in a concept of just in time, anytime and anywhere, in this case, through smartphones. It is expected that this authentic study will contribute both to the area of information and communication and education, preparing the context for new learning and leading to the adoption of these practices mediated by personal mobile devices.

More information available HERE

The International Conference on The Impact of Video Games on Culture and Education took place online from Lisbon, Portugal in February 17th-18th 2022.

Nelson Zagalo, DigiMedia Researcher, was a keynote speaker at the event, along with Espen Aarseth and Jesper Juul.

In recent years, video games have become one of the most pervasive media in society, generating billions of dollars and euros every year in both the US and Europe, towering over the world’s greatest cities every time a billboard advertises the latest game, prompting universities to create programmes and courses related to or specifically about game studies, featuring in news broadcasts in ways which are often over-simplistic and related to the manner in which video games supposedly promote violence, invading classrooms all over the world to motivate students and draw their attention to specific themes and barging into the homes and smartphones of people of virtually every age group and gender. Produced by major game studios, by independent developers, or by ordinary people who have embraced the affordances of participatory culture, video games approach a wide array of topics, are part of various transmedia projects, and spark heated debates about all sorts of subjects. Whether condemned or applauded, video games have become a crucial element of today’s culture and their potential in educational contexts is gaining increasing visibility.

The awareness of the cultural, social, political, and educational significance of video games has led to the publication of numerous studies concerning these cultural artefacts and the creation of journals such as Game Studies and Games and Culture, where video games are analysed from different perspectives and framed within distinct fields of knowledge, while attention is drawn to the multiple contexts and issues concerning their usability, interpretation, and impact on education and culture. Taking into consideration the growing relevance of video games in culture, education, and the humanities in general, this International Conference hoped to bring scholars, students, and video games aficionados together and invited them to present their papers about topics which may include, but are not limited to:

  • Audio-visual Translation in Videogames
  • Digital Games and Artificial Intelligence
  • Ethical Issues
  • Gamification and Crowdsourcing in Digital Humanities Projects
  • Gamification and Education
  • Gamification and Monetisation
  • Gaming and Identity
  • Gaming and Politics Horror and Game Studies
  • Serious Games
  • Simulation
  • Social and Collaborative Aspects of Game-Based Learning
  • Speculative Fiction and Game Studies
  • Transmedia / Transmediality
  • Virtual Worlds

More information available HERE

As part of the activities of the Distance Education Association of Portuguese-Speaking Countries (EADPLP), the first edition of the Seminar “Young Investigators” will take place on February 22, at 3:00 pm in Portugal. Sérgio Cossa, DigiMedia PhD student, is an invited speaker at the event.

The meeting, in online format, aims to disseminate and share research projects in the field of digital, distance and network education, reflection and debate on pedagogical innovation in online education.

The session will have the following panel of speakers:
• Zongo Armando, Agostinho Neto University, Angola;
• Lisiane Cézar de Oliveira, Federal Institute of Technological Education (IFRS), Brazil;
• Elizabeth Andrade, University of Cape Verde, Cape Verde;
Sérgio Paulo Cossa, National Institute of Distance Education, Eduardo Mondlane University, Mozambique;
• Marta Torres, Universidade Nova, Portugal.

Moderating is Eliane Schlemmer, UNISINOS, Brazil.

Participation is free, but registration is required for the issuance of the participation certificate.

Link to registration: https://forms.gle/CYVHjC5SbJVxMi4QA 

Carla V. Leite and Ana Margarida Almeida participate in the 15th International Joint Conference on Biomedical Engineering Systems and Technologies (HEALTHINF), in the panel “Decision Support Systems”.

Leite, C.V. and Almeida, A.M. (2022) “e-Health Services to Support the Perinatal Decision-making Process: An Analysis of Digital Solutions to Create Birth Plans” In Proceedings of the 15th International Joint Conference on Biomedical Engineering Systems and Technologies, Vol. 5: HEALTHINF, ISBN 978-989-758-552-4, ISSN 2184-4305, pages 405-412.

https://www.insticc.org/node/TechnicalProgram/BIOSTEC/2022/presentationDetails/108146

Abstract
This research aims to provide an overview of the existent digital solutions for birth plans’ creation, intending to contribute for the advance of e-health services focused on the perinatal decision-making process. Primary data was found through a web search procedure. Better ranked options complying with the following criteria were included: (a) available online and for free; (b) pregnant people as the target audience; (c) labor and/or birth plan creation features; (d) in English. Four online services were found, and a two part study was conducted: a) a non-exhaustive benchmarking-like analysis of webpages where the digital solutions to create birth plans were provided, according to six dimensions; b) followed by a content analysis of the digital solutions, resulting in 13 categories emerging, that were scored according to their occurrence and completeness. “Consent and Information” category had the lowest score, what is considered critical for the full purpose of a birth plan creation; while, “Freedom”, “Ambience and Equipment”, “People”, “Type of birth” and “Pain management” categories achieved the highest scores. Two solutions were considered particularly incomplete. Results show three solutions based on checklists, and one on visual icons. All solutions were based on a delivery approach, not including interactive or audiovisual components.

Title: AgeWell – Service Design for Wellness and Healthy Ageing

Funding: Erasmus +

Action Type: KA220-HED – Cooperation partnerships in higher education

DigiMedia team: Rita Oliveira

Coordinator: University of Tartu (Estonia)

Other institutions involved: Haaga-Helia University of Applied Sciences (Finland); Ghent University (Belgium); Hanze University of Applied Sciences (Netherlands)

Global funding: 374.689 Euros

UA funding: 68.220 Euros

Abstract:

The main aim of the project is to promote and support trans-disciplinary approach and innovative pedagogies in higher education level by developing a study module, which integrates classical service design methodology with wellness and healthy ageing theories. The main challenge is to influence the mindset of students towards age-friendly design thinking and explain its necessity in the context of ageing, wellness and service economy trends. It is not less important to mention that Covid-19 has left its considerable impact on wellbeing of people, especially for elderly and there is a need for more wellness services in order to keep one`s own health. The idea is to give for traditional service design teaching a more inclusive aspect. Inclusive design is a design process in which a service is optimized for a specific user with specific needs. Usually, this user is an extreme user, meaning that this user has specific needs that are sometimes overseen with other design processes. Students and teachers are considered the main beneficiaries in the project who can experience an innovative learning and teaching approach.

Results:

A study module entitled “Service Design for Wellness and Healthy Ageing” consisting of four courses. The language of the course is English. Each course gives 5 ECTS. Courses of the module: Course 1 “Design Management and Wellness”; Course 2 “Service design (in ageing society)”; Course 3 “Design Anthropology”; Course 4 “Business models in service sector”.

 

International Journal on Interaction Design & Architecture(s) – IxD&A
– a SCOPUS and Web of Science – Emerging Sources (Thomson Reuters) indexed Journal –


—————————————————————————–
On-line Event
—————————————————————————–

Special issue N. 50
on:
Design during and for Pandemics
guest editors: Vasiliki Mylonopoulou, Guido Giunti
and
Decoding The Smart City
guest editors: Teija Vainio, Elise Hodson, Michel Nader Sayún, Ralf-Martin Soe

Meet the authors
authors list
on the 8th of February – 15:00 CET
(event coordination by: Janika Leoste & Oscar Mealha)
to attend the presentations, for free, please fill the reservation form -> link

Articles are available for free downloading at -> link
—————————————————————————–

To keep updated join IxD&A Linkedin group -> link

On February 18th, 2022 takes place the 3rd Annual Seminar of the LOCUS project entitled Cultural Heritage: immaterial spaces as spaces of recreation.

The target audience of the event is the academic community, as well as specialists who are interested in the topics that are going to be discussed and can intervene in order to contribute to the enrichment of the event and, consequently, of the project.

The event will take place online, via Zoom, between 2:30p.m. and 5:30p.m., under the scientific organization and moderation of Professor Lídia Oliveira and Professor Ana Carla Amaro.

Please register at https://forms.gle/6yh91eZHz8oZSszj7

The event will take place online in the following zoom link: https://videoconf-colibri.zoom.us/j/87349422845?pwd=LzFhQ0JSdnVHb0JackhrQngvaWhEdz09

Inquiries: locus.amiais.social@gmail.com

More information available in: https://locusproject.pt/

Andreza Santos’s online PhD defense takes place on the 7th February, at 2:30 p.m., with the topic Relations between Resilience, Literacy and Digital Inclusion of Information Technology Students in Brazil | Relações entre Resiliência, Literacia e Inclusão Digital de Estudantes de Tecnologia da Informação no Brasil.

Andreza Santos is a student of the PhD programme in Multimedia in Education and her supervisor is Ana Margarida Almeida (DigiMedia, UA).

DigiMedia members are invited to  participate in this important moment.

Abstract:

Brazil is a country that presents numerous social and economic contrasts and, despite the technological evolution and the increasing access to the Internet, presents many challenges regarding digital inclusion. This work has as main objective to investigate possible correlations between sociodemographic variables, digital inclusion and resilience of Information Technology students aged 15 to 23 years, who entered technical courses at a Brazilian university. We sought to understand whether greater digital literacy provides an increase in the resilience of youth, as well as to know, through the new resilience measure CYRM-19-Br (Child and Youth Resilience Measure in the Brazilian version), the resilience strategies adopted by them. This is a mixed-methods, exploratory and descriptive research. The following strategies were used for data collection: bibliographic study, survey by online questionnaire and by interview. For data collection, an online questionnaire was applied to a probabilistic sample of 192 youth studying in the city of Natal, located in northeastern Brazil. The instrument is composed of a set of closed questions related to socio-demographic aspects, inclusion and digital literacy, in addition to the resilience measurement scale CYRM-19-Br. The interview script, answered by 6 students, aimed to deepen the perceptions about the answers given in the online questionnaire. For the statistical analysis were used the programs SPSS (Statistical Package for the Social Sciences), R and Minitab, while the analysis of the open answers was done through Content Analysis. The results show that: youth with higher digital literacy are more resilient; almost all students have a smartphone; more than half of them have wi-fi at home; only 16.15% presented low literacy and 38.54% presented high literacy; sociodemographic variables (such as type of school, age group, gender and family income) are not predictors for digital literacy; support networks and resources are shown to be important for the development of resilience and digital inclusion. It is expected that the results may: guide institutional actions that promote the resilience of students, reducing school dropout; strengthen international collaboration through research efforts; subsidize, at macro level, public policies to promote the psychosocial well-being of young people in the city of Natal.

To participate follow the link: https://videoconf-colibri.zoom.us/j/82225117483

More information available HERE

The rising number of International study programmes across Europe along with the rapid DIGITISATION of learning and teaching over the last two years have helped overcome restrictions of location and time. Indeed, the INTERNATIONAL MINDSET of students and teachers, demanding an interchange of knowledge and experience, has driven collaboration in learning and teaching ACROSS VIRTUAL BORDERS. Let’s take collaboration in innovative learning and teaching practices online at the European level!

The COLLab-Conference invites teachers and developers from European Higher Education (HE) institutions to collaborate and share their experiences and ideas of innovative learning and teaching practices. The conference will provide not only an opportunity for the EXCHANGE of EXPERT VIEWS but also to EXPERIENCE a DIGITAL PLATFORM developed especially to provide a home for European Communities of Practice for innovative learning and teaching in HE.

This online-conference is free of charge.

WHAT’S IT ALL ABOUT?

Another major attraction of the conference is the LAUNCH of the COLLab-plattform. This custom-made online space will allow participants to connect and share their experiences with other teachers and stakeholders and INITIATE COMMUNITIES OF PRACTICE both on the day of the conference and far beyond.

We cordially invite all Higher Education teachers and developers interested in innovative learning and teaching to join the COLLab-Conference online on February 10th 2022. Innovative pedagogical methods and the networking between Higher Education practitioners are at the heart of this international online conference. Meet TEACHING-AWARD WINNERS from different countries and initiate COMMUNITIES OF PRACTICE on:
February 10th, 2022 / 10 am – 5 pm / online
COLLab is an ERASMUS+ Strategic Partnership about collaborating and sharing innovations in learning and teaching in higher education.
Find more information about the project on the website: http://collab.web.ua.pt/?page_id=1320
You can register here:
https://express.converia.de/frontend/index.php?sub=714

COLLab is an ERASMUS+ project – COLLab is part of the ECIU alliance

Skip to content