Eftychia Roumelioti

Dr. Eftychia Roumelioti

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Research Focus & Metrics

Academic Career Length

12Years (2015-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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12 October 2020 in Multimedia Tools and Applications
Verified
Journal Article
Closed access
PDF file
RGRosella Gennari
Rosella Gennari
MMMaristella Matera
Maristella Matera
AMAlessandra Melonio
Alessandra Melonio
Mehdi RizviMehdi Rizvi
Mehdi Rizvi
EREftychia Roumelioti
Eftychia Roumelioti

1 March 2022 in International Journal of Child-Computer Interaction
Verified
Journal Article
Closed access
RGRosella Gennari
Rosella Gennari
MMMaristella Matera
Maristella Matera
AMAlessandra Melonio
Alessandra Melonio
MRMehdi Rizvi
Mehdi Rizvi
EREftychia Roumelioti
Eftychia Roumelioti

26 April 2022 in International Journal of Child-Computer Interaction
Verified
Journal Article
Closed access
EREftychia Roumelioti
Eftychia Roumelioti
MPMaria Angela Pellegrino
Maria Angela Pellegrino
Mehdi RizviMehdi Rizvi
Mehdi Rizvi
MDMauro D’angelo
Mauro D’angelo
RGRosella Gennari
Rosella Gennari


6 October 2023
Verified
Conference Paper
Open access
EREftychia Roumelioti
Eftychia Roumelioti
FGFederica Gini
Federica Gini
AJAntonia Laura Philipa Jakobi
Antonia Laura Philipa Jakobi
AMAnnapaola Marconi
Annapaola Marconi
BNBoglárka Nyúl
Boglárka Nyúl
MZMassimo Zancanaro
Massimo Zancanaro
Gamification is a widely used approach in education to boost motivation and facilitate effective learning outcomes. However, its application to sensitive topics remains relatively unexplored. This paper presents the initial steps in designing a gamified educational platform specifically targeting awareness of gender-based violence among youth. The paper outlines the design considerations undertaken for the platform’s development, drawing from theories in social psychology, education, and gamification. By examining insights gathered through stakeholder interviews and initial involvement emerging key aspects of the platform’s design are then discussed. The paper aims to contribute to a better understanding and use of gamification in addressing sensitive topics in education.

3 June 2024
Verified
Conference Paper
Open access
FGFederica Gini
Federica Gini
EREftychia Roumelioti
Eftychia Roumelioti
FFFabio Fiori
Fabio Fiori
AJAntonia Laura Philipa Jakobi
Antonia Laura Philipa Jakobi
BNBoglarka Nyúl
Boglarka Nyúl
MZMassimo Zancanaro
Massimo Zancanaro
Gender-based violence is widely recognized as a significant societal issue, necessitating a concerted effort to raise awareness about its manifestations and consequences. Serious games have been often used to address the topic, particularly among the younger population. On the other hand, the use of gamification (i.e., integrating game elements to enhance user engagement with the subject) to raise awareness of gender-based violence remains unexplored. To address this gap, we developed a gamified platform aimed at raising awareness of gender-based violence and in particular of the role of gender stereotypes, in young adults. This paper presents the findings of our preliminary mixed-methods evaluation and a comparison between two versions of the platform: one employing cooperative gamification, and the other one based on an individual game modality. While the quantitative results indicate that the current platform may not be sufficient to have a positive effect in participants’ awareness of gender-based violence and attitudes toward bystander behavior, qualitative analyses yield crucial insights into participants’ positive evaluation of the cooperative mode. These analyses provide valuable information for future developments of the platform, and contribute to the exploration of gamification applied to sensitive topics.