C Cocco
Biographic Data
| ID | 7488059 |
|---|---|
| NAME | C Cocco |
| GIVEN NAMES | C |
| FAMILY NAME | Cocco |
| SIGNATURE | COCCO C |
| AFFILIATIONS | University College Dublin |
| ORCID | 0000-0002-4156-1491 |
| VERIFIED | Yes |
| TOTAL WORKS | 7 |
| TOTAL CITATIONS | 4 |
| AUTHOR COUNT | 7 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2019 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 1 |
Game-based learning as a pedagogical tool towards climate change learning and participation
This paper describes the theoretical principles underpinning the pedagogical affordances of experiential learning through digital games, such as Minecraft, in order to engage primary school children in climate change challenges. It discusses the instructional value of an online interactive game for exploring possible climate change scenarios based on real-world data. The paper describes the instructional design of a series of school-based worksho…
A Playful Participatory Planning System (P-PPS)
Digital tools, especially games, are increasingly important for enabling citizen participation in urban planning. Among these, Minecraft has been widely utilized to engage children, leveraging its virtual environment to represent geospatial data. However, systematic methods for collecting and analyzing player-generated data within Minecraft remain underexplored. Playful Participatory Planning System (P-PPS) framework that transforms player action…
Modern Board Games
This article addresses the evolving concept of geogames, traditionally focused on digital and location‐based experiences, and explores the potential of modern board games as an analogue form of geogame. While geogames have been defined by their use of real‐world spatial information, often through GIS technology, there is a recognized need to include more abstract and imaginative representations of space, particularly in analogue formats. This stu…
Co-creating strategies for heritage reactivation
Purpose The purpose of this article is to present a three-stage co-creation process implemented within the HeritACT project. HeritACT, aligned with the New European Bauhaus initiative, explores heritage reactivation as climate action. This article details the application of online surveys and workshops in three pilot cases – Eleusis, Milan and Ballina – to engage local stakeholders. The aim is to identify unique challenges, objectives and potenti…
Rethinking Religious Festivals in the Era of Digital Ethnography
The Festival of Sant'Efisio has been carried out for centuries in Sardinia, Italy, to honor a vow made to the Saint after a plague in the seventeenth century. As a result of the global health crisis in 2020, the Festival was performed mainly through social media. Studying this event under such conditions accentuated the inherent complexity of interpreting ethnographic data from religious festivals, in which the body, emotions, and participation p…
Rethinking Religious Festivals in the Era of Digital Ethnography
The Festival of Sant’Efisio has been carried out for centuries in Sardinia, Italy, to honor a vow made to the Saint after a plague in the seventeenth century. As a result of the global health crisis in 2020, the Festival was performed mainly through social media. Studying this event under such conditions accentuated the inherent complexity of interpreting ethnographic data from religious festivals, in which the body, emotions, and participation p…
Resilient ecological networks
Resilient ecological networks
Rethinking Religious Festivals in the Era of Digital Ethnography
The Festival of Sant'Efisio has been carried out for centuries in Sardinia, Italy, to honor a vow made to the Saint after a plague in the seventeenth century. As a result of the global health crisis in 2020, the Festival was performed mainly through social media. Studying this event under such conditions accentuated the inherent complexity of interpreting ethnographic data from religious festivals, in which the body, emotions, and participation p…
Rethinking Religious Festivals in the Era of Digital Ethnography
The Festival of Sant’Efisio has been carried out for centuries in Sardinia, Italy, to honor a vow made to the Saint after a plague in the seventeenth century. As a result of the global health crisis in 2020, the Festival was performed mainly through social media. Studying this event under such conditions accentuated the inherent complexity of interpreting ethnographic data from religious festivals, in which the body, emotions, and participation p…
A Playful Participatory Planning System (P-PPS)
Digital tools, especially games, are increasingly important for enabling citizen participation in urban planning. Among these, Minecraft has been widely utilized to engage children, leveraging its virtual environment to represent geospatial data. However, systematic methods for collecting and analyzing player-generated data within Minecraft remain underexplored. Playful Participatory Planning System (P-PPS) framework that transforms player action…
Modern Board Games
This article addresses the evolving concept of geogames, traditionally focused on digital and location‐based experiences, and explores the potential of modern board games as an analogue form of geogame. While geogames have been defined by their use of real‐world spatial information, often through GIS technology, there is a recognized need to include more abstract and imaginative representations of space, particularly in analogue formats. This stu…
Co-creating strategies for heritage reactivation
Purpose The purpose of this article is to present a three-stage co-creation process implemented within the HeritACT project. HeritACT, aligned with the New European Bauhaus initiative, explores heritage reactivation as climate action. This article details the application of online surveys and workshops in three pilot cases – Eleusis, Milan and Ballina – to engage local stakeholders. The aim is to identify unique challenges, objectives and potenti…
Game-based learning as a pedagogical tool towards climate change learning and participation
This paper describes the theoretical principles underpinning the pedagogical affordances of experiential learning through digital games, such as Minecraft, in order to engage primary school children in climate change challenges. It discusses the instructional value of an online interactive game for exploring possible climate change scenarios based on real-world data. The paper describes the instructional design of a series of school-based worksho…
Computer Science (3 works) · Political science (3 works) · Sociology (3 works) · Aesthetics (2 works) · Ancient history (2 works) · Anthropological Studies and Insights (2 works) · Anthropology (2 works) · Art (2 works) · Culinary Culture and Tourism (2 works) · Ethnography (2 works)