Cátia Casimiro

Dr. Cátia Casimiro

orcid

Research Focus & Metrics

Academic Career Length

5Years (2022-Present)

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

Representative Publications

View All Publications
29 September 2023 in European Conference on Games Based Learning
Verified
Journal Article
Open access
PDF file
CCCátia Casimiro
Cátia Casimiro
JNJosé Carlos Neves
José Carlos Neves
Carla SousaCarla Sousa
Carla Sousa
The purpose of this study was to investigate the potential of a tangible game, Inclusive Glossary of Mathematical Terms (GIM), to support the teaching of math and Portuguese sign language (Língua Gestual Portuguesa; LGP) to preschool and first-grade children, with an emphasis on inclusive education, knowledge acquisition, and engagement. GIM is composed of physical cards that are complemented by digital videos that run on an interface designed for this game. The game consists of two sets of cards and respective animations. As an inclusive math glossary, it also includes videos where concepts, characters, and objects are identified through images, words, and sign language. During the development process of GIM, it was possible to involve a multidisciplinary team, of which a Deaf sign language teacher and a sign language interpreter were part to ensure the clarity of the sign language and refine the written sentences accompanying the glossary. In order to validate its contents, a focus group of preschool and primary teachers specialized in the teaching of Deaf and Hard of Hearing (DHH) children was formed. A total of 120 children, aged between three and eight years old (M = 5.61; SD = 0.78), and seven LGP and special education teachers from three Portuguese schools participated in the study. The children used GIM in their classrooms, with the assistance of the participating teachers, who were subsequently interviewed to assess their engagement, interest, and learning outcomes. The interviews were analyzed using content analysis procedures, including descriptive statistics and Pearson correlations. The results indicated that GIM has the potential to effectively support the teaching of mathematics and LGP to preschool and first-grade children, especially in inclusive education contexts. The tangible nature of the game facilitated children's understanding of mathematical concepts and LGP, leading to improved involvement in the teaching-learning process. Moreover, the game promoted awareness of diversity and the principles of inclusive education, making it a valuable tool for promoting social inclusion and understanding. However, the study has reduced sample and context-specific limitations, suggesting a need for further research in this area.

18 October 2024 in Media & Jornalismo
Verified
Journal Article
Open access
PDF file
Carla SousaCarla Sousa
Carla Sousa
AOAna Oliveira
Ana Oliveira
CCCátia Casimiro
Cátia Casimiro
JLJoão Léste
João Léste
HYHavva Yaman
Havva Yaman
Num mundo inundado de informação, a necessidade de promover a literacia crítica, a cidadania digital plena e o envolvimento com as notícias está a tornar-se uma prioridade. Neste contexto, e considerando os resultados positivos já documentados em outras áreas, esta Revisão Sistemática da Literatura visou explorar o potencial impacto da Aprendizagem Baseada em Jogos (ABJ) na compreensão e no envolvimento dos jovens com o consumo noticioso e a cidadania digital, particularmente no contexto da diversidade societal e cultural. Através da seleção e análise sistemáticas de uma amostra de 33 estudos, foi possível sustentar o papel significativo da ABJ no reforço da literacia de notícias e das competências de cidadania digital, para enfrentar os desafios decorrentes da desinformação e garantir a tomada de decisão informada. Jogos que incluem simulação, role-playing e mecânicas baseadas em perguntas são os mais utilizados para cumprir tais objetivos educativos , nomeadamente considerando os diferentes níveis de competências de pensamento que são capazes de fomentar. Além disso, os resultados destacam a diversidade e a inclusão como preocupações críticas, enfatizando a necessidade de acesso equitativo e representação nas intervenções de ABJ.

1 March 2025 in INTED Proceedings
Verified
Conference Paper
Closed access
PDF file
PFPedro Fernandes
Pedro Fernandes
CCCátia Casimiro
Cátia Casimiro
WAWilson Almeida
Wilson Almeida
HMHenrique Monteiro
Henrique Monteiro
JLJoão Léste
João Léste
Carla SousaCarla Sousa
Carla Sousa

6 January 2022 in Journal of Educational Studies and Multidisciplinary Approaches
Verified
Journal Article
Closed access
PDF file
Carla SousaCarla Sousa
Carla Sousa
JNJosé Carlos Neves
José Carlos Neves
CCCátia Casimiro
Cátia Casimiro
CSCarlos Pereira dos Santos
Carlos Pereira dos Santos
PCPatrícia Carmo
Patrícia Carmo
VBVasco Bila
Vasco Bila
In general, deaf education is a relatively neglected field, which needs attention, if societies want to ensure that schools are inclusive spaces, where learning is accessible. The present paper supports the development of a game-based tangible resource for deaf preschoolers, through co-creation and participatory action research, operationalized by the inclusion of teachers and educators in the process. Two case studies were developed, one quantitative survey and five focus group co-creation sessions, involving Portuguese sign language teachers, special education teachers, and teachers with only hearing students. Twenty-four teachers and educators answered the online survey and 19 participated in the focus groups. The results obtained in this study reinforce the need for more pedagogical materials, accessible for deaf children and can support the discussion around co-creation, participation, and representation as potential strategies to ensure it. The broad discussions raised by teachers and educators about the specificities of the educational needs of deaf children, while reinforcing school as still a disabling environment, can also support this and future approaches around accessibility, through proactive and digital inclusion-driven frameworks.

1 January 2024 in International Journal of Games and Social Impact
Verified
Journal Article
Open access
PDF file
JBJoana Barros
Joana Barros
CCCátia Casimiro
Cátia Casimiro
The social model of disability refers to the fact that disabilities occur when the surrounding environment isn’t prepared to accommodate the needs of People with Disabilities. Since accessibility has been given more importance in several areas of social life, we argue here that board games can also contribute to promoting the social life of People with Disabilities, since they can help combat their social isolation. As such, we will be doing an analysis of a game based on its accessibility. In this paper, we analyze the accessibility of the game Team3 in its two versions (green and pink), based on the guidelines ‘Meeple Centred Design’. Team3 is a cooperative board game developed to improve players’ collaboration, communication, and cognitive spatial reasoning abilities. The game is designed for three or more players, with each player taking on one of three roles: the architect, the builder, or the supplier. Upon examining both versions and their distinct challenges, we reached the conclusion that the game is accessible from both a physical and socioeconomic standpoint. We identified that the category related to intersectionality is where most issues arise. Furthermore, the game should come with a disclaimer saying that it can be challenging for neurodiverse people, people with the same sensory disability playing together, and people with multiple disabilities so that the players or the person that supports them can decide if the game is adequate for its intended purpose.

12 February 2026 in Disabilities
Verified
Journal Article
Open access
PDF file
Carla SousaCarla Sousa
Carla Sousa
PNPedro Neves
Pedro Neves
PFPedro M. Fernandes
Pedro M. Fernandes
JFJoão Freire
João Freire
PGPedro Gouveia
Pedro Gouveia
FLFilipe Luz
Filipe Luz
Accessible digital games represent an emerging frontier for inclusion, offering both challenges and opportunities to advance the cultural participation of neurodivergent people. This study presents a systematic literature review of empirical research on game accessibility for neurodivergent players, including autistic individuals and persons with intellectual disabilities. Forty-eight studies published between 2014 and 2025 were analysed to examine how accessibility is defined, implemented, and evaluated in game design. The results reveal that accessibility is often framed as a functional or therapeutic adjustment rather than as a social or cultural right. Although growing attention has been paid to sensory and cognitive barriers, few studies adopt neurodiversity-affirming or participatory frameworks. Most remain confined to educational or rehabilitation contexts, with limited involvement of neurodivergent co-designers. The findings call for a redefinition of accessibility as a creative, ethical, and political principle central to inclusive digital culture and the neurodiversity movement.