Browsing by Author "Coelho, Franz"
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- A comparative study of short-term social media use with face-to-face interaction in adolescencePublication . Mendonça, Inês; Coelho, Franz; Rando, Belén; Abreu, Ana MariaBackground/Objectives: Previous research suggests that social media use can have immediate cognitive effects, raising concerns about its impact on adolescent cognition. This study aimed to examine the short-term cognitive effects of acute social media exposure and screen time habits by comparing cognitive performance in adolescents (13–15 years old) following 30 min of social media interaction versus face-to-face conversation, according to their screen time habits (more or less time spent in front of a screen). Methods: A total of 66 participants were divided into four groups: a social media group who used to spend less than 540 min per week in front of a screen (n = 19, a social media group with a habit of more than 540 min per week of screen time (n = 14), a face-to-face conversation group with a habit of less screen time per week (n = 15), and a face-to-face conversation group who used to spend more time per week in front of a screen (n = 18). Cognitive performance was assessed through attention (D2 Test), working memory (Corsi Blocks), abstract reasoning (Abstract Reasoning Test Battery), and inhibitory control (Go/No-Go Task). Additionally, mental effort was measured using a Visual Analogue Scale. Results: Contrary to our hypothesis, no significant differences emerged between groups in any cognitive domain or mental effort, with interaction modality and screen time showing no impact on response variables. Also, we found no significant interaction effect between factors. This suggests that a single 30-min session of social media use does not immediately impair cognition, nor does face-to-face interaction enhance it, despite screen time spent per week (when it varies from 135 to 540 min and from more than 540 to 1320 min). Conclusions: The absence of cognitive effects may be explained by excessive screen time as a key factor in cognitive impact and by the cultural integration of social media, creating a “ceiling effect” that minimizes the impact of short-term exposure and resembles addictive behavior. These findings emphasize the importance of a holistic approach involving families, schools, and governments to address both acute and cumulative social media use in adolescents.
- External and model validity in a systematic review of game-based interventionsPublication . Coelho, Franz; Gonçalves, Daniel; Abreu, Ana MariaGame-based learning, training, exercises, serious games, and gamification represent distinct approaches, integrating games into diverse contexts. Lately, interventions based on these approaches have gained popularity due to their potential to enhance cognitive outcomes. The term game-based intervention (GBI) was adopted to describe the use of all these playful processes with the goals of cognition and behavior promotion. Here, we present complementary research originating from a comprehensive systematic review examining the influence of GBI on adult cognition. This additional research evaluates the external and model validity of the original studies included in a systematic review, adhering to a registered PROSPERO protocol and PRISMA guidelines. Our systematic methodology covered various databases, resulting in 1398 articles. Following examination, 42 studies (26 randomized control trials and 16 non-randomized control trials) were selected. External and model validity were assessed using the External Validity Assessment Tool (EVAT©). Half of the studies inadequately described recruitment (48%), and most poorly outlined participation (71%) in terms of external validity, obscuring the results' generalizability. However, most studies adequately described model validity (88%), clarifying the comprehension of staff, places, and facilities used. While the systematic review showcased encouraging results regarding the impact of GBI on adult cognition, the evaluation of external and model validity conducted here revealed challenges in generalizing these findings to real-world settings and other populations beyond the laboratory context. However, it underscored that the contextual environment and operational procedures are conducive to replicability
- Geração digital: como as tecnologias afetam o potencial humano?Publication . Coelho, Franz; Abreu, Ana Maria
- The impact of educational gamification on cognition, emotions, and motivation: a randomized controlled trialPublication . Coelho, Franz; Rando, Belén; Aparício, David; Pontífice-Sousa, Patrícia; Gonçalves, Daniel; Abreu, Ana MariaThis study examines the impact of gamification on education using a novel gamified digital learning platform and a randomized controlled trial (RCT) protocol. Following established research guidelines (CONSORT, Cochrane Collaboration, EVAT©), we assessed the individual and combined effects of points, badges, and challenges against a control group without gamification. The RCT evaluated participant characteristics (sociodemographics, game habits, player traits) and outcomes in cognition (learning, engagement, webcam-based eye-tracking for visual attention, cognitive load), emotions (affective states, webcam-based facial emotion recognition), and motivation (intrinsic motivation). Results showed significantly higher learning for participants using all game elements versus the control group, while badges alone increased cognitive load compared to the other gamification groups. These findings suggest that gamification is more effective when thoughtfully integrating game elements rather than applying elements in isolation, aligning goal-setting with feedback, and combining intrinsic and extrinsic motivational cues. The absence of significant results in other variables may reflect the novelty effect, emphasizing the importance of aligning gamification with pedagogical goals, considering individual and contextual factors, and designing systems that address usability and long-term impact. Educational implications and design recommendations are provided.
- The impact of game-based interventions on adult cognition: a systematic reviewPublication . Coelho, Franz; Gonçalves, Daniel; Abreu, Ana MariaThis 10-year systematic review examines the impact of game-based interventions (GBI) on adult cognition, covering game-based learning and training, serious games, gamification, and exergames. The research followed PRISMA guidelines and Cochrane recommendations for bias assessment. We reviewed 1,398 articles and selected 42 studies (26 randomized trials, 16 non-randomized). Our findings highlight the influence of contextual factors on GBI, such as culture and individual traits. We emphasize the predominance of digital over analog applications, reflecting GBI’s connection to Human-Computer Interaction (HCI). This review underscores GBI’s interdisciplinary nature and the need for high-quality research standards. We examined 23 outcome categories and found positive effects in areas like Satisfaction, Flow, Learning, Motivation, and Perception, though with varying bias risks. On average, GBI designs incorporated nine game elements. Most interventions used Puzzle and Simulation genres, were single-player, 2D, and computer-based. Innovations in neurophysiological tools, movement monitoring, and virtual reality offer promising HCI research avenues.
- Sensory processing of time and space in autistic childrenPublication . Coelho, Franz; Rando, Belén; Salgado, Mariana; Abreu, Ana MariaBackground/Objectives: Autism is characterized by atypical sensory processing, which affects spatial and temporal perception. Here, we explore sensory processing in children with autism, focusing on visuospatial and temporal tasks across visual and auditory modalities. Methods: Ninety-two children aged 4 to 6 participated, divided into three groups: autism (n = 32), neurotypical chronological age-matched controls (n = 28), and neurotypical developmental age-matched controls (n = 32). The autism group consisted of high-functioning children (26 boys). The participants completed computer-based tasks requiring spatial and temporal processing. Response accuracy and reaction times were recorded. Results: The autism group demonstrated higher accuracy in temporal tasks (visual and auditory modalities) and comparable accuracy in visuospatial modality, but slower response times in all tasks compared to both neurotypical controls. These results suggest a strategy that prioritizes accuracy over speed, while preserving spatial and temporal processing in autism. Conclusions: These findings suggest that temporal processing, rather than the sensory modality, drives decision-making strategies in children with autism. Our findings highlight the need for interventions aligned with autistic children’s slower but accurate processing style to support social interaction and reduce stress. In a fast-paced digitalized world, autistic children might benefit from slower, balanced, and inclusive, evidence-based approaches that align with their cognitive rhythm and reduce overstimulation. By incorporating these unique strategies, targeted programs can enhance the quality of life and adaptive skills of children with autism, thereby fostering better integration into social and sensory-rich environments.
- Systemic Gamification Theory (SGT): a holistic model for inclusive gamified digital learningPublication . Coelho, Franz; Abreu, Ana MariaGamification has emerged as a powerful strategy in digital education, enhancing engagement, motivation, and learning outcomes. However, most research lacks theoretical grounding and often applies multiple and uncontextualized game elements, limiting its impact and replicability. To address these gaps, this study introduces a Systemic Gamification Theory (SGT)—a comprehensive, human-centered model for designing and evaluating inclusive and effective gamified educational environments. Sustained in Education, Human–Computer Interaction, and Psychology, SGT is structured around four core principles, emphasizing the importance of integrating game elements (1—Integration) into cohesive systems that generate emergent outcomes (2—Emergence) aligned synergistically (3—Synergy) with contextual needs (4—Context). The theory supports inclusivity by accounting for individual traits, situational dynamics, spatial settings, and cultural diversity. To operationalize SGT, we developed two tools: i. a set of 10 Heuristics to guide and analyze effective and inclusive gamification; and ii. a Framework for designing and evaluating gamified systems, as well as comparing research methods and outcomes across different contexts. These tools demonstrated how SGT enables robust, adaptive, and equitable gamified learning experiences. By advancing theoretical and practical development, SGT fosters a transformative approach to gamification, enriching multimedia learning through thoughtful system design and reflective evaluation practices.
- Telework and mental health during COVID-19Publication . Mendonça, Inês; Coelho, Franz; Ferrajão, Paulo; Abreu, Ana MariaCOVID-19 has come to change societal organization. Due to lockdowns, work typologies have been rethought and telework has gained strength. However, the impact of the constant use of information and communication technologies on the mental health of workers needs to be considered. We aimed to investigate the impact of different work conditions on mental health, to which end we disseminated an online questionnaire during lockdowns to assess imagined surveillance, mobile maintenance expectation, communication overload, feelings of entrapment, depression, anxiety, stress, and flourishing in four groups (employed in telework, employed on-site, employed in layoff, and unemployed). We computed mean comparisons and serial mediations. We show that depression and anxiety were more prevalent in women; parents flourished more than people without children; and people with a higher level of education feel more entrapment. Crucially, we show that telework was associated with imagined surveillance and communication overload, which mediated the association with mobile maintenance expectations and entrapment (which was exacerbated by parenthood), impacting mental health and the quality of life. However, this was also partially observed in the remaining work conditions. Finally, flourishing worked as a protector against mental health issues in all work conditions. We discuss this given the massification of digital migration.
