Rita Santos
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Rita Santos has a total of 67 co-authors. Here are the top co-authors by number of shared publications:
- Pedro Beça
University of Aveiro
16 shared publications - Ana Isabel Veloso
University of Southern California
10 shared publications - Jorge Abreu
University of Aveiro
10 shared publications - Mónica Aresta
University of Aveiro
10 shared publications - Mário Rodrigues
University of Aveiro
7 shared publications - Sofia Ribeiro
University of Aveiro
6 shared publications
Latest Publications
- 1 May 2026
- Published by Springer Nature
- p. 828-841
Using Short Videos to Promote the Well-Being of Higher Education Students in Their Use of Digital Media
- 1 May 2026
- Published by Springer Nature
- p. 828-841
Using Short Videos to Promote the Well-Being of Higher Education Students in Their Use of Digital Media
- 2 June 2024
- Published by Springer Nature
- p. 278-297
Insights from User Perceptions Towards the Design of a Proactive Intelligent TV Assistant
- 2 June 2024
- Published by Springer Nature
- p. 278-297
Insights from User Perceptions Towards the Design of a Proactive Intelligent TV Assistant
- 16 February 2024
- Published by Springer Nature
- p. 242-248
TV Notifications to Promote Trustworthy News and Local School Newspapers
- 16 February 2024
- Published by Springer Nature
- p. 242-248
TV Notifications to Promote Trustworthy News and Local School Newspapers
- 18 October 2023
- Published by Springer Nature
- p. 53-67
Personalized Notifications for the TV Ecosystem: Field Trial of an iTV Solution
- 18 October 2023
- Published by Springer Nature
- p. 53-67
Personalized Notifications for the TV Ecosystem: Field Trial of an iTV Solution
- Open Access
- 12 June 2023
- Published by Association for Computing Machinery (ACM)
- p. 314-319
Proactivity in the TV Context: Understanding the Relevance and Characteristics of Proactive Behaviours in Voice Assistants
- 12 June 2023
- Published by Association for Computing Machinery (ACM)
- p. 314-319
Open AccessProactivity in the TV Context: Understanding the Relevance and Characteristics of Proactive Behaviours in Voice Assistants
- 17 December 2022
- Published by Springer Nature
- p. 133-147
A Process for Gathering Data to Train the NLU Module of a NLI System for ITV
- 17 December 2022
- Published by Springer Nature
- p. 133-147
A Process for Gathering Data to Train the NLU Module of a NLI System for ITV
- 17 December 2022
- Published by Springer Nature
- p. 3-19
The Importance of Personalization and Household Dynamics for Notifications in the TV Ecosystem
- 17 December 2022
- Published by Springer Nature
- p. 3-19
The Importance of Personalization and Household Dynamics for Notifications in the TV Ecosystem
- 19 September 2022
- Published by Springer Nature
- p. 19-30
Scratch-Based Game Development Resource Set for a Toolkit to Game Design
- 19 September 2022
- Published by Springer Nature
- p. 19-30
Scratch-Based Game Development Resource Set for a Toolkit to Game Design
- 20 August 2022
- Published by Association for Smart Learning Ecosystems and Regional Development in Interaction Design and Architecture(s)
- No. 53,p. 128-143
Students as Game Creators. Easing the game construction process by using a toolkit to game design
In recent years, serious games and gamification strategies have been used in the education field and seen as highly motivating for educating and motivating younger people. As regard to games, and in the field of environmental education, they emerge as an innovative approach to raise environmental awareness among youths, namely by challenging students to develop their own games for learning. When research also mentions obstacles in involving students to explore educational contents through game design, this paper presents the Gamers4Nature Toolkit, an artifact developed to support the creation of digital environmental-related games by younger students with no experience in game design. The toolkit was used by 53 upper-secondary and 114 undergraduate students along several game creation sessions, leading to the development of 66 digital games. Findings indicate that the Toolkit was considered an engaging approach to game creation, making it a valuable resource to support educators in game design activities.
- 20 August 2022
- Published by Association for Smart Learning Ecosystems and Regional Development in Interaction Design and Architecture(s)
- No. 53,p. 128-143
Students as Game Creators. Easing the game construction process by using a toolkit to game design
In recent years, serious games and gamification strategies have been used in the education field and seen as highly motivating for educating and motivating younger people. As regard to games, and in the field of environmental education, they emerge as an innovative approach to raise environmental awareness among youths, namely by challenging students to develop their own games for learning. When research also mentions obstacles in involving students to explore educational contents through game design, this paper presents the Gamers4Nature Toolkit, an artifact developed to support the creation of digital environmental-related games by younger students with no experience in game design. The toolkit was used by 53 upper-secondary and 114 undergraduate students along several game creation sessions, leading to the development of 66 digital games. Findings indicate that the Toolkit was considered an engaging approach to game creation, making it a valuable resource to support educators in game design activities.
- Open Access
- 4 May 2022
- Published by Springer Nature
- p. C1
Correction to: Definition of a Digital Tool to Create Physical Artifacts: The Case of the Gamers4Nature Project
The chapter “Definition of a Digital Tool to Create Physical Artifacts: The Case of the Gamers4Nature Project” was previously published non-open access. It has now been changed to open access under a CC BY 4.0 license and the copyright holder updated to ‘The Author(s)’. The book has also been updated with this change.
- 4 May 2022
- Published by Springer Nature
- p. C1
Open AccessCorrection to: Definition of a Digital Tool to Create Physical Artifacts: The Case of the Gamers4Nature Project
The chapter “Definition of a Digital Tool to Create Physical Artifacts: The Case of the Gamers4Nature Project” was previously published non-open access. It has now been changed to open access under a CC BY 4.0 license and the copyright holder updated to ‘The Author(s)’. The book has also been updated with this change.