Carla Sousa

Prof. Dr. Carla Sousa

Lusófona University, CICANT
orcid

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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2 June 2023 in Frontiers in Psychology
Verified
Journal Article
Open access
Carla SousaCarla Sousa
Carla Sousa
SRSara Rye
Sara Rye
MSMicael Sousa
Micael Sousa
PTPedro Juan Torres
Pedro Juan Torres
CPClaudilene Perim
Claudilene Perim
FEFirdaous Ennami
Firdaous Ennami
The unique characteristics of games have led scientific research to increasingly focus on their potential role in learning processes. Currently, their effectiveness in fostering experiential learning and skill acquisition in several areas is already supported by the existing evidence, mainly about the potential of digital games. Paradoxically, the current post-digital era seems to have led to a growing popularity of analog games. The present Systematic Literature Review aimed to map the existing literature on the potential of board, tabletop, or other analog games in learning processes. It intended to systematize the contemporary state of the art (2012–2022) around the pedagogical role of these games, their effectiveness, the promoted learning outcomes, the methodological aspects of the interventions, the used games—including mechanics and other characteristics—and the current discussions around inclusion and accessibility in analog game-based learning. Adopting the PRISMA methodology, we searched ACM Digital Library, EBSCO, ERIC, Scopus—Elsevier, and Web of Science databases, as well as other peer-reviewed “grey literature” sources. The search resulted in an initial sample of 2,741 articles that was then screened by inclusion and exclusion criteria previously defined according to the research objectives. We obtained a final sample of 45 articles. To formulate the mapping of existing research, these studies were analyzed using a combination of statistical, content, and critical analysis procedures. The obtained results support the role of board, tabletop, and other analog games in educational contexts—based on their educational potential—with a broad range of knowledge, cognitive, and psychological outcomes. The study also emphasized the relevance of these games in the promotion of soft skills and other aspects typically associated with meaningful learning, such as engagement, satisfaction, flexibility, and freedom of experimentation. However, important limitations were found in a fair amount of the pedagogical approaches studied, which can be mostly attributed to the low prevalence of modern board games that relate what is intended to be learned to aspects of game design and have little to no consideration of accessibility and inclusion aspects in these studies.

1 April 2018 in International Journal of Game-Based Learning
Verified
Journal Article
Closed access
PDF file
CCConceição Costa
Conceição Costa
KTKathleen Tyner
Kathleen Tyner
SHSara Henriques
Sara Henriques
Carla SousaCarla Sousa
Carla Sousa
CPCicant Pole
Cicant Pole
This article presents the preliminary findings of GamiLearning (2015-2018), a research project that aims to promote critical and participative dimensions of Media and Information Literacy (MIL) in children through the creation of digital games. The project presents an innovative approach by arguing that MIL can be promoted through the process of creation and development of videogames. Students ages 9 to 14 years old from Portugal and Austin, Texas (USA) participated in the study. which included an intervention at school, was based on a constructivist/project-based approach. Fieldwork was conducted at four schools and a MIL questionnaire was used, based in a theoretical framework, and were administered before and after the project's intervention. Results from the four schools indicate statistically significant differences between pre and post questionnaires, considering MIL skills in general, and in several groups of skills, namely Operational Skills, Editorial Skills, Digital Identity Management Skills, Critical Media Literacy, Learning and Social Interaction.

1 September 2018 in Revista Lusófona de Educação
Verified
Journal Article
Open access
PDF file
UTUniversidade Lusófona de Humanidades e Tecnologias
Universidade Lusófona de Humanidades e Tecnologias
Carla SousaCarla Sousa
Carla Sousa
CCConceição Costa
Conceição Costa
The potential of videogames in learning has been increasingly studied, documented and sustained. The present study aims to summarize quantitative results from digital Game-Based Learning (GBL) strategies, through a Systematic Review of Literature with Meta-analysis study, framing conclusions about the effectiveness of the use of videogames as a learning strategy in several contexts. Through a systematic search in scientific databases and researchers’ social networks (Ebsco, ACM, PubMed and ResearchGate), 68 papers were obtained. A screening process, based on inclusion criteria, such as the use of Randomized Controlled Trials (RCTs), digital GBL strategies and measures to evaluate concrete learning gains, resulted in a final sample of 14 experimental studies. Data was gathered and analyzed using two different matrices, and softwares (SPSS and CMA). Considering a joint sample of 1685 subjects, it is possible to mention that digital GBL strategies have shown larger effect-sizes than traditional approaches, namely expository, allowing larger and more effective learning outcomes. This study arises in the context of GamiLearning project, an action-research project, aiming to develop critical and participatory dimensions of media literacy in young people, from 9 to 12 years, through collaborative learning experiences with digital games. Keywords : meta-analysis; videogame-based learning; learning; education.

24 October 2024 in Disability and Rehabilitation: Assistive Technology
Verified
Journal Article
Open access
Carla SousaCarla Sousa
Carla Sousa
PTPaulina Tsvetkova
Paulina Tsvetkova
PPPatricia Pérez-Fuster
Patricia Pérez-Fuster
MAMay Agius
May Agius
SKSnezhana Kostova
Snezhana Kostova
ATAlan Tkaczyk
Alan Tkaczyk
Contemporary technologies, such as mainstream and specialised Assistive Technologies (ATs), are seen as effective. However, there is a noticeable gap between technological progress and the ability to customise these technologies to meet the unique needs and characteristics of neurodivergent individuals, particularly those on the Autism Spectrum and people with Intellectual Disability (pwID). The goal of this study is to investigate the present requirements and future priorities acknowledged by specialists in the field regarding the progress of social inclusion for this population, making use of ATs. A qualitative survey involving 24 international experts, and its respective thematic analysis reveals challenges in social inclusion, emphasizing communication and physical accessibility, awareness gaps, and stigma. Concurrently, issues surrounding ATs include limited access, insufficient training, and a lack of awareness and skills, with individuals, and families being inadequately involved. The study proposes strategies for overcoming these challenges, with a focus on accessibility, awareness, skills, family involvement, and customization. Identified research needs encompass scientific development, inclusive approaches, and changes in technological development paradigms.

12 December 2024 in Electronic Journal of e-Learning
Verified
Journal Article
Open access
PDF file
HYHavva Yaman
Havva Yaman
Carla SousaCarla Sousa
Carla Sousa
PNPedro Neves
Pedro Neves
FLFilipe Luz
Filipe Luz
In addition to being a fundamental part of human culture, games are also important for social interaction, personal growth, and development. These premises have led to a growing body of research on game-based learning (GBL) as a pedagogical advance in both formal and informal education. Even though GBL has many potential benefits, some challenges need to be taken into account while developing and implementing GBL. In this context, the goal of this study is to accomplish two goals: (a) map the primary barriers encountered when applying GBL approaches in educational settings; and (b) provide an intervention diagram that links each kind of barrier with potential strategies to overcome it. To achieve these aims, a Systematic Literature Review (SLR) was carried out using the PRISMA criteria and methodology. This includes procedures for eligibility and screening that were based on inclusion criteria that were established with the goals of the research. The analysis of the articles obtained for the systematic review reveals four different types of barriers to more regular GBL implementations. These barriers include (1) behavioural and attitudinal barriers; (2) school policy barriers; (3) material and technology barriers; and (4) barriers related to game literacy. Based on these barriers, we propose certain methodological strategies that might help practitioners get beyond the identified barriers. The strategies include: (a) adopting a participatory-driven and co-creation approach; (b) carefully considering whether to use digital, analogue, or hybrid games; (c) using a range of educational actors in the process; and (d) pushing for GBL training in projects. It is possible to argue that attitudinal barriers are related to the other barriers that have been discussed. For example, material barriers affect teachers’ belief that there are currently not enough suitable educational games. Although policy makers’ attitudes can be examined as a part of the macro-level attitudinal barriers, the effectiveness of their measures in the daily educational context is influenced by a separate set of barriers, which will now be investigated. Assessment literacy in GBL refers to teachers’ beliefs about adopting games and how these affect students’ motivation and cognitive development and is similar to an attitudinal aspect. In line with this result, it can be stated the potential strategies are also interrelated. Co-creative processes can be enhanced by integrating a multi-stakeholder approach to GBL, where finalized entertainment works successfully reflect the experiences of all participants. This article corroborates, evaluates, and groups the intervention streams as the basis of a comprehensive program of intervention where existing scientific literature on studies of GBL interventions naturally suggests the solutions.

1 September 2018 in Revista Lusófona de Educação
Verified
Journal Article
Open access
PDF file
UTUniversidade Lusófona de Humanidades e Tecnologias
Universidade Lusófona de Humanidades e Tecnologias
CCConceição Costa
Conceição Costa
KTKathleen Tyner
Kathleen Tyner
UAUniversity of Texas at Austin
University of Texas at Austin
Pedro Joel RosaPedro Joel Rosa
Pedro Joel Rosa
SHSara Henriques
Sara Henriques
A comunicação e a partilha de significados num mundo altamente mediatizado requer múltiplas literacias. Independentemente das definições e abordagens, estas literacias têm vindo a abrir debates críticos sobre quais as competências que os cidadãos devem ter e desde quando elas devem ser adquiridas. No presente estudo damos conta do processo de desenvolvimento e validação de uma Escala de Literacia Mediática e Informacional (ELMI) para alunos dos 2º e 3º ciclos do Ensino Básico em Portugal. A validade de construto foi examinada via Análise Fatorial Exploratória (AFE) para uma amostra de 1151 participantes. A AFE revelou uma estrutura trifatorial constituída por 22 itens que explicam 53.23% da variância total. A escala apresenta uma consistência interna global excelente (ωt = .92), com adequada consistência interna para todas as subescalas (α de Cronbach e α Ordinal > .70). Os resultados evidenciam boas qualidades psicométricas da ELMI que poderá ser um instrumentovantajoso para o prognóstico e avaliação de intervenções relacionadas com a literacia mediática. Palavras-Chave : literacia mediática e informacional; validação de escala; educação para os media; 2º e 3º ciclos do ensino básico.