Monica Aresta

Monica Aresta
University of Aveiro | UA · Department of Communication and Art

PhD
Invited Assistant Professor @ University of Aveiro

About

34
Publications
3,697
Reads
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190
Citations
Citations since 2017
21 Research Items
154 Citations
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Publications

Publications (34)
Chapter
Nowadays, social media platforms such as Facebook, Tik Tok and YouTube are the main tools for viewing and sharing audio-visual content. In this context, creating opportunities for students to create digital artifacts able to transmit sustainability and environmental concerns to a wider audience may harness the potential of the online participatory...
Chapter
Games are engaging activities for students that can be applied in classes worldwide. Simultaneously, toolkit’s potential has been rising over the years due to its ability to encompass relevant tools on specific subjects. Moreover, toolkits can be applied as authoring tools transforming students into game designers, motivating the creation of digita...
Article
In recent years, serious games and gamification strategies have been used in the education field and seen as highly motivating for educating and motivating younger people. As regard to games, and in the field of environmental education, they emerge as an innovative approach to raise environmental awareness among youths, namely by challenging studen...
Chapter
Full-text available
The chapter “Definition of a Digital Tool to Create Physical Artifacts: The Case of the Gamers4Nature Project” was previously published non-open access. It has now been changed to open access under a CC BY 4.0 license and the copyright holder updated to ‘The Author(s)’. The book has also been updated with this change.
Chapter
Full-text available
Motivada pelas mudanças no contexto de ensino e apren- dizagem resultantes da situação pandémica por COVID-19 e da declaração do estado de emergência em Portugal a 18 de março de 2020, a reflexão que apresentamos tem como objetivo compre- ender os efeitos e desafios dos cenários mediados pela tecnologia digital. Neste sentido, a análise passa por a...
Chapter
The Gamers4Nature (G4N) project aims to promote environmental awareness through the creation of digital games addressing that theme. The G4N Toolkit to Game design, developed within the project, is an artifact that encompasses resources to support the game creation process and sets of environmental-related thematic cards. In order to be used by oth...
Chapter
In this paper is presented the development and validation of a set of accessible short videos that explain the purpose and features of the Toolkit created within the Gamers4Nature project. The project Gamers4Nature aims to raise awareness about the preservation of the environment and biodiversity, through the creation of games for mobile devices. T...
Chapter
Chapter “An Authoring Tool to Engage Younger Audiences in the Development of Nature Preservation Games: The G4N Toolkit to Game Design” was previously published non-open access. It has now been changed to open access under a CC BY 4.0 license and the copyright holder updated to ‘The Author(s)’. The book has also been updated with this change.
Chapter
Although research indicates that integrating students as active agents in the development of games encourages awareness and learning by doing and can be seen as a basis for the development of critical thinking skills, it also stresses that there are some obstacles in involving students to explore educational contents through digital game design. Th...
Conference Paper
Research indicates that engaging younger audiences in the creation of their own digital games for learning may increase the interest towards the addressed theme and a better understanding of the value of what is learned. Giving young creators the tools needed to develop good games emerges as a key point for the success of this kind of activity. Too...
Chapter
In a context where the urgency to act towards the promotion of environmental awareness is imperative, the Gamers4Nature (G4N) project aims to encourage the active participation of students in the creation of mobile games addressing environmental-related themes. This chapter introduces the G4N Cards Set Canvas, a tool integrated into the G4N portal-...
Conference Paper
Students are being more often challenged not only to play but also to create games when there is increasing evidence of the impact, in terms of learning, of students' involvement in creating their own games centred on educational content. Nevertheless, the game making process has certain specificities that are not usually recognized by the public b...
Conference Paper
The Covid-19 pandemic and the declaration of a state of emergency in Portugal triggered a sudden shift to the digital environment. As schools closed on March 16 2020, there was the need to go digital, a leap that had deep impacts not only in learning and education but also in the lives of parents and teachers. More than redesigning pedagogical mate...
Conference Paper
The Gamers4Nature (G4N) project aims to develop and implement a set of strategies that encourage younger audiences (i.e. upper-secondary and undergraduate students) to participate in the creation of mobile games, while promoting knowledge about environmental preservation. This paper introduces one of these strategies, the G4N portal-repository. The...
Conference Paper
Full-text available
In a context where the involvement of youngers in the development of games is seen as an effective way to promote a deeper identification and engagement with the educational content, the Gamers4Nature project introduces a Toolkit designed to support youngsters in the creation of mobile digital games addressing environmental and biodiversity preserv...
Conference Paper
Involving students in the creation of their own games about a theme may enhance the interest toward the addressed topic, a sense of ownership and a better understanding of the value of what is learned. This paper presents the application of a Toolkit to Game Design in two Game Creation sessions with upper-secondary students. The Toolkit was develop...
Chapter
The Gamers4Nature project aims to deliver a set of strategies to empower and encourage youngsters (upper-secondary and undergraduate students) to actively participate in games creation while raising knowledge about environmental preservation and biodiversity conservation. To accomplish these goals, a Toolkit to Game Design is being created, contain...
Article
The growing use of second-screen devices stresses the importance of finding a balance between engagement, distraction, and disturbance of its users, while simultaneously watching television. In this framework, this article reports on a study designed to analyze the efficiency, impact, and interference of different notification strategies aiming to...
Article
Social media is changing the way individuals collaborate, learn and express themselves, allowing for the construction of an identity and a reputation that encompasses over many other digital spaces. In a context where the online identity of individuals may reveal the sum of their experiences and skills, reflecting the path of their personal, academ...
Article
Full-text available
As technological devices surrounding the television are changing, so are viewers’ habits. When the interactive Television industry turns its focus to the development of second-screen applications, this paper reports on a study aiming to analyse the impact, on users, of notifications in second-screen scenarios. As part of the study, the research tea...
Article
Nowadays, mobile technologies play an important role in Higher Education students' academic and social lives. When the digital and "always-connected" dimension of the students' lives becomes an issue of crescent importance, Higher Education Institutions face the need to develop approaches focused on the integration of mobile devices in learning pro...
Article
The development of technology and namely of the Internet changed the way learners and educational institutions see and understand learning, collaboration and knowledge construction. In the educational field, game-based elements such as digital badges have been proposed and used to assess, recognize and validate knowledge construction and are consid...
Article
Full-text available
The emergence of online environments created a space where individuals can work on the construction and reconstruction of the self. Introducing a case study developed at the University of Aveiro – Portugal, this paper discusses the importance and challenges of building a representation the self in online contexts and addresses the main differences...
Article
The recognition of the creative, participatory and social dimensions of the Web brought profound changes to the way individuals approach education, identity, practice and knowledge. In a scenario characterized by connectivity and ease of access to people and content, the network provides a space where people can interact, learn, share experiences a...
Conference Paper
Full-text available
Com o desenvolvimento da Web social, a Internet assume-se como uma plataforma assente na criação, partilha e transformação de conteúdos. Mais do que um curriculum vitae, a construção de uma presença na rede pode revelar à comunidade o conjunto das experiências e capacidades dos indivíduos. Partindo da reflexão sobre o conceito de literacia digital...
Conference Paper
This paper, reporting on research at an early stage, aims to analyse the impact of badges when used in conjunction with an introductory tutorial that aims to help users getting to know its most important areas and functionalities. With that in mind, a test session was designed, asking learners new to SAPO Campus platform (an institutionally support...
Article
This chapter addresses the concepts of social software, digital identity, learning, and education and how they feed into SAPO Campus, an institutionally supported Personal Learning Environment that provides its users with a high level of freedom in the use of Web 2.0 services. Depicted as a social media platform for Higher Education, the SAPO Campu...

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