Teacher
Carla Patrícia Gonçalves E Sousa Mira

Carla Patrícia Gonçalves E Sousa Mira
car***@ulusofona.pt
1A13-60F1-0B45
0000-0002-3544-722X

Resume

Carla Sousa is a PhD in Communication Sciences from Lusófona University, where she also took her Bachelor’s Degree in Psychology, her Master's Degree in Clinical and Health Psychology, and a Postgraduate degree in Applied Neuropsychology. Her PhD thesis approached game accessibility as a path to empower and promote well-being in individuals with intellectual disability, which illustrates her main research targets – the different intersections between media, with a particular focus on games, inclusion, behavior, and human diversity. Also in Lusófona University, Carla is part of the Centre for Research in Applied Communication, Culture, and New Technologies (CICANT) and is an assistant professor in the Bachelor's Degrees in Psychology and Videogames. She published several papers as an author and co-author in peer-reviewed journals, and has done communications in national and international conferences in the fields of media studies, media psychology, games, accessibility, disability, social inclusion, learning, and education. Carla has been part of several national and international funded projects such has "Co-create assistive games for people with Intellectual Disability - ID Games" (2019-1-EL01-KA204-062517) or "Jogos Digitais para a Literacia Mediática e Informacional - GamiLearning" (UTAP-ICDT/IVC-ESCT/0020/2014). Currently, she is the principal investigator for Lusófona University in two projects funded in the scope of Erasmus + Program, "Youth for Youth” (2020-2-HU01-KA205-079126) and "Training the Educators to Facilitate the Teaching and Assessment of Abstract Syllabus by the Use of Serious Games - TEGA" (2020-1-UK01-KA203-079248). Carla has also been involved in the organization of scientific events and in referee activities, is the grant awarding manager of the COST Action (CA 19104) - advancing Social inclusion through Technology and EmPowerment (a-Step), and is an ambassador for the non-profit Women in Games.

Graus

  • Licenciatura
    Psicologia [Psychology]
  • Mestrado
    Psicologia Clínica e da Saúde [Clinical and Health Psychology]
  • Pós-Graduação
    Neuropsicologia Aplicada [Applied Neuropsychology]
  • Doutoramento
    Ciências da Comunicação [Communication Sciences]

Publicações

Conference paper

  • Níveis de Literacia Mediática em estudantes do 2º e 3º ciclos do ensino básico em Portuga, 5º Congresso Literacia, Media e Cidadania
  • 2021-10-23, Game-Based Learning for Psychological Intervention Related Skills: What Challenges? What Paths?, 15th European Conference on Game-Based Learning (ECGBL 2021)
  • 2020-12-11, Formação online e capacitação para a utilização, criação e co-criação de jogos como estratégia de inclusão de pessoas com deficiência intelectual: Experiências de um projeto europeu, V Encontro do Obervatório da Deficiência e Direitos Humanos (ODDH) - A deficiência face à crise pandémica: Desafios e respostas
  • 2020-09-09, Research in serious games for people with intellectual disability: a meta-analysis study, 13th International Conference on Disability, Virtual Reality & Associated Technologies - ICDVRAT 2020
  • 2020-08-24, Developing a participatory game creation e-course in the field of Intellectual Disability, IEEE Conference of Games 2020
  • 2020-05-15, Conceção de um e-course sobre processos participativos na criação de jogos como estratégia de capacitação na área da Deficiência Intelectual, 5º Encontro sobre Jogos e Mobile Learning 2020
  • 2019-10-03, Games for Education of Deaf Students: A Systematic Literature Review, 12th European Conference on Game Based Learning - ECGBL2019
  • 2019-10-03, Developing Pedagogical Videogames to Support Math Learning in Deaf Children: A Work in Progress (Phases 1-3)., 13th European Conference on Games Based Learning - ECGBL 2019
  • 2019-07-01, Cognitive Foundations of Mathematics Learning in Deaf Students: a Systematic Literature Review, 11th International Conference on Education and New Learning Technologies - EDULEARN 2019
  • 2018-10-04, Making games, making literacy: A case-study in formal educational contexts, 12th European Conference on Games Based Learning - ECGBL 2018
  • 2018-04-19, A Case Study of Production and Application of Video Games for Teaching Mathematics to Deaf People, Play2Learn - The GamiLearning Conference
  • 2017-07-03, Games for Media and Information Literacy - Developing Media and Information Literacy skills in children through digital games creation, 9th International Conference on Education and New Learning Technologies - EDULEARN2017
  • 2017-07-03, Are Videogames a waste of time? - A multi-stakeholder approach, 9th International Conference on Education and New Learning Technologies - EDULEARN 2017
  • 2017-07, Digital game creation for media and information literacy development in children, ECGBL 2017
  • 2017-03-06, Drivers and Motivations to Game-Based Learning approaches - A perspective from parents and teachers, 11th International Technology, Education and Development Conference - INTED2017
  • 2016-10-13, The effect of virtual reality-based serious games in cognitive interventions: A meta-analysis study, 4th Workshop on ICTs for improving patients rehabilitation research tecniques - REHAB '16

Journal article

  • 2022-04-26, Empowerment and Well-Being Through Participatory Action Research and Accessible Gaming: A Case Study With Adults With Intellectual Disability, Frontiers in Education
  • 2022-01-25, The Pedagogical Value of Creating Accessible Games: A Case Study with Higher Education Students, Multimodal Technologies and Interaction
  • 2022-01-25, Exploring the Feasibility of Game-Based Tangible Resources in the Teaching of Deaf Preschoolers and their Hearing Peers, Journal of Educational Studies and Multidisciplinary Approaches
  • 2020, Empowerment and ownership in intellectual disability gaming: review and reflections towards an able gaming perspective (2010-2020), International Journal of Film and Media Arts
  • 2019-12-01, Game creation to promote media and information literacy (MIL) skills in basic education teachers, Revista Lusófona de Educação
  • 2019-10-01, Game Review: EVERYTHING, DAVID OREILLY (2017), Journal of Gaming & Virtual Worlds
  • 2018-09-01, Videogames as a learning tool: is game-based learning more effective?, Revista Lusófona de Educação
  • 2018-09-01, Desenvolvimento e Validação da Escala de Literacia Mediática e Informacional para Alunos dos 2º e 3º Ciclos do Ensino Básico em Portugal, Revista LUsófona de Educação
  • 2018-04, Game Creation in Youth Media and Information Literacy Education, International Journal of Game-Based Learning
  • 2017, Playing digital security: Youth voices on their digital rights, International Journal of Game-Based Learning
  • 2016, A review of research questions, theories and methodologies for game- based learning, Journal of Content, Community and Communication

Report

  • 2021-09-30, Media Technology and Educational Innovation, https://www.teseoproject.eu/school/
  • 2019-11, People with Intellectual Disability in Portugal – Report, http://recil.grupolusofona.pt/handle/10437/10170
  • 2017-12-26, State of Art in Web Forms (2012-2017) - A literature Review in HCI field , https://lightweightform.io/wp-content/uploads/2018/07/State-of-Art-in-Web-Forms-HCI-Field.pdf

Edited book

  • 2021, Universidade Lusófona

Other output

  • 2020, Space Conqueror [Role: Accessibility lead], Space Conqueror is a game inspired by the classics, bringing the premise of spaceship games. The goal is to survive a traversal in space, through a set of levels with several enemy ships, with those playing having to dodge and eliminate them. The game is intended for anyone who wants to play, however, it is designed to be accessible to people with Intellectual Disability and high support need
  • 2020, Chicken Shooter [Role: Accessibility Lead]

Book chapter

  • 2020, Media and Information Literacy (MIL) for social integration of Portuguese youth, Media and information literacy in critical times: Re-imagining learning and information environments, UNESCO Chair on Media and Information Literacy for Quality Journalism Faculty of Communication Sciences, Autonomous University of Barcelona (UAB)
  • 2020, Evaluation of the Effectiveness of Game Creation by Youth for Media and Information Literacy, Global Perspectives on Gameful and Playful Teaching and Learning, IGI Global
  • 2019, Media and ICT as Promoters of School Readiness: Beliefs from Parents and Young Children, Crianças, famílias e tecnologias. Que desafios? Que caminhos?, Escola Superior de Educação do Instituto Politécnico de Lisboa

Conference poster

  • 2019-12-13, A eficácia das intervenções baseadas em videojogos na promoção de competências em pessoas com deficiência intelectual, IV Encontro ODDH - Deficiência, Políticas Públicas e Direitos Humanos
  • 2019-07-02, Development and Validation of the Media and Information Literacy Scale (MILS) for the 2nd and 3rd Cycle of Basic Education in Portugal, XVI European Congress of Psychology, Moscow, Russia
  • 2019-03, Rastreio Neuropsicológico e Estudo das Associações entre Metacognição e Sintomatologia em Indivíduos com Perturbação de Consumo de Substâncias: Estudo Exploratório Preliminar, V Congresso Nacional da Sociedade Portuguesa da Psicossomática: Re-Pensar a Psicossomática
  • 2018-10-31, Measuring media and information literacy (MIL) among students aged 9 to 14 years old from Portugal and Austin, 7th European Communication Conference - ECREA 2018
  • 2016-10-13, Reabilitação Neuropsicológica na Esquizofrenia: um estudo de revisão, I Encontro de Psiquiatria da Casa de Saúde da Idanha
  • 2016-05-23, Games for Media and Information Literacy Learning: Objectives, Research Design and recent Outcomes, UT-Austin I Portugal Conference
  • 2015-11-19, Recovery em utentes da Casa de Saúde da Idanha integrados num programa de reabilitação na comunidade, XI Congresso Nacional de Psiquiatria

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