Inês Araújo
Biographic Data
| ID | 3906762 |
|---|---|
| NAME | Inês Araújo |
| GIVEN NAMES | Inês |
| FAMILY NAME | Araújo |
| SIGNATURE | ARAUJO I |
| AFFILIATIONS | University of Coimbra |
| ORCID | 0000-0002-5915-6187 |
| VERIFIED | Yes |
| TOTAL WORKS | 4 |
| TOTAL CITATIONS | 2 |
| WORKS AS AUTHOR | 4 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2020 |
| LATEST PUBLICATION YEAR | 2025 |
| H-INDEX | 1 |
Canabidiol Na Doença De Alzheimer
A Doença de Alzheimer (DA) é uma doença neurodegenerativa caracterizada por declínio cognitivo e funcional, além de sintomas neuropsiquiátricos. Embora a DA apresente incidência crescente, a farmacoterapia atual possui eficácia limitada, demandando novas abordagens terapêuticas. O sistema endocanabinoide (SEC) regula vários processos patológicos relacionados à DA e a sua modulação pelo canabidiol (CBD) tem atraído atenção. O presente estudo objet…
A Systematic Literature Review of Gamification in/for Cultural Heritage
Because of the possibilities that it opens for a variety of fields and practices, gamification has increasingly garnered significant attention. This has put it at the forefront of many significant debates around its applicability and implications. In the case of its application to cultural heritage, although there is much trailblazing to do, the body of work has been growing and the field is gaining its maturity. As such, this paper aims to take …
Enablers and Difficulties in the Implementation of Gamification
Although there is ample evidence that gamification can engage students in learning, it is less used than one would expect. This raises the question of the difficulties teachers face in planning and implementing gamification in their classes. What enables teachers’ implementation of gamification? These questions were addressed through a case study, and data were collected along the four phases of a teachers’ training course. The first phase approa…
Entrevista com Leandro Vieira
A Systematic Literature Review of Gamification in/for Cultural Heritage
Because of the possibilities that it opens for a variety of fields and practices, gamification has increasingly garnered significant attention. This has put it at the forefront of many significant debates around its applicability and implications. In the case of its application to cultural heritage, although there is much trailblazing to do, the body of work has been growing and the field is gaining its maturity. As such, this paper aims to take …
Entrevista com Leandro Vieira
Enablers and Difficulties in the Implementation of Gamification
Although there is ample evidence that gamification can engage students in learning, it is less used than one would expect. This raises the question of the difficulties teachers face in planning and implementing gamification in their classes. What enables teachers’ implementation of gamification? These questions were addressed through a case study, and data were collected along the four phases of a teachers’ training course. The first phase approa…
A Systematic Literature Review of Gamification in/for Cultural Heritage
Because of the possibilities that it opens for a variety of fields and practices, gamification has increasingly garnered significant attention. This has put it at the forefront of many significant debates around its applicability and implications. In the case of its application to cultural heritage, although there is much trailblazing to do, the body of work has been growing and the field is gaining its maturity. As such, this paper aims to take …
Canabidiol Na Doença De Alzheimer
A Doença de Alzheimer (DA) é uma doença neurodegenerativa caracterizada por declínio cognitivo e funcional, além de sintomas neuropsiquiátricos. Embora a DA apresente incidência crescente, a farmacoterapia atual possui eficácia limitada, demandando novas abordagens terapêuticas. O sistema endocanabinoide (SEC) regula vários processos patológicos relacionados à DA e a sua modulação pelo canabidiol (CBD) tem atraído atenção. O presente estudo objet…
Art (2 works) · Augmented Reality Applications (2 works) · Computer Science (2 works) · Educational Games and Gamification (2 works) · Psychology (2 works) · Aesthetics (1 work) · Cholinesterase and Neurodegenerative Diseases (1 work) · Creativity (1 work) · Cultural heritage (1 work) · Cultural heritage management (1 work)