Mar 192023
 

Eighteenth European Conference on Technology Enhanced Learning
ECTEL 2023
Aveiro, Portugal | 4-8 September 2023

Temas:

The topics of interest are grouped into the following eight blocks:
Pedagogical and theoretical underpinning
Educational Technologies
Individual, social, and organisational learning processes
Students’ skills and competences
Supporting teacher professional development
Ethics, privacy, regulations and policies
Fairness, equity and equality
Educational Technology in lifelong learning contexts
Global teaching and learning

From both research and innovative practice perspectives the following topics of interest to the conference include, but are not limited to:

Pedagogical and theoretical underpinning
Active learning
Problem-and project-based learning
Flipped classroom
Competency-based education and training
Inquiry-based, exploratory, and discovery learning
Computer-supported collaborative learning and cooperative work
Communities of learners and communities of practice
Learning design and design approaches
Teaching techniques and strategies for digital learning
Game-based and simulation-based learning
Storytelling and reflection-based learning
Technology-enhanced orchestration of learning
Learner well-being, affect, motivation, engagement, skills, attitudes, and value
Technological underpinning
Mobile, wearable, and pervasive technologies
Sensors, sensor networks, and Internet of Things
Roomware, ambient displays, and ubiquitous devices
Robots
Remote and virtual labs
Augmented reality, virtual reality, and mixed reality
Serious games, simulations, and 3D virtual worlds
Interactive, context-aware, personalised, and adaptive learning systems
Visualisation techniques and dashboards
Learning analytics
Artificial intelligence
Educational data mining and process mining
Recommender systems
Natural language processing and latent semantic analysis
Semantic Web
Social computing and social media
Infrastructures and architectures
Large-scale learning systems
Specifications and standards
Interoperability and sharing of devices, tools, architectures, and data
Individual, social & organisational learning processes
Cognitive and metacognitive mechanisms in knowledge acquisition and construction
Self-regulated and self-directed learning
Reflective learning
Strategies for the development of 21st century skills
Computational thinking
Social processes in teams and communities
Bring your own device (BYOD)
Group and collaborative work
Assessment of/for/as learning (formative, summative, self-, peer- assessment)
Social awareness
Sensemaking and Meaning Making
Knowledge management and organisational learning
Collaborative knowledge building
Ethics, privacy, regulations and policies
Ethics and privacy for data gathering, storage, processing, and presentation
Data privacy
Regulations and policies related to educational data
Strategies to handle ethics and privacy for handling educational data
Learning communities and contexts
Formal education: K-12
Formal education: higher education
Lifelong learning
Informal and non-formal learning
Interprofessional and Interdisciplinary Learning
Vocational education and training
Seamless learning
Teacher education and professionalization
Tutoring and student support
Global teaching and learning
Global challenges
Massive Open Online Courses (MOOC)
Smart Learning Environments (SLEs)
Open educational resources (OER)
Learning Networks
Teacher Networks
Learning ecologies, learning ecosystems, fitness and evolvability of learning environments
Business models
Micro-credentials
Quality education for underrepresented groups
Fairness, equity, and equality
Digital and generation divide and learning
Teaching and learning in rural and isolated areas
Inclusive, equitable, and accessible learning
Standards about accessibility and learning
Promotion of learning and employability within underrepresented groups and communities
Learning of students of underrepresented groups, including students with special needs
Psycho-pedagogical support for users

+infos(oficial): https://ea-tel.eu/ectel2023

Mar 142023
 

O Simpósio Internacional de Informática Educativa (SIIE) é um fórum internacional para a apresentação e discussão dos mais recentes avanços na investigação sobre tecnologias educativas e a sua aplicação prática em processos educativos. Também visa reunir investigadores, representantes institucionais e docentes para partilharem perspetivas, conhecimentos e experiências.

A 25.ª edição do Simpósio terá como foco sistemas, plataformas, pedagogias e educação baseada na prática em e-learning e b-learning, incluindo o uso de simuladores, sistemas de realidade aumentada, sistemas de realidade virtual e laboratórios virtuais, bem como pensamento computacional, programação e robótica educativa.

Contributos
O Simpósio procura contributos de qualidade com a apresentação de trabalhos originais na área da Informática Educativa relacionados com os temas de interesse. Os contributos podem ser submetidos em espanhol, português ou inglês. O título e o resumo também devem ser em inglês. A apresentação de trabalhos no simpósio poderá ser em espanhol, português ou inglês. Todas os contributos devem ser enviados como arquivos DOC, DOCX ou PDF e estar em conformidade com as instruções de formatação do IEEE
(http://www.ieee.org/conferences_events/conferences/publishing/templates.html).

Os contributos serão limitados a um máximo de 6 páginas.

As submissões devem ser feitas através da plataforma CMT Microsoft através do seguinte link (https://cmt3.research.microsoft.com/SIIE2023/Submission/Index)

Os trabalhos aceites serão publicados digitalmente nas atas do simpósio, que serão distribuídos aos participantes antes do simpósio.

Os trabalhos submetidos serão incluídos numa edição de post-proceedings que será submetida ao IEEE para ser considerada para publicação no IEEEXplore (indexado por Clarivate WoS e SCOPUS).

Os artigos a serem publicados como atas do IEEE devem ser escritos em inglês. Os melhores trabalhos também serão selecionados para publicação em versões desenvolvidas em várias revistas.

Edições especiais estão atualmente confirmadas em:
Revista IEEE RITA (http://rita.det.uvigo.es/)
Revista da ADIE, IE Comunicaciones (http://www.adie.es/)
Revista Educação na Sociedade do Conhecimento (EKS) (https://revistas.usal.es/tres/index.php/eks)

Datas Importantes
Submissão de artigos: 31 de maio de 2023
Notificação de aceitação: 21 de julho de 2023
Prazo para submissão de versão para publicação: 25 de setembro de 2023
Prazo de inscrição antecipada: 14 de outubro de 2023
Simpósio: 16 a 18 de novembro de 2023

Temas
Segue-se uma lista de temas de interesse para o simpósio:
Teorias pedagógicas aplicadas à concepção de software educativo
Aplicações de web semântica na educação
Aplicações de software educativo em domínios específicos
Ensino a distância, online e híbrido
Aprendizagem colaborativa
Aprendizagem ubíqua e móvel
Desenvolvimento de conteúdos educativos
Conhecimento aberto em contextos educativos
Concepção e padronização de tecnologias educativas, metadados e linguagens de modelação
Concepção, desenvolvimento e avaliação de software educativo
e-Avaliação: Teoria, métodos, ferramentas e práticas
Ambientes de aprendizagem personalizados
Análise da aprendizagem
Formação de professores em TIC
Gestão do conhecimento, tecnologia e competências em contextos educativos
Inteligência artificial na educação
Interacção homem-computador em contextos educativos
Laboratórios virtuais e remotos
Metodologias e práticas de utilização de software educativo
Exploração de dados educativos
Multimédia, hipermédia e visualização na educação
Mundos virtuais educativos
Pensamento Computacional, programação e robótica educativa
Recursos baseados na Web
Sistemas de gestão da aprendizagem: arquiteturas e plataformas
Apoio à aprendizagem não formal e informal no local de trabalho
Simulações educativas e jogos de vídeo
Web social e comunidades de aprendizagem
Realidade virtual, realidade aumentada e realidade mista.
Aprendizagem inclusiva e Educação Especial

Contactos
Para questões relacionadas com submissões: siie.2023@ese.ips.pt

+infos(oficial): https://eventos.ese.ips.pt/siie2023/

Mar 102023
 

A conferência: 8th EAI International Conference on Design, Learning & Innovation
“The EAI DLI conference focuses on advancing research in design, learning, and innovation related to digital and emergent technology, and promoting inclusive and playful discourse. It brings together researchers, practitioners, and educators from various fields. This year’s theme is accessible digital technologies for an inclusive digital society. The conference accepts various submissions, including full and short papers, work-in-progress, workshops, and symposiums. DLI 2023 will be held at Aalborg University in Denmark”

datas importantes:
Full Paper Submission deadline: 1 August 2023
Notification deadline: 10 September 2023
Camera-ready deadline: 5 October 2023

“All registered papers will be submitted for publishing by Springer and made available through SpringerLink Digital Library.

Proceedings will be submitted for inclusion in leading indexing services, such as Web of Science, Compendex, Scopus, DBLP, EU Digital Library, IO-Port, MatchSciNet, Inspec and Zentralblatt MATH.

All accepted authors are eligible to submit an extended version in a fast track of:

Additional publication opportunities:


+infos(oficial): https://designlearninginnovation.eai-conferences.org/2023/

Feb 222023
 

“Nos dias 19 a 21 de outubro de 2023, a Escola Superior de Tecnologia e Gestão do Instituto Politécnico de Beja irá acolher a Conferência da Associação Portuguesa de Sistemas de Informação, na sua 23.ª edição, numa organização conjunta com a Escola Superior de Escola Superior de Gestão, Hotelaria e Turismo da Universidade do Algarve.
Continuando o modelo de Conferência do ano anterior CAPSI 2022, esperamos despertar o vosso interesse para a 23.ª CAPSI e contamos com a vossa participação, seja através da apresentação dos vossos trabalhos de investigação, seja pela participação nas diversas iniciativas que estamos a preparar no âmbito da Conferência.
Este ano o tema principal da Conferência é “Os nossos dados, o nosso futuro: rumo ao humanismo digital”.
A conferência será no formato presencial, incluindo um conjunto de eventos que reunirão académicos, investigadores, profissionais nas áreas de TI, SI e Gestão, e estudantes de várias nacionalidades.
Todos os artigos que forem submetidos e aceites, e cujos autores tenham realizado a sua inscrição, independentemente da modalidade, serão publicados na CAPSI2023 terão indexação SCOPUS.
A participação está aberta às comunidades académica e empresarial através da submissão de trabalhos, que deverão respeitar o formato definido para a Conferência.
Cada artigo será revisto no mínimo por dois revisores em double-blind review. As propostas ao Consórcio Doutoral serão avaliadas por este comité. Os Posters serão avaliados por membros da Comissão de Programa e, posteriormente, comentados em sessões específicas no decorrer da Conferência.
A participação de todos é muito importante e contamos convosco para divulgarem as chamadas aos trabalhos (Calls) nas vossas instituições e através da vossa rede de contactos.

tracks:
IS Curriculum and Education
Societal impacts IS & the future of work
IS for a green and sustainable world
Cyber-security, privacy, and ethics of IS
Blockchain, cryptocurrencies, and new business models
Sharing Economy
Human-computers interaction
Design Science
IS Development and Project Management
IT Adoption and use
IT Value
Social Media
IS in Healthcare
E-Government
IS research methods
Human Behavior in IS and Marketing
Data Science and predictive analytics
Business, data, and process modelling
ICT4D
Smart cities
Data Science and Good”
+infos(informações): LINK

Dec 282022
 

O “Guerrilla Game Festival!” trata-se de um evento em Espanha que serve para ligar as Escolas com a Industria e sem esquecer dos indies. Tem conferências, tem workshops e zona de demonstrações.

É um evento para estar atento.. e poder visualizar alguns dos eventos no canal do youtube.

+infos(oficial): https://guerrillagamefestival.es/

+infos(oficial youtube): LINK

Aug 272022
 

“ArtsIT takes place from November 21st to 22nd, as a hybrid event at the University of Algarve, Faro, Algarve, Portugal, and in Cyberspace. In this edition the CIAC – Centro de Investigação em Artes e Comunicação, will host the event. The CIAC is a research unit assessed by the Foundation for Science and Technology. It was created in 2008 as a result of the merger of two non-funded research centres: the Centre for Research in Communication Sciences and the Arts (University of Algarve) and the Centre for Research in Theatre and Cinema (Escola Superior de Teatro e Cinema do IPL). Currently, it brings together researchers from the University of Algarve (host institution), the School of Theatre and Cinema (Lisbon Polytechnic), the Instituto Superior da Maia, the Polytechnic Institute of Santarém, the Higher Institute of Advanced Technologies and the Open University. The Arts and Communication Research Centre currently has three active hubs: one at the Lisbon Theatre and Film School (IPL), another at the Polytechnic Institute of Santarém, dedicated to digital literacy and social inclusion and, finally, a third hub at the Open University, associated with the PhD in Media-Digital Art. This R&D Unit has been conducting innovative research in the field of artistic (visual arts, cinema, theatre) and cultural studies, communication and, more recently, literary studies (digital archives, digital critical editions), associating the production of dissemination platforms with the study of ways of communicating scientific knowledge in the designated areas. Therefore, it has maintained an interdisciplinary character since it first opened. Its objectives are to develop applied research and research networks in the arts (in the broadest sense of the word) and communication, and to implement artistic creation laboratories in the areas of theatre, cinema and other arts, namely in the Mediterranean region. Since its foundation, it has promoted and actively collaborated in several partnerships in the artistic and cultural activities of the Algarve, where it is based, through specific collaboration agreements with Municipal Councils, Cultural Associations and with the Algarve Regional Directorate for Culture. It is currently an important stakeholder in the region. The research produced at the CIAC is often disseminated by the surrounding community through the multiple extension activities promoted, as well as discussed in international networks.

The ArtsIT conference is considered a perfect partner to CIAC, as outlined above, as it offers a bringing together an even wider array of cross-/inter-/trans-disciplinary researchers, practitioners, artists, and academia to present and discuss the symbiosis between art (in its widest definition) and information technology applied in a variety of distinct fields. Since 2009 ArtsIT has become acknowledged as a leading scientific forum for the dissemination of cutting-edge research results in the intersection between art, science, culture, performing arts, media, and technology. The role of artistic practice using digital media is also to serve as a tool for analysis and critical reflection on how technologies influence our lives, culture, and society. ArtsIT is therefore not only a place to discuss technological progress but also a place to reflect on the impact of art and technology on sustainability, responsibility, and human dignity. Besides the main track, the event also focuses on the advances seen in two areas that have significantly contributed to the field in the last years, namely, virtualization and artificial intelligence with special sessions (see call for special sessions below).

Topics include the following but are open for additional:
Virtual Museums and Curatorial Practices;
Interactive Art & Interactive Installations;
Augmented Reality & Virtual Reality;
Virtual Worlds;
Metaverse, Avatars, and Presence;
Games & Interactivity;
Gamification;
Exhibition;
Design;
Augmented Performing Arts;
Digital Distribution of Performing Arts;
Audio Art & Sound Design; New Media;
Technologies Information;
Visualization; Generative Design;
Artificial Intelligence & Big Data;
Digital Cultural Heritage;
Digital Artworks Addressing the Sustainable Development Goals or other such contemporary topics;
Theoretical Research in the Fields of Media Technology; Studies that Explore the Role of Media Art in Society;
and more 

+infos(oficial): LINK

Aug 272022
 

Conferencia IEEE International conference on ARTIFICIAL INTELLIGENCE & VIRTUAL REALITY
“Welcome to the 5th IEEE International Conference on Artificial Intelligence & Virtual Reality! IEEE AIVR is a unique event, addressing researchers and industries from all areas of AI as well as Virtual, Augmented, and Mixed Reality. It provides an international forum for the exchange between those fields, to present advances in the state of the art, identify emerging research topics, and together define the future of these exciting research domains. We invite researchers from Virtual Reality (VR) as well as Augmented Reality (AR) and Mixed Reality (MR) to participate and submit their work to the program. Likewise, work on AI that has a relation to any of these fields or potential for the usage in any of them is welcome

AREAS OF INTEREST
We invite researchers from Virtual, as well as Augmented Reality (AR) and Mixed Reality (MR) to participate and submit their work to the program. Likewise, any work on AI that has a relation to any of these fields or potential for the usage in any of them is welcome. Areas of interest for the technical program include but are not limited to:
Systems, including techniques, performance, and implementation
System components, virtual reality platforms
AI platforms for VR/AR, cloud-based platforms
Data generation, manipulation, analysis, and validation
Tracking, physical environment mapping, registration
Vision for VR/AR, deep learning for VR/AR
Standards and theoretical models for AI and/or VR
Content creation and modelling
Generation of immersive environments and virtual worlds
Environments for gaming, simulation, training
Visualization, optimized and realistic rendering
Geometric modelling and design in immersive settings
Animations, crowd-simulation, character modelling
Customization and personalization (e.g., for training)
Cognitive aspects, perception, user behaviour
Semantic and cognitive aspects of virtual reality
Depth perception, multimodal perception
Behaviour and activity generation
Representations of self (avatars), embodiment, presence
Virtual agents, conversational non-player characters (NPCs)
Understanding and modelling human behaviour, emotions
AI technologies for VR/AR
Search, planning, reasoning
Knowledge representation
Natural language processing
Robotics and perception
Multi-agent systems
Statistical learning, deep learning
Interactions / interactive and responsive environments
Multimodal interaction and experiences in VR/AR
Machine learning for multimodal interaction
Human-virtual user/agent interaction
Human to human communication in virtual environments, collaboration and communication
Dialogue modelling and generation, conversational and natural language interfaces, speech interaction for AR/VR
Navigation and spatial orientation in VR
Interaction devices, Brain-Computer Interfaces (BCI)
Applications and use cases
Data and knowledge representation, problem solving
Visualization concepts (including, e.g., spatial visualization, multimodality for visualization) and domains (e.g., scientific visualization)
Arts, leisure, and entertainment
Gaming and game narratives, immersive storytelling and gameplay
Education, training, simulation
Business, prototyping, productivity, design and architecture, evaluation
Telepresence and collaboration, social interactions
Healthcare and therapy
Evaluation metrics and methodologies
Quality of Experience (QoE)
Ethical and societal aspects of AI and VR/AR
Sensory vulnerability
Privacy and data
Social isolation, desensitization
Overestimation of abilities, psychiatric
Unpalatable fantasies, torture/virtual criminality

+infos(oficial): https://aivr.science.uu.nl/index.html

Aug 052022
 

Uma conferência sobre o tema de videojogos..
“The 18th Foundations of Digital Games (FDG) held in Lisbon, Portugal, invites all research contributions in the form of papers, posters, demos, doctoral consortium applications, as well as panels, competitions, and workshop proposals. We invite contributions from within and across any discipline committed to advancing knowledge on the foundations of games: computer science, engineering, mathematics, natural sciences, humanities, social sciences, arts, and design.

das traks:
Technical Game Development, Novel Controllers
This track is for research that advances game development practices. This track is suitable for papers on game engines, frameworks, computer graphics techniques, rendering, animation, networking, novel interaction techniques (such as virtual reality, augmented reality, and alternate controllers) and other technical areas. Furthermore, the submission of work focusing on the development of novel hardware interfaces are also welcome. This track focuses on the technological aspects of game development and offers a venue for researchers and developers to share technological advancements of the field. Please consider that papers that focus more on Artificial Intelligence, or Player Analytics should be submitted in their respective tracks.

Game Design, Studio Practices, Novel Mechanics, Novel Experiences
This track is for papers that examine, validate, and refute game making practices, patterns, mechanics, dynamics, or aesthetics. This track also favors alternative methods of game design, practical examinations of user-testing protocols, exploration of alternative controllers, study on human-computer interaction in games and the empirical analysis of game-making processes, and more. Methods in submissions can include case studies, A/B testing, literature reviews, comparative analysis, and other appropriate efforts. This track focuses on game design and the influence of games, their mechanics or alternative controller systems on players, and different methods for playtesting.

Game Analytics and Visualization
This track invites authors to submit research related to data science, analytics, and game data visualization, as well as analyzing player behavior. Techniques such as player modeling, churn analysis, player profiling, business intelligence and performance evaluation or workflow optimization applied to the field of digital games, are all suitable submissions for this track. Submissions spanning across quantitative, qualitative, and mixed method approaches are also encouraged. Novel methodological approaches are valued in this track. Examples of encouraged and valued submissions include game data visualization; behavioral analysis (or other) game data; advances in methodological approaches that analyze and/or visualize game data; application or expanding novel statistical methods; machine learning such as deep learning, clustering, or other AI algorithms; game data mining; and novel visualization and analytical methods for game data.

Game Artificial Intelligence
This track focuses on the many applications of computational and artificial intelligence to the design, play, development, and improvement of games, as well as autonomous game testing. Relevant topics for submissions in this track include general game-playing AI, procedural and player-driven content generation, mixed-initiative authoring tools, computational narrative, believable agents, multi-agent systems and AI assisted game design. This track also encourages authors to push the boundaries of autonomous content generation such as game content orchestration, procedural game assets (e.g., audio, graphics, or game mechanics), computational creativity and affective computing within the context of digital games. This track focuses on more experimental technically driven aspects of game development, such as developing algorithms capable of automating certain aspects of games, systems that dynamically influence certain aspects of play or tools that actively help developers during the development process.

Game Criticism and Analysis
This track invites submissions with perspectives in the digital humanities, cultural studies, critical theory, and related fields. Submissions are encouraged from scholars engaging in narrative, visual and software studies approach to games and games criticism using methodologies such as archival research, hermeneutics, and oral history. This track will also consider critical, theoretical and/or historical analysis of games, and game genres from perspectives such as (but not limited to) postcolonial theory, feminism, historicism, subaltern studies, queer theory, the environmental humanities, and psychoanalysis. Socio-cultural critiques of the game-making culture are equally encouraged submissions for this track.

Games Beyond Entertainment
This track is dedicated to game inclusion, game accessibility, and game development for activism, citizenship, health, games as therapy, education, heritage, and other purposes beyond entertainment. Digital, mixed, analog, and locative games and play-spaces are all relevant to this track. Co-creation, participatory design, and game creation kits are relevant for this track. For games in education and training, this includes teaching and assessment methods, tools and techniques, and educational game-related programs.

Submission Deadlines:
Submission Deadline: 4th November 2022
Workshops, Panels and Competition Deadlines: 21st October 2022
Late-Breaking Paper: 27th of January 2023
Games & Demos Deadline: 27th of January 2023
Conference Dates: 11th-14th of April 2023

+infos(oficial): http://fdg2023.org/

Jul 282022
 

Vai decorrer uma conferências sobre videojogos em Sevilha em setembro, a chamada de trabalhos já decorreu pelo que agora é desfrutar do evento. Para arquivo fica a apresentação do evento:
“El séptimo congreso Internacional de “Videojuegos y Educación” se celebrará los días 20, 21 y 22 de septiembre de 2022 en València. Organizado por la Cátedra: Ludificación y Gobierno Abierto (según convenio firmado entre la Universitat de València y el Ayuntamiento) y el Grupo Internacional de Investigadores Asociación ALFAS.

Los videojuegos son herramientas transformadoras que han ido adquiriendo cada vez más notoriedad en la sociedad, no solo como un objeto de entretenimiento sino también como una herramienta de formación. Se trata de aportar para la transformación digital en ámbitos como la educación, la cultura, el arte, la inclusión social, la innovación y el trabajo.

Áreas temáticas
ÁREA ESPECÍFICA: LA CIUDAD Y EL ARTE EN LOS VIDEOJUEGOS
La relación con la ciudad es objeto de múltiples perspectivas que se construyen tanto desde el punto de vista físico como del simbólico y de los diversos lenguajes que la van configurando. En estos momentos los lenguajes están, en gran medida, protagonizados por tecnologías y entre ellas el videojuego es claramente el protagonista.

Los videojuegos permiten la interacción con la realidad y la simulación de nuevas realidades imaginadas que se convierten en modelos para la toma de decisiones.
• Creaciones artísticas curriculares con videojuegos
• Aproximación a la creación artística con videojuegos
• El arte como transmisor de valores y estéticas
• El patrimonio artístico y cultural en los videojuegos
• Datos abiertos para la toma de decisiones con videojuegos

ÁREA 1: LOS VIDEOJUEGOS EN LA EDUCACIÓN FORMAL:
¿Cómo influye la sociedad de la información en la organización de la práctica educativa? ¿Qué papel pueden desempeñar los videojuegos en las nuevas estrategias de formación? ¿Se pueden mantener las mismas metodologías docentes utilizadas tradicionalmente, para alcanzar las exigencias del actual sistema educativo? ¿Cómo modular la incorporación de recursos tecnológicos para conseguir las competencias y valores a los nuevos tiempos? ¿Cómo preparar a los educadores para estos cambios?

En esta área se incluirían los trabajos de investigación o reflexión que traten el tema de la utilización de los videojuegos en el ámbito de la educación formal:

Las comunicaciones pueden tratar temas como:
• Videojuegos y currículum
• Formación del profesorado en la utilización y creación de videojuegos
• Experiencias de buenas prácticas con videojuegos en educación formal
• Videojuegos en la atención a la diversidad.

ÁREA 2: LOS VIDEOJUEGOS EN LA EDUCACIÓN NO FORMAL:
Niños, niñas, jóvenes y adultos, como usuarios de videojuegos pueden obtener una experiencia que contribuya a su alfabetización digital, lo que significa no sólo jugar sino controlar su discurso, conocer las reglas desde las que han sido construidos o sumergirse en el mundo virtual que nos presentan. Pero todo ello debe realizarse de una forma consciente y, en este sentido, crítica para contribuir a la formación de las personas.

Esta área recogerá los trabajos de investigación o reflexión que traten el tema de la utilización de los videojuegos en el ámbito de la educación no formal:
• Desarrollo de valores a través de los videojuegos
• La formación de profesionales a través de videojuegos de simulación (Serious games)
• Videojuegos en las terapias de rehabilitación
• Experiencias de buenas prácticas con videojuegos en educación no formal
• Construir puentes entre la educación formal y no formal

ÁREA 3: LA EDUCACIÓN INFORMAL Y LOS VIDEOJUEGOS:
Videojuegos y sus efectos
No cabe duda que hoy en día, los videojuegos ocupan gran parte del tiempo libre de muchos niños, adolescentes y jóvenes.

En esta área se englobarán temas de investigación y reflexión sobre la utilización, consecuencias, creación, de los videojuegos en su utilización en el ámbito de la educación informal:
• La violencia en los videojuegos
• Familia y videojuegos
• Género y videojuegos
• Los videojuegos en la tercera edad
• Creación y desarrollo de videojuegos
• Videojuegos en redes sociales”

+infos(oficial): https://www.uv.es/cive2022/