News
The DigiMedia Dialogs#4 took place on November 17 with a surprising and creative session on the topic Extra cold DigiMedia – How to break the ice in Antarctica?. Catarina Lelis, Hélder Caixinha and Pedro Cardoso made us travel into a narrative that included both personal and research interests and that allowed a participated discussion on several topics on Communication Sciences and Technologies.

The article “The Use of ICT for Communication between Teachers and Students in the Context of Higher Education Institutions” by João Batista (DigiMedia member), Helena Santos and Rui Pedro Marques was published in the Journal Information 2021.

Abstract:
Citation:
Batista, J.; Santos, H.; Marques, R.P. The Use of ICT for Communication between Teachers and Students in the Context of Higher Education Institutions. Information 2021, 12(11), 479. MDPI AG. https://doi.org/10.3390/info12110479
More information available HERE
The article “Supporting the Construction of Mobile Games Interfaces: The Gamers4Nature Mobile Game Guidelines Cards Set” by Sofia Ribeiro, Pedro Beça, Mónica Aresta, Rita Santos and Ana Isabel Veloso was published in Advances in Design and Digital Communication II. Proceedings of the 5th International Conference on Design and Digital Communication, DIGICOM 2021, November 4–6, 2021, Barcelos, Portugal.

Abstract:
Citation:
Ribeiro S., Beça P., Aresta M., Santos R., Veloso A.I. (2022) Supporting the Construction of Mobile Games Interfaces: The Gamers4Nature Mobile Game Guidelines Cards Set. In: Martins N., Brandão D. (eds) Advances in Design and Digital Communication II. DIGICOM 2021. Springer Series in Design and Innovation, vol 19, pp. 209-222. Springer, Cham. https://doi.org/10.1007/978-3-030-89735-2_18
More information available HERE
The article “Character Design: The Case of Characters in a Hybrid Serious Game Called FlavourGame” by Dalila Martins, Leonardo Pereira, Ana Patrícia Oliveira and Nelson Zagalo was published in Advances in Design and Digital Communication II. Proceedings of the 5th International Conference on Design and Digital Communication, DIGICOM 2021, November 4–6, 2021, Barcelos, Portugal.

Abstract:
Citation:
Martins D., Pereira L., Oliveira A.P., Zagalo N. (2022) Character Design: The Case of Characters in a Hybrid Serious Game Called FlavourGame. In: Martins N., Brandão D. (eds) Advances in Design and Digital Communication II. DIGICOM 2021. Springer Series in Design and Innovation, vol 19, pp. 183-194. Springer, Cham. https://doi.org/10.1007/978-3-030-89735-2_16
More information available HERE
The article “The Heritage and Identity of the Pmate Project: Critical Factors for the Redesign” by Catarina Ramos, Ana Margarida Almeida (DigiMedia member) and Gonçalo Gomes was published in Advances in Design and Digital Communication II. Proceedings of the 5th International Conference on Design and Digital Communication, DIGICOM 2021, November 4–6, 2021, Barcelos, Portugal.

Abstract:
Citation:
Ramos C., Almeida A.M., Gomes G. (2022) The Heritage and Identity of the Pmate Project: Critical Factors for the Redesign. In: Martins N., Brandão D. (eds) Advances in Design and Digital Communication II. DIGICOM 2021. Springer Series in Design and Innovation, vol 19, pp. 665-676. Springer, Cham. https://doi.org/10.1007/978-3-030-89735-2_54
More information available HERE
The use of games in teaching and learning has shown very interesting results in the assimilation of content and motivation of students and teachers.
In a session organised by BioLousada at Home that took place via zoom on the 5th of November, DigiMedia researchers Pedro Beça and Mónica Aresta introduced the Gamers4Nature project, and explained how the project’s activities encouraged the active participation of young people in creating games for mobile devices, as a way to promote a change in behaviour and awareness in relation to the environment.

The Media Innovation Circle#5 took place on October 29 with a talk by Hartmut Koenitz, Södertörn University (Sweden), followed by a participated discussion on the topic “Thoughts on a discipline of interactive narrative study and design”, moderated by Luis Frias, UBI / ICNOVA.
The video is already available on DigiMedia YouTube channel. Watch HERE. We invite you to subscribe the channel.

Hartmut Koenitz is an Associate Professor at Södertörn University in Sweden, a visiting researcher at the University of Amsterdam, and a visiting research fellow at Trinity College Dublin. He is currently writing a book on “Understanding Interactive Digital Narratives” to be published by Routledge. His research is concerned with the theory, practice, education and societal impact of interactive narratives and games. He has published over 60 scholarly publications including the co-edited volume Interactive Digital Narrative – history, theory and practice(Routledge 2015). Koenitz is the chair of the EU COST Action 18230 INDCOR (Interactive Narrative Design for Complexity Representations) and one of the editors of the upcoming Routledge Encyclopedia of Interactive Digital Narrative. He is also the president of ARDIN, the Association for Research in Digital Interactive Narratives. Koenitz holds a PhD from the Georgia Institute of Technology on the theory and practice of Interactive Digital Narrative. Koenitz is the creator of the ASAPS authoring tool, which has been used to create more than 150 works. He is also a visual artist, and his works have been shown in Atlanta, Paris, Istanbul, Seoul, Copenhagen and Porto. His latest artwork, The Multiple Lives of Walter B. is a physical installation that explores virtual biographies of Walter Benjamin.
Abstract
So far, interactive digital narratives have not yet gained full recognition as both a field of scholarly inquiry and a developed professional practice. After more than five decades of practice as well as a history of scholarly enquiry that can be traced back to at least 1985, this is a perplexing situation. In my talk, I will consider reasons for the status quo, consider current initiatives including ARDIN and INDCOR and propose avenues for future work.
The article “Mobile Application of Communitarian Participation Oriented to the Prevention of Forest Fires in Portugal” by Manuel Gil, Liliana Gonçalves (DigiMedia PhD student) and Lídia Oliveira (DigiMedia member) was published in Advances in Design and Digital Communication II. Proceedings of the 5th International Conference on Design and Digital Communication, DIGICOM 2021, November 4–6, 2021, Barcelos, Portugal.

Abstract:
Citation:
Gil M., Gonçalves L., Oliveira L. (2022) Mobile Application of Communitarian Participation Oriented to the Prevention of Forest Fires in Portugal. In: Martins N., Brandão D. (eds) Advances in Design and Digital Communication II. DIGICOM 2021. Springer Series in Design and Innovation, vol 19, pp. 109-121. Springer, Cham. https://doi.org/10.1007/978-3-030-89735-2_10
More information available HERE
The article “Interaction Design to Female Technological Collective Activism: Geek Girls Portugal Case Study” by Renata Frade (DigiMedia PhD student) and Mário Vairinhos (DigiMedia member) was published in Advances in Design and Digital Communication II. Proceedings of the 5th International Conference on Design and Digital Communication, DIGICOM 2021, November 4–6, 2021, Barcelos, Portugal.

Abstract:
Citation:
Frade R., Vairinhos M. (2022) Interaction Design to Female Technological Collective Activism: Geek Girls Portugal Case Study. In: Martins N., Brandão D. (eds) Advances in Design and Digital Communication II. DIGICOM 2021. Springer Series in Design and Innovation, vol 19, pp 492-504. Springer, Cham. https://doi.org/10.1007/978-3-030-89735-2_40
More information available HERE
The article “The Impact Plan: anticipating the impact of university students’ final projects” by Catarina Lelis (DigiMedia member) was published (2021) in the Design and Technology Education: an International Journal, 26(3), 52-67.

Abstract:
Citation:
Lelis, C. (2021). The Impact Plan: Anticipating the impact of university students’ final projects. Design And Technology Education: An International Journal, 26(3), 52-67. https://ojs.lboro.ac.uk/DATE/article/view/3035
More information available HERE
Title: Bridging the gap between higher education and labor market by fostering digital skills
Acronim: BACK2BASICS
Funding: Erasmus+ KA210
2021-1-PT01-KA220-HED-000023543 – Cooperation partnerships in higher education
DigiMedia team: Rita Santos, Pedro Beça, Luís Pedro
Main Goal:
Back2Basics aims at addressing digital transformation in the HE system and bringing HE systems and labor markets closer together, working in the enhancement of digital skills in the HEI in order to train more digitally prepared teachers and graduates.
Why?
- Many HE teachers lack ‘digital readiness’
- Many HE teachers not conveying important work-valuable digital skills to their students
- HE students use ICT tools everyday, but not in a professional manner
- Many HE students lack professional digital skills that would enhance their employability profile
What to expect?
- Good Practices on how HEI can get closer to the labor market
- Pilot Programme that will help HE teachers to promote the use in class of ICT tools useful in professional settings
- Multiplier Events to disseminate the project and its results
- One Training Course for HE teachers
- One Training Course for HE students
- Many useful resources on how to be more digitally ready for the labor market
Partners: University of Aveiro, BioLiving, University of Macedonia, Gabinete de Recolocación Industrial
Global funding: 223 082,00€
UA fundings: 72 053,00€
The article “Co-design and Shared Practices: An Overview of Processes of Learning in Nonformal Educational Contexts” by Inês Santos Moura and Vania Baldi was published the Proceedings of the 6th International Conference on Smart Learning Ecosystems and Regional Development – Ludic, Co-design and Tools Supporting Smart Learning Ecosystems and Smart Education.

Abstract: The present article is an overview that outlines co-design methodology in constructing an informal process of contextually situated and encouraged knowledge. The shared practices are related to emancipation and participation processes that integrate co-design implementation, as is the case of photovoice. On the other hand, the co-design methodology includes strategies and tools that foster digital literacy in a nonformal education context. In this regard, it is intended to reflect how co-design can also produce knowledge about that social context. Participatory methodologies, as co-design, digital literacy, and collaborative learning, are essential tools for promoting digital inclusion. Therefore, “we may say that the anthropological transformations and mediamorphoses are interwoven, reflecting it in the practices of learning, knowledge and in participation in collective life” (Baldi in La comunicación especializada del siglo. McGraw-Hill/Interamericana, p. 591, 2020 [2]). In this context, it is essential to promote an inclusive smart education that will allow individuals to produce, access, and effectively communicate through technological means.
Citation:
Moura I.S., Baldi V. (2022) Co-design and Shared Practices: An Overview of Processes of Learning in Nonformal Educational Contexts. In: Mealha Ó., Dascalu M., Di Mascio T. (eds) Ludic, Co-design and Tools Supporting Smart Learning Ecosystems and Smart Education. Smart Innovation, Systems and Technologies, vol 249. Springer, Singapore. https://doi.org/10.1007/978-981-16-3930-2_14
More information available HERE