EPIC-WE

EPIC-WE

EPIC-WE introduces cultural game jams, culture- and value-sensitive game-making and games through and for culture as a novel approach to empower young people as co-creators of European culture and shapers of their own futures in society, cultural institutions (CHIs) and creative industries (CIs). The backbone of the project is the EPIC-WE helix ecosystem – a transferable framework where youth, CHIs, CIs and higher education institutions (HEIs) cooperate as actors in the ecosystem.


GameIN

GameIN

Games are a relevant field for media and communication studies, and game design and play can be studied as communication. Games and play as culture have been highly-relevant for issues of inclusion and representation, which fit the study of games as communication. This project will research means for inclusion through games, making media and communication the most relevant field of study for the project. 

The focus on disability is also relevant from the standpoint of media and communications, considering the most recent models of socially constructed ableism.


Operat

Operat

OPERAT é uma oficina para a investigação e produção em recursos acessíveis tangíveis com sede física no LabTec — laboratório de prototipagem e “fabricação digital” da Universidade Lusófona. Recorre a consultores internos e externos ajustados à área de intervenção e


ASDigital

ASDigital

ASDigital – Distance learning training for secondary education teachers: using visual thinking as a method to teach digital skills to students with ASD.

The recent COVID-19 pandemic has resulted in schools closing all across the globe, leaving over 1.2 billion children in 186 countries out of the classroom.


GBL4Deaf

GBL4Deaf

The research project GBL4deaf – Game-Based Learning for Deaf Students [PTDC/COM-CSS/32022/2017] aims to explore the impact of a videogame as a virtual tool to support mathematics learning for deaf and hard of hearing (DHH) students attended the 2nd and 3rd cycle of Basic Education.


Educação Acessível

Educação Acessível

O educação acessível é o resultado de uma parceria entre a Casa Pia de Lisboa, IP – CED Jacob Rodrigues Pereira- e a Licenciatura em Videojogos da Escola de Comunicação Artes e Tecnologias – Universidade Lusófona.


Youth For Youth

Youth For Youth

Youth for Youth aims to:
– build a methodology and a future in a cross-sectoral approach where learning through play empowers to become creative, engaged, lifelong learners and leaders of change who thrive in a 21st-century world


TEGA

TEGA

EGA project aims to develop and implement innovative game-based teaching practices to capacitate HE professionals in the enhancement of their


ID Games Project

ID Games Project

The “ID GAMES” project is based on the belief that each person should be given the chance to be accepted, valued and have equal opportunities to develop their skills and personality. (see more)


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