6 research outputs found
How can ICT and non-ICT solutions facilitate the interactions in migration-related work?
In this poster, we present a preliminary study carried out within the Horizon 2020 PERCEPTIONS project (2019-2023), in which we investigated through quantitative and qualitative methods how ICT and non-ICT solutions can facilitate the interactions among users (practitioners, stakeholders, migrants) in migration-related work
From Sustainable Mobility to Good Deeds: Supporting School Participation during COVID-19 Emergency through a Playful Education Platform
The COVID-19 emergency has posed many challenges to the worldwide school system leading to school closures and massive adoption of distance education. These events affected not only the way education is delivered but also the overall school community’s wellbeing and cohesion. In this paper, we present a playful education platform originally designed to promote sustainable mobility in schools that has been adapted to support distance learning and community engagement during the health emergency. In the original version of the platform, the home-school distances traveled by students with sustainable means contributed to the advancement of the whole class in a collective virtual trip associated with playful learning material. Conversely, in a revised version of the platform adapted to the new context, students could advance in the virtual trip by reporting the good deeds performed at home. Findings from 161 questionnaires completed by teachers, families, and students, as well as results from online workshops with students, and the analysis of log files at the end of the school year revealed the opportunities and limitations of converting a playful activity conceived for being experienced in class into an online activity to be completed at home. The results show that the adapted version contributed to the school community cohesion and provided a positive experience to all its members, even though it was not able to completely overcome the generalized feeling of isolation. This paper contributes to understanding the social value of collaborative and playful digital activities that involve the entire school community, showing how technology can impact education and support communities in times of crisis
Leveraging Gamification to Address Child Sexual Abuse: A Preliminary Evaluation of the Cesagram Platform
Child Sexual Abuse (CSA) remains a critical global issue, with the rise of online grooming posing new threats to young people’s safety. This paper presents the Cesagram platform, a gamified digital platform designed to prevent CSA by raising awareness of online grooming among children aged 11-14. The platform integrates interactive learning activities within a narrative-driven environment, featuring customizable avatars and four thematic districts. The effectiveness of the Cesagram platform combined with theoretical content was evaluated through 11 workshops involving 195 students
from Lithuania and Greece, utilizing pre- and post-workshop questionnaires. Findings indicate that the workshops effectively improved participants’ knowledge of CSA and grooming, while also
promoting user engagement. This study underscores the potential of gamification in sensitive educational contexts, contributing to digital well-being and safety education
Gamification Strategies for Child Protection: Best Practices for Applying Digital Gamification in Child Sexual Abuse Prevention
Gamification is a widely embraced strategy in education, employed to enhance motivation and foster effective learning outcomes. However, its application to sensitive topics has been scarcely explored and remains a subject of debate. While gamification holds the potential to elevate engagement and motivation in the learning process, it also introduces certain limitations, such as the risk of trivializing the subject matter and diverting attention from the core content. This paper delves into an investigation, supported by both a literature review and a survey conducted among professionals, focusing on the implementation of gamification mechanisms in child sexual abuse education. By examining insights gathered from prior research and engaging with experts, the paper identifies key facets of gamification mechanisms in the design of educational interventions addressing child sexual abuse and related topics. The aim is to contribute to a nuanced understanding and effective utilization of gamification when addressing sensitive topics in education, offering preliminary guidelines for practitioners
Calibration of Game Dynamics for a More Even Multi-Player Experience
When designing a serious game it is paramount to take into account that the players' performance may greatly vary. In many types of games the performance will impact the game experience, as it is related to a point acquisition mechanic. In specific contexts, such as multi-player non-competitive or collaborative games, the designer may desire to minimize this variability, reducing the difference in game progression between low-performing and high-performing players. In this paper we detail such a context: an educational serious game for sustainability addressed to classes of a primary school, where the low performance of a class may not be necessarily related to the children's effort. We thus present and evaluate a novel approach for the calibration of the game dynamics for achieving a more even player experience
The Effects of the Myobrace<sup>®</sup> System on Peripheral Blood Oxygen Saturation (SpO<sub>2</sub>) in Patients with Mixed Dentition with Oral Dysfunction
Introduction: Myobrace® is an orthodontic device that has the purpose of correcting oral dysfunctions, thus predisposing the physiological growth of the jaws, aligning teeth, and optimizing face development. This device is usually associated with Myobrace® Activities to reach this target. Considering the lack of studies in the literature about peripheral blood oxygen saturation (SpO2) and the use of preformed oral devices, the aim of this study is to quantify the change in blood oxygen saturation (SpO2) in patients treated with the Myobrace® System in mixed dentition. Materials and Methods: In this study, 23 children (11 females and 12 males) were involved, who were affected by different oral dysfunctions and were treated with a Myobrace®. Blood oxygen saturation measurements were taken at baseline and after every four months for a year. The SpO2 measurements were taken in the rest position and with a closed mouth for a total of 12 min—6 min with and 6 min without the Myobrace® oral device. All data points were anonymized and recorded on an Excel spreadsheet. A statistical analysis was carried out. Results: Therapy with a Myobrace® in patients with mixed dentition resulted in a statistically significant increase in oxygen saturation. In particular, in patients with a closed mouth, a statistically significant increase in oxygen saturation was observed, bringing it from 97.66% to 99.00%, while in the rest position, the increase was from 98.03% to 99.07%. Conclusions: The use of Myobrace® devices in patients with mixed dentition could lead to a significant improvement in blood oxygen saturation
