Maria Saridaki

Maria Saridaki
Berlin School of Economics and Law | HWR · Department of Business and Economics (FB 1)

PhD in Playful Interactions

About

29
Publications
7,237
Reads
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146
Citations
Additional affiliations
December 2009 - present
National and Kapodistrian University of Athens
Position
  • Project Manager

Publications

Publications (29)
Article
Full-text available
This study investigated differences in experiences of microaggressions between students with different characteristics (type, visibility, severity, and onset of impairment) and associations between the occurrence of microaggressions and specific psychological dimensions, such as stress, depression, self-esteem, and life satisfaction. It also examin...
Presentation
Full-text available
Case studies of open temporary playful spaces in rigid structures and their importance in education, community building as well as professional and personal growth. Some slides that contained sensitive-material have been omitted
Conference Paper
Digital storytelling combines the tradition of storytelling with digital technology. Creating digital stories invites participants to utilize multiple forms of media in order to construct and share their story. Moreover, it can provide participants with the opportunity to cultivate their skills in creativity and narration, exploring innovative tech...
Conference Paper
As a somewhat novel cultural medium, video games and pervasive games, constitute an exciting body of research; the form of the medium, its popularity and the different levels of interaction and artistic expression from creators and players, provide rich opportunities for cultural studies. Mainstream games, art games or playful experiences, have bee...
Conference Paper
This project uses playful digital storytelling workshops, as a research tool, in order to provide young women with the necessary tools to design, construct and share their story. Three different groups of women, women refugees, disabled women and female university students with one common characteristic, their presence in Athens, will participate,...
Conference Paper
The Europe 2020 strategy identifies drop out from i-VET or early school leaving (ESL) as a key challenge to meeting employment targets. The Code RED project (http://www.codered-project.eu) has been developed in response to the high levels of early school leaving, drop-out and exclusion from education that often lead to unemployment, poverty and soc...
Article
The purpose of special education for students with intellectual disability is not only to introduce and improve academic skills but mainly to enhance the quality of the children's life and promote their autonomy and self-determination. Games have been used in special education classrooms as tools of gratification and extrinsic motivation. Contempor...
Conference Paper
In a one year old study, students with mild and moderate intellectual disability, used serious games in their educational practice. Communication, interaction, participation and motivation have been documented in a qualitative study using two different classrooms as case studies. In this paper we describe the documented process of these endeavors,...
Conference Paper
Full-text available
Pervasive Games, take place in an expanded spatio-temporal and social situation and Urban Games, are a subset of the former genre specifically designed for urban environments [1]. The act of playing in the theory of the Situationists [2,3,4] appears to be among the core social activities that takes place at any given moment within the urban space....
Conference Paper
Games have made their appearance in various articles in the popular press as a prominent educational tool, however teachers do not seem confident enough to include them in their educational scenarios, despite their need for high quality content and motivational tools. Digital games have been documented in the literature review as a promising educat...
Conference Paper
Studies within our research group have shown that Digital Games Based Learning (DGBL) can have a positive effect on some of the core development needs of people with intellectual disabilities and associated sensory impairments. Of current interest is the expansion of DGBL activities on mobile platforms. The RECALL Project describes the development...
Article
The purpose of this paper is to present a series of observations made by researchers and educators on the integration of serious games in the educational experience of users with intellectual disabilities (ID). Data were gathered from four different studies and different games were used, in order to identify a successful model of games based learni...
Conference Paper
Full-text available
In this paper we will present a location-based propaganda game called P.I.G.S. Through game narrative and mechanisms, we will examine how an urban game can question the social norms of the city space and become a vehicle for political expression. The concepts of stigma, guilt and surveillance are central to our analysis. Using field notes from the...
Conference Paper
RouteMate is an accessible location based mobile and web application, designed and developed in order to assist people with various disabilities learn simple routes. Methodology was supported by structuring the software using principles of game based learning, in order to scaffold the learning of new routes and promote independent travel. In this p...
Chapter
The attention to learners with special needs, in particular those with intellectual disabilities, is an area of continuous development. It is considered important to develop adaptive educational solutions for the integration of people with educational difficulties according to their needs. Digital games provide an attractive and direct platform in...
Article
The attention to learners with special needs, in particular those with intellectual disabilities, is an area of continuous development. It is considered important to develop adaptive educational solutions for the integration of people with educational difficulties according to their needs. Digital games provide an attractive and direct platform in...
Conference Paper
The purpose of this communication is to present a series of observations made by researchers and educators on the incorporation of serious games in the educational experience of users with intellectual disabilities.
Chapter
The purpose of this chapter is to investigate the usage of serious games as a motivational medium at the educational experience of users with intellectual disabilities on one hand, and their educator on the other.Digital games have been reported to stimulate the students’ interest, while motivating them to deploy control, curiosity, and imagination...
Conference Paper
This paper presents and discusses the design, application and findings of a series of pilots regarding the application of digital games both as an educational and as a recreational medium in the experience of adult users with cognitive disabilities.
Article
Students with Intellectual Disability (ID) are often described as "slow learners" and cannot easily integrate to the normal curriculum. Still, the needs of a person with ID for accomplishment, enjoyment and perception of high quality multimedia content are augmented. In general education settings digital games for learning seem to work successfully...
Article
This paper documents a number of small-scale DGBL pilots designed and applied in classroom settings by primary education teachers, as practical assignments for a course within the MSc Program "ICT in Education" jointly run by the National and Kapodistrian University of Athens, the University of Thessaly and TEI of Pireaus, Greece. The first pilot c...
Article
Through the mutual efforts of devoted game researchers and educational practitioners, the value of digital games for learning is starting to augment in formal education, even though considerable opposition persists. Previous studies have shown that an interactive tool tends to educate users better than a pure textual source and it can be argued tha...

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