Liliana Costa

Liliana Costa
  • PhD
  • Researcher at University of Aveiro

About

96
Publications
23,062
Reads
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417
Citations
Introduction
Liliana Vale Costa is a researcher at the DIGIMEDIA Research Centre, UA. She holds an European Ph.D. in Information and Communication in Digital Platforms at the University of Aveiro and Univ of Porto (with internship at the Disruptive Media Learning Lab, Coventry University); M.A degree in Multimedia Communication and a BsC in New Technologies of Communication, both at the Univ of Aveiro. Her research interests are digital games, intergenerational interactions, transmedia storytelling, eHealth.
Current institution
University of Aveiro
Current position
  • Researcher
Education
September 2011 - July 2013
University of Aveiro
Field of study
  • Multimedia Communication
September 2008 - July 2011
University of Aveiro
Field of study
  • New Communication Technologies

Publications

Publications (96)
Chapter
Viruses operate on a microscopic scale, and their behavior involves intricate interactions at a molecular level. The complex and dynamic nature of viral transmission pathways, host interactions, and mutation processes adds a layer of abstraction that requires students to engage in imaginative thinking. Thus, traditional approaches rely- ing on stat...
Chapter
A major cinematic component in game storytelling is the camera, offering the player a perspective towards the environment. Although the camera use in game storytelling has been undoubtedly important, there has been lack of understanding of its implications in narrative comprehension and relatedness to the game world. Forty-six young adults aged bet...
Chapter
Media literacy plays a pivotal role in equipping young people to react responsibly during crises, cultivating a critical viewpoint and attitude towards global incidents. In this light, game-based innovative learning strategies hold extensive potential to facilitate immersive educational experiences for youngsters, fostering cognitive skill develo...
Chapter
Modern civilization is being impacted by the digital revolution, which is evolving at an astounding rate. ICT are rapidly developing, widely adopted, and used by people worldwide for social networking, travel, and physical exercise. Gamified cyclotourism, which combines the concepts of ICT, tourism, and exercise, may be a technological solution tha...
Conference Paper
Game cinematics, consisting of filmmaking techniques, cutscenes, and animations, often play an essential role in the player’s emotional attachment and relatedness with game storytelling. While extensive research has been carried out in game storytelling and design, very little attention has been paid to the role of cinematics in the gameplay experi...
Conference Paper
Full-text available
Embora os jovens sejam considerados nativos digitais, os estudos constatam que eles não têm necessariamente a literacia mediática que lhes é frequentemente atribuída (Pereira, 2021). A literacia mediática não é apenas uma questão de saber usar dispositivos específicos, implica uma compreensão crítica aprofundada de como os media funcionam, comunica...
Article
Full-text available
The growing use of digital platforms among older adults has brought increased challenges to the design and development process, thus requiring considering age-related needs and changes. Nonetheless, a growing body of research suggests that different types of applications of digital platforms, i.e., digital games, can foster new opportunities to enc...
Chapter
The ageing population is increasing at an exponential rate, with senior citizens representing a disadvantaged group in threat of both social and digital marginalization. The potential of gerontechnology combined with immersive technologies, such as virtual reality, augmented reality, and mixed reality, may enable active and healthy ageing while enh...
Chapter
The effects of horse riding are well recognized, as it brings physical and psychological benefits to individuals of all ages. Consequently, it has been used for curative and therapeutic purposes, commonly known as hippotherapy. Moreover, researchers have proven that adding virtual reality (VR) to traditional treatment methods has a huge positive im...
Chapter
The aging of the world population and growing increase in the number of information and communication technology users have posited great challenges in addressing interface design and finding strategies for fostering their online participation. Although the benefits and recommendations for developing online communities for active ageing have been w...
Chapter
Changes experienced in the business landscape over the past years exacerbated by COVID-19 remain unprecedented, e.g., adaptability in the processes, and remote work, among others. One important change that resulted from this, was the accelerated switch from conducting on-site physical activities to more remote scenarios that continued to ensure suc...
Conference Paper
The rapid changes experienced in the industrial development processes to ensure interconnectivity and customization have led to an increasing need to adopt collaborative design practices and consider end-users' context at earliest stages. Such contextual information generates large amounts of data that are usually oversimplistic, overlooking the sp...
Article
Full-text available
In times of social confinement frequently associated with COVID-19 pandemics, an increasing dependence of aged populations on digital media to maintain social interactions and participation in society was observed. Although courses for action on the access to digital media by aged populations and the potential harms of digital inclusion have been a...
Chapter
Full-text available
Media trust has been one of the greatest societal challenges given viral outbreaks within a new media landscape, amplifying fear-inducing measures, and information avoidance. Although some research has been carried out on the media(mis)use to inform about viral infections, there has been general lack of information on media design to create this aw...
Article
Full-text available
In recent years, there has been a renewed interest in using virtual reality (VR) to (re)create different scenarios and environments with interactive and immersive experiences. Although VR has been popular in the tourism sector to reconfigure tourists’ relationships with places and overcome mobility restrictions, its usage in senior cyclotourism has...
Chapter
A global demographic turn is observed with senior citizens increasing in number, resulting on wellbeing concerns. That culminates into challenges and opportunities for creating tools, such as digital storytelling and gamification, to promote senior citizens’ interest and motivation to certain activities. While digital storytelling involves the narr...
Chapter
There has been an increasing interest in gerontechnology due to the growth of an ageing population and subsequent challenges in interface design development. Methods of user-centered design and gamification have demonstrated to be powerful, leading to an excellent user experience, and also motivating and changing senior citizens’ behaviors. Applyin...
Article
Full-text available
The immune system plays a key role in protecting living beings against bacteria, viruses, and fungi, among other pathogens, which may be harmful and represent a threat to our own health. However, for reasons that are not fully understood, in some people this protective mechanism accidentally attacks the organs and tissues, thus causing inflammation...
Chapter
This chapter examines the portrayal of rare and misdiagnosed diseases in 9 movies from 1980 to 2018. The analysis embodies the representation of rare diseases and the suggested audiovisual strategies to comprehend the message conveyed. Most of the movies introduced the disease by highlighting its symptoms. The binomial culture of cure and care ofte...
Article
Full-text available
Aging audiences and the shift of news consumption to an online paradigm have led to the need of finding strategies to engage aging readers with online news by assessing their news consumption habits and identifying the potential for digital platforms to assist the reader’s journey, i.e., the activities performed from access to the information to th...
Conference Paper
Full-text available
With the rapid development and popularity of touchscreen interaction on mobile devices, gamification has been deployed as an effective engagement tool for motivating users to have a continued use. However, most gamified design patterns are conceptualized for younger audiences and do not consider physiological, psychological and cognitive age-specif...
Conference Paper
Full-text available
Lurkers are a group of users who barely post and tend to represent a large percentage of the users of online communities. Although this problem has been quite acknowledged in literature, the use of gamified strategies to encourage users' participation in online communities has been poorly understood. The purpose of this paper is to report on a gami...
Chapter
The aim of this paper is to contribute to establishing practices to involve adults aged 50 and over in the design of digital games within the paradigm of active ageing. This paper focuses on a component of a larger project entitled SERIOUSGIGGLE integrated in the SEDUCE 2.0 research that enabled to develop the digital game JUMP that goes beyond ill...
Chapter
The past few years have seen an increasing dependence on the use of Information and Communication Technologies and never had the design of age-friendly technologies been so important as nowadays, given the ageing population. Indeed, most of the software development projects designed for senior citizens rely on the designers’ assumptions of the user...
Chapter
The general decrease in fertility rates and the increase in longevity allow the incessant aging of the world population. Furthermore, senior citizens are becoming better consumers of tourism products, leading to the need to meet their context, demands, and preferences while avoiding overtourism. Although a boom is observed in this field, there is a...
Chapter
Older adults are part of a significant proportion of the global population and given the rapid advancements of a digital society, the use of technologies by this age group is growing at a fast pace. However, technological products still overlook the older adults’ physiologic, psychologic, and social needs. In the journalism sector, World’s cyberiza...
Thesis
Full-text available
The past few years have seen an increasing dependence on the use of Information and Communication Technologies and never had the design of age-friendly technologies been so important as nowadays, given the ageing population. Indeed, most of the software development projects designed for older adults tend to rely on the designers’ assumptions of the...
Chapter
Full-text available
Over the past few years, there has been a growing interest in the use of Information and Communication Technologies addressed to an ageing population. Since senior citizens are becoming better consumers of digitally mediated products, there has been an increasingly need to meet their demands and preferences, while fostering active ageing. However,...
Article
Full-text available
Resumo: Em pleno período de confinamento social dada a pandemia da COVID-19, as desigualdades intergeracionais tendem a ser amplificadas não só no sistema educativo, mas também no acesso à informação e diferentes serviços que se encontram, cada vez mais, informatizados. Apesar de se ter verificado um interesse crescente nos últimos anos relativamen...
Chapter
The ageing population and current changes in family structures have led to an increasing interest in forging strong relationships between different generations through leisure travel activities. Despite the popularity of digitally-mediated interventions in the tourism sector, there remains a lack of its use in uniting different generations through...
Chapter
In a fast-paced and ageing society, the use of digital platforms to foster senior tourism has become a central issue for finding new strategies to engage senior citizens in retirement, usually an experience period of new sensations and family leisure-travel. In fact, senior citizens are a target group that is growing in terms of domestic tourism wi...
Chapter
Over the past few years, the use of Information and Communication Technologies (ICT) in older adults has been an increasing topic of interest within the fields of gerontology and new media. Given the global ageing population, the educational sector has also been challenged in order to meet the learning needs in older adults, age-related changes in...
Article
Full-text available
A primary concern of rare disease diagnosis is the lack of accurate information that may lead to delayed interventions, administering inaccurate treatments, and social consequences. Health communication continues to be one-way and rely on the expertise from the health practitioner. In such a broad spectrum of rare diseases, patients may find it dif...
Chapter
This chapter examines the portrayal of rare and misdiagnosed diseases in 9 movies from 1980 to 2018. The analysis embodies the representation of rare diseases and the suggested audiovisual strategies to comprehend the message conveyed. Most of the movies introduced the disease by highlighting its symptoms. The binomial culture of cure and care ofte...
Book
This book constitutes the refereed proceedings of the 11th International Conference on Videogame Sciences and Arts, VJ 2019, held in Aveiro, Portugal, in November 2019. The 20 full papers presented were carefully reviewed and selected from 50 submissions. They were organized in topical sections named: Games and Theories; Table Boards; eSports; Uses...
Chapter
The continued growth of the aging population has led to a greater interest in the subject of gerontechnology. In the case of the digital game industry, senior citizens are becoming better consumers, so the role of games to their wellbeing are becoming more important in order to meet their needs and preferences. Still, there is a general lack of inf...
Article
Full-text available
: Information and Communication Technologies (ICT) seem to have a positive impact on senior communities and they could help to promote independent living at home. However, the interface design is not always adapted to this population. Given the current demands for delivering online the Income Tax Treaty Documents (using the website «e-fatura»), thi...
Article
Full-text available
Senior citizens may benefit from the use of Information and Communication Technologies (ICT) despite the existence of several barriers and difficulties regarding their use. Skype is both a synchronous and asynchronous communication tool that enables to make calls and exchange messages. The purpose of this study was to assess the usability of Skype...
Chapter
Digital games are frequently described as media that can be crucial in strengthening relationships, enhancing cognitive skills and providing social support. Although considerable empirical research on the use of digital games in youth and stereotypes on gender or ethnicity has been widely covered, there have been few studies on age stereotyping in...
Chapter
The aim of this study is to explore the main aspects that affect pre/during and post-learning experiences in later age. Specifically, the study examined the problems adult learners encountered in learning how to use digital technologies, accessibility in learning and strategies to enhance technology-based learning experiences that take into account...
Chapter
This paper presents the methods and approaches used in the process of branding an online community for older adults, by actively involving them in its development. It starts by presenting a synthesis of the literature available on the naming and branding processes, the older adults’ characteristics, and relevant participatory design methods used. T...
Article
This study proposes and validates a conceptual model for predicting consumer video game engagement, comprising cognitive, affective, and behavioural engagement originating from the imaginal, emotional, and sensory playful-consumption experience. To validate the conceptual model, data were collected from 465 teen video game consumers; 436 were usabl...
Preprint
Full-text available
A key concern in an ageing society is citizens’ mobility. As populations age, disability impairments can affect active ageing, health-related wellbeing and quality of life. In this paper, we present the on-going research project SeriousGiggle—Game-based learning for triggering active ageing. Its goal is to assess the potential of game-based learnin...
Article
Full-text available
Não é recente a ideia de recorrer aos jogos digitais como ferramenta de apoio à reabilitação física de pacientes. As causas que afetam a mobilidade física podem ser várias desde Acidentes Vasculares Cerebrais, o envelhecimento ou traumas causados por incidentes. Neste artigo são alvo de análise e discussão jogos digitais e sistemas digitais gamific...
Article
The goal of this study is to identify a set of psychosocial variables and design domains important for game designers to encourage active ageing, well-being and quality of life. Sixty adult learners at four universities of third age were randomly assigned to three groups: the experimental group (G1), who tested firstly a game-based learning platfor...
Presentation
Full-text available
Ageing bias is still one of the major concerns in current society that is likely to lead to misunderstandings about the ageing process, denials and stereotypes that tend to have an impact on both illness prevention and health-behaviour changes. Alt- hough many technology-based learning solutions addressed to an older public have been proposed, ther...
Presentation
Full-text available
Recent developments in the game industry and in the paradigm of Internet of Things (IoT) have heightened the need for developing innovative solutions to foster movement-based interactions and bring people together in both physical and digital (phygital) environments. Although the existing knowledge on interaction design in game experience is quite...
Conference Paper
Recent developments in the game industry and in the paradigm of Internet of Things (IoT) have heightened the need for developing innovative solutions to foster movement-based interactions and bring people together in both physical and digital (phygital) environments. Although the existing knowledge on interaction design in game experience is quite...
Conference Paper
Ageing bias is still one of the major concerns in current society that is likely to lead to misunderstandings about the ageing process, denials and stereotypes that tend to have an impact on both illness prevention and health-behaviour changes. Although many technology-based learning solutions addressed to learners aged 50 and over have been propos...
Article
Full-text available
This special issue aims to explore the role of ICTs in encouraging the development of networked older adults. Specifically, the following papers give a noteworthy contribution to the challenges posed by an increasingly ageing and networked society. This special issue is edited by colleagues whose disciplines are not naturally symbiotic – one from I...
Conference Paper
Full-text available
The aim of this paper is to propose a digital game as a learning strategy to encourage active ageing, based on the participants' learning context and their main motivations to adhere to healthy habits. Thirty-three participants of a Portuguese University of Third Age enrolled a twenty-nine-session course, in which the following topics were discusse...
Conference Paper
The aim of this paper is to identify a set of heuristics for designing assistive ‘gamer-friendly’ environments. These heuristics are based on the literature review on game heuristics, game interfaces addressed to older adults and assistive technologies. Forty-seven papers published between 1980 and 2016 in English and Portuguese-language publicatio...
Article
Full-text available
Na sociedade contemporânea, existem duas tendências que serviram de mote aos desa os expostos neste artigo: o envelhecimento populacional, que é uma realidade na sociedade atual em constantes mudanças econômicas, políticas e sociais; e o Acidente Vascular Cerebral (AVC), que representa um dos grandes problemas de saúde, afetando principalmente pess...
Article
Full-text available
Na sociedade contemporânea, existem duas tendências que serviram de mote aos desafios expostos neste artigo: o envelhecimento populacional, que é uma realidade na sociedade atual em constantes mudanças econômicas, políticas e sociais; e o Acidente Vascular Cerebral (AVC), que representa um dos grandes problemas de saúde, afetando principalmente pes...
Article
Full-text available
Resumo: Ao longo do tempo, tem-se assistido a um interesse crescente na utilização das tecnologias da informação e comunicação no setor da saúde. Porém, o potencial das plataformas digitais enquanto mediadores diretos da comunicação entre o profissional de saúde e o cidadão sénior tem sido um assunto ainda pouco explorado. Face a esta realidade, o...
Article
Recently, there has been growing interest in the way in which digital games can affect intergenerational interactions. Although the existing body of knowledge on intergenerational digital games is quite extensive, a systematic understanding of how digital games can enhance intergenerational interactions is still lacking. This paper reports on the s...
Article
Full-text available
In the video game industry, older adults tend to be avid consumers. Although considerable research has been devoted to the positive cognitive effects of video games, less attention has been paid to the older adult gamer profile. The aim of this paper is to describe a survey conducted from November 2012 until May 2013, which includes 245 gamers aged...
Article
Full-text available
Este artigo apresenta o estudo realizado para a concetualização de um serviço de comunicação síncrona, com e para o utilizador idoso. Trata-se de uma pesquisa com uma abordagem qualitativa de investigação-ação, com duração de um ano e meio, na qual participaram sete idosos. Os dados foram coletados mediante a aplicação de observação direta particip...
Presentation
Recentemente, tem-se assistido a uma pulverização das redes sociais e espaços de partilha na Web no contexto da aprendizagem. No entanto, o reduzido número de estudos a abordar a importância da partilha de informação na web e os seus benefícios para a aprendizagem ao longo da vida, nomeadamente na aprendizagem do cidadão sénior revela-se premente....
Presentation
Full-text available
Recentemente, tem-se assistido a uma pulverização das redes sociais e espaços de partilha na Web no contexto da aprendizagem. No entanto, o reduzido número de estudos a abordar a importância da partilha de informação na web e os seus benefícios para a aprendizagem ao longo da vida, nomeadamente na aprendizagem do cidadão sénior revela-se premente....
Presentation
Full-text available
This presentation describes four cases of older adult learning experiences in information and communication technologies (ICT) that were undertaken in some learning organizations from the North of Portugal.
Research
Full-text available
Quality assurance in higher education has become a global concern. In the information and communication society, establishing standards and strategies to produce the most qualified human resources is more and more in demand. Although there has been a renewed interest in studying the assessment of the higher education learning outcomes, the standard...
Data
Full-text available
We are witnessing an increasingly ageing society. Recently, there has been a growing interest in studying products or services marketed to older adults either by the scientific community or by enterprises. In the video game industry, the elderly, especially retirees, tend to become the next generation of avid consumers. Many recent studies have foc...
Article
Full-text available
Em “Videojogos em Portugal”, o autor Nelson Zagalo deixa ao leitor uma herança relativamente ao ingresso de Portugal na indústria dos videojogos. Desengane-se quem pense que o livro apenas elenca o que foi feito a nível nacional e tampouco se trata de um livro sobre o passado. De facto, Zagalo estabelece o diálogo entre gerações de alguns protagoni...
Conference Paper
Full-text available
Recently, there has been increasing interest in the way in which a game thinking can encourage an active ageing and lifestyle. Although recent developments in game studies have heightened the potential of games for stimulating cognitive and physical capacities, its impact on the sense of security and participation in society, which are essential va...
Conference Paper
Full-text available
Game design demands a comprehensive understanding of the audience. Although recent developments in the video game industry have heightened the need to involve players in the design process, the research to date has tended to focus on participatory design with children rather than older adults. Moreover, due to the lack of information regarding game...
Chapter
Full-text available
Este capítulo relata três experiências diferentes sobre o ensino das tecnologias da informação e da comunicação (TIC) aos cidadãos seniores que se realizaram no norte de Portugal, nomeadamente, em Instituições Particulares de Segurança Social (IPSS), num curso de formação da Universidade de Aveiro e numa Universidade Sénior Portuguesa – a Universid...
Chapter
Full-text available
O envelhecimento populacional tem sido uma realidade constante numa sociedade em que se verificam mudanças significativas quer na estrutura económica, politica e social quer no próprio agregado familiar. A presença das plataformas digitais enquanto alavanca dessas estruturas tendem a gerar fossos digitais, afetando a vida ativa e autonomia do cidad...
Chapter
Full-text available
Recentemente, o acesso aos serviços de saúde em dispositivos eletrónicos para dar suporte às decisões dos pacientes tem despertado o interesse da comunidade científica. De fato, este interesse tem sido acompanhado por um aumento do número de aplicações web sobre saúde e bem-estar. No entanto, as funcionalidades de prevenção e apresentação de inform...
Poster
Full-text available
Recently, there has been an increasing interest in providing a set of strategies for encouraging active ageing. However, few studies have addressed the potential of digital games to encourage healthier habits, a sense of security and participation in society. The main purpose of this mixed-method study is to assess the potential of game- based lear...
Conference Paper
Full-text available
One of the most significant discussions in convergence culture is whether the introduction of new media stems from the use of old media in new contexts, which often leads to changes in human behaviour. Meanwhile, the demographic ageing phenomenon has also had a significant impact on society and the use of technological devices by different generati...
Conference Paper
Full-text available
O envelhecimento populacional tem sido uma realidade constante numa sociedade em que se verificam mudanças significativas a vários níveis, quer na estrutura económica, política e social, quer no próprio agregado familiar. A presença das plataformas digitais enquanto alavanca dessas estruturas tendem a gerar fossos digitais, afetando a vida ativa e...
Article
Full-text available
Neste artigo, são apresentadas as características da interface que uma comunidade online social deverá conter para que ultrapasse as dificuldades de interação sentidas pelo cidadão sénior. Trata-se de um estudo que assenta num conjunto de recomendações da literatura em Interação homem – computador e observação direta, participante e in loco do cont...
Chapter
Full-text available
O presente capítulo apresenta os resultados parciais relacionados com o segundo objetivo do projeto SEDUCE - desenvolver uma comunidade online com e para o cidadão sénior e sumariza todo o processo de desenvolvimento e avaliação dos serviços de comunicação assíncrona e síncrona, integrados na área Comunicar da comunidade miOne. Baseado nas abordage...
Conference Paper
Full-text available
Com o advento da sociedade pós-industrial e consequente globalização das estruturas económicas, políticas, tecnológicas e sociais, tem-se assistido à transformação da estrutura reticular das relações entre indivíduos. A introdução de novos media e a convergência cultural e mediática que daí advêm provocam mutações diversas e profundas, nomeadamente...
Thesis
Full-text available
We are witnessing an increasingly ageing society. Recently, there has been a growing interest in studying products or services marketed to older adults either by the scientific community or by enterprises. In the video game industry, the elderly, especially retirees, tend to become the next generation of avid consumers. Many recent studies have foc...
Conference Paper
Full-text available
Resumo Atualmente, assiste-se a uma sociedade cada vez mais envelhecida. Para além dos fatores biológicos e psicológicos inerentes ao envelhecimento, acrescem-se, por vezes, obstáculos sociais que levam ao isolamento do cidadão sénior. Os videojogos com dinâmicas colaborativas apresentam-se como sendo promotores da inclusão digital. O objetivo dest...
Conference Paper
Full-text available
We are witnessing an increasingly ageing society. Recently, there has been a growing interest in studying products or services marketed to older adults either by the scientific community or by enterprises. In the video game industry, the elderly, especially retirees, tend to become the next generation of avid consumers. Many recent studies have foc...
Conference Paper
Full-text available
O aumento da esperança média de vida e a diminuição das taxas de natalidade verificadas ao longo do tempo têm acelerado o cenário de envelhecimento da população pelo que os indicadores demográficos estimam que, em 2060, por cada jovem, residam três seniores, em território nacional. O processo de envelhecimento abarca constrangimentos incontornáveis...
Conference Paper
Atualmente, assiste-se a uma sociedade cada vez mais envelhecida. Para além dos fatores biológicos e psicológicos inerentes ao envelhecimento, acrescem-se, por vezes, obstáculos sociais que levam ao isolamento do cidadão sénior. Os videojogos com dinâmicas colaborativas apresentam-se como sendo promotores da inclusão digital. O objetivo deste estud...

Questions

Questions (5)
Question
The Workgroup on Information Science of SOPCOM is organising the V Post-Grad Workshop on Information Science (V WPGCI2018), with the Department of Communication and Art (DeCA) and the Digital Media and Interaction Research Center (DigiMedia), to be held at the University of Aveiro, 6 November 2018.
This 5WPGCI intends to be a forum for dissemination, discussion and  sharing of research that is being carried out by the 2nd and 3rd study cycles, in all thematic areas within the scope of Information Science.
The event hosts master's or doctoral studies still in progress or completed after May 31, 2017, in Portuguese or foreign higher education institutions. Papers are accepted in three languages, Portuguese, English and Spanish.
Proposals must be submitted via -  http://ocs.letras.up.pt/index.php/wpgci/5wpgci/about/submissions Important Dates:
Deadline for submitting the proposals [Extended abstract - 2000 words, max. 2 pages A4, Times New Roman]: September 10, 2018 (Monday)
Authors' notification (double-blind review): October 5, 2018 (Friday)
Deadline for sending full texts for publication: November 16, 2018 (Friday - conference day)
Question
Over the past few years, there has been an increasing interest in using the potential of digital technologies to involve the learner into role-playing, socially embedded interactions, and mixed-reality environments. Although these learning experiences tend to stem from the advancements in today’s society, age-related changes and media allocation in different generations pose many challenges to both immersive and inclusive learning experiences. The aim of this special track is to discuss the challenges and strategies used in the fields of Information and communication technologies and gerontagogy or educational gerontology, in order to extend technology-enhanced learning to older adults.
Topics
The topics of interest include (but not limited to):
• Theoretical framework or literature reviews related with the role of technologies in gerontagogy
• Development of digital artifacts for immersive learning in later age
• Theories and practices related with learning environments and active ageing
• Case studies of learning experiences in later age
• Approaches to learning experiences, memory plasticity and cognitive training in the aging process
• Intergenerational learning experiences
• Technology-enhanced learning and aging
Special Track Chairs
• Ana Isabel Veloso (aiv@ua.pt), University of Aveiro, Dept. of Communication and Art, CIC.Digital/DigiMedia, Portugal
Question
Over the past few years, there has been an increasing interest in using the potential of digital technologies to involve the learner into role-playing, socially embedded interactions, and mixed-reality environments. Although these learning experiences tend to stem from the advancements in today’s society, age-related changes and media allocation in different generations pose many challenges to both immersive and inclusive learning experiences. The aim of this special track is to discuss the challenges and strategies used in the fields of Information and communication technologies and gerontagogy or educational gerontology, in order to extend technology-enhanced learning to older adults.
Immersive Experiences in Later Age - Call for papers: Is anyone interested? - ResearchGate. Available from: https://www.researchgate.net/post/Immersive_Experiences_in_Later_Age-Call_for_papers_Is_anyone_interested [accessed Jan 23, 2017].
 
Immersive Experiences in Later Age - Call for papers: Is anyone interested? - ResearchGate. Available from: https://www.researchgate.net/post/Immersive_Experiences_in_Later_Age-Call_for_papers_Is_anyone_interested2 [accessed Jan 23, 2017].
Question
Over the past few years, there has been an increasing interest in using the potential of digital technologies to involve the learner into role-playing, socially embedded interactions, and mixed-reality environments. Although these learning experiences tend to stem from the advancements in today’s society, age-related changes and media allocation in different generations pose many challenges to both immersive and inclusive learning experiences. The aim of this special track is to discuss the challenges and strategies used in the fields of Information and communication technologies and gerontagogy or educational gerontology, in order to extend technology-enhanced learning to older adults.

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