Conceição Costa
Biographic Data
| ID | 6145846 |
|---|---|
| NAME | Conceição Costa |
| GIVEN NAMES | Conceição |
| FAMILY NAME | Costa |
| SIGNATURE | COSTA C |
| AFFILIATIONS | Universidade Lusófona |
| ORCID | 0000-0002-3544-722X |
| VERIFIED | Yes |
| TOTAL WORKS | 4 |
| TOTAL CITATIONS | 0 |
| AUTHOR COUNT | 4 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2016 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 0 |
Game‐Making for Cultural Change and Empowered Youth Participation
Exploring Cultural Game-Making With Youth: A 20-Year Systematic Review
Video games are part of youth culture and game-making by youth has been studied in relation to knowledge acquisition but to a lesser extent as youth engagement into cultural participation. A Systematic Literature Review (SLR) was conducted to answer the following research questions: (a) Does there exist, in sources, a conceptualisation of cultural game jams? (b) Who are the main stakeholders and participants? (c) What are the outcomes of cultural…
Mapping the Inclusion of Children and Youth With Disabilities in Media Literacy Research
The way we communicate and make meaning in a complex socio-technical infrastructure demands multiple literacies. Media-literate citizens must be able to create, evaluate and effectively use information, media, and technology. The pandemic context demanded increased online learning and work, highlighting the importance of media literacy in citizens’ lives. Although in recent years, crucial reforms have happened in education for children with disab…
Tornar-Se Educadora/Professora – Palavras Que Contam Como Foi
No prominent works on this page.
Tornar-Se Educadora/Professora – Palavras Que Contam Como Foi
Mapping the Inclusion of Children and Youth With Disabilities in Media Literacy Research
The way we communicate and make meaning in a complex socio-technical infrastructure demands multiple literacies. Media-literate citizens must be able to create, evaluate and effectively use information, media, and technology. The pandemic context demanded increased online learning and work, highlighting the importance of media literacy in citizens’ lives. Although in recent years, crucial reforms have happened in education for children with disab…
Exploring Cultural Game-Making With Youth: A 20-Year Systematic Review
Video games are part of youth culture and game-making by youth has been studied in relation to knowledge acquisition but to a lesser extent as youth engagement into cultural participation. A Systematic Literature Review (SLR) was conducted to answer the following research questions: (a) Does there exist, in sources, a conceptualisation of cultural game jams? (b) Who are the main stakeholders and participants? (c) What are the outcomes of cultural…
Game‐Making for Cultural Change and Empowered Youth Participation
Educational Games and Gamification (2 works) · Art (1 works) · Assistive Technology in Communication and Mobility (1 works) · Biomedical and Engineering Education (1 works) · Child Development and Digital Technology (1 works) · Citizen journalism (1 works) · Creativity in Education and Neuroscience (1 works) · Cultural analysis (1 works) · Cultural capital (1 works) · Cultural diversity (1 works)