Webinar#26: The 4C Webinar
When: 19 October 2021 at 17:00
Susanna Albertini is partner and senior communication expert of FVA new media research from 1995, she has integrated her specialization in Psychology of work and business organization with multimedia and new technology communication.
Since 2000 she is involved as project manager and researcher in projects funded by the European Commission as expert in game-based training, co-creation and creativity enabling factors, communication, impact and valorisation of research results.
Her main area of interest is sustainable circular bioeconomy, societal challenges with special focus on sustainable and inclusive growth.
Louis Ferrini is the managing director of FVA new media research, an Italian SME operating since 1990 in the field of new media communication and advanced ICT.
He is involved since 2000 in projects funded by the European Commission as project manager, expert in human centric internet and game based solutions. His main area of interest is the design of enhanced ICT solutions, serious and simulation games to support co-creation and mutual learning activities and to train participants on transversal competences and skills in the ICT, learning, societal challenges, health, security and circular economy domains.
Angelo Marco Luccini focus is on the use of innovative models and technologies for the design, deployment, follow-up and evaluation of User Experiences. Marco’s “toolbox” includes participative and engaging culture and approaches - Design Thinking, Open Innovation, scientifically-validated supporting theories - Experiential Learning, Self Determination Theory, Situated Learning, Connectivism, Flow, Appreciative Inquiry, Growth Mindset, “good” gamification - implementation of gaming design techniques in non-gaming contexts to make sense and add value to the end user (e.g. beyond instant gratification, touching the intrinsic motivation of the user as in the case of aiming at / achieving long term objectives, and so on), serious games - to better engage Users / Learners, collaborative / social interaction modes in virtual / F2F / blended settings, including facilitation techniques applied to collective intelligence.