Boaventura DaCosta

Boaventura DaCosta holds a Ph.D. in instructional technology, an M.A. in instructional technology/media, instructional systems, and a B.S. in computer science from the University of Central Florida. His research is interdisciplinary, concentrated in the fields of computer science and instructional design, with a special interest in games and learning.

Publications

A Systematic Review of the Use of Prompting for Preschoolers With Developmental Delay
Soonhwa Seok, Boaventura DaCosta. © 2021. 19 pages.
Preschool offers numerous opportunities for teaching cognitive, social, emotional, and language skills. This is particularly important for children with developmental delay (DD)...
Cybercrime in Online Gaming
Boaventura DaCosta, Soonhwa Seok. © 2020. 12 pages.
Video games offer rich interactive experiences. Increasingly, however, their popularity coupled with their global connectivity has raised concerns about safety. Although it can...
Developing a Clearer Understanding of Genre and Mobile Gameplay
Boaventura DaCosta, Soonhwa Seok. © 2019. 31 pages.
This chapter presents a study that explored the mobile game-genre preferences of 1,950 South Korean students. The findings help create a clearer picture of the mobile gameplayer...
Mobile Game-Based Learning
Boaventura DaCosta, Soonhwa Seok, Carolyn Kinsell. © 2019. 16 pages.
The massive spread of mobile computing is undeniable with the draw of mobile games reaching epic proportions. This popularity, along with the anytime, anywhere, and on-any-device...
Mitigating Online Threats While Promoting Scholarship Through Awareness-Raising Interventions: A Study of Young People's Technology Use, Risky Online Behavior, and Literacy of Cyber Awareness Practices
Soonhwa Seok, Boaventura DaCosta. © 2019. 17 pages.
Enthusiasm about the educational benefits offered by the World Wide Web has been tempered in recent years by apprehension regarding the prospects of mitigating associated online...
Mobile Game-Based Learning
Boaventura DaCosta, Soonhwa Seok, Carolyn Kinsell. © 2018. 15 pages.
The massive spread of mobile computing is undeniable with the draw of mobile games reaching epic proportions. This popularity, along with the anytime-, anywhere-, and...
Factors That Explain Adolescent and Young Adult Mobile Game Play, Part 1: A Quantitative Examination of the Characteristics Describing the Casual Player
Boaventura DaCosta, Soonhwa Seok. © 2017. 20 pages.
The first of two chapters, a study is presented that quantitatively examined the adolescent and young adult “casual” video game player. A total of 1,950 South Korean students...
Factors That Explain Adolescent and Young Adult Mobile Game Play, Part 2: A Quantitative Examination of the Casual Player in the Context of Age and Gender
Boaventura DaCosta, Soonhwa Seok. © 2017. 26 pages.
The second of two chapters, a study is presented that quantitatively examined the adolescent and young adult casual video game player from the perspective of age and gender. A...
Educational Support at School for Students with Autism Spectrum Disorder, Intellectual, and Developmental Disabilities: The Relationship between Teachers' Priorities, Students' Achievements, and Educational Implementation
Soonhwa Seok, Boaventura DaCosta. © 2017. 19 pages.
This study (N = 1,072) is presented with the objectives of (a) exploring dimensions of educational implementation that can be used to support students with autism spectrum...
Ecological Perspectives Surrounding the Design of Self-Determination-Enhanced Problem-Based Learning as a Formative Intervention for Students with Disabilities in Inclusive Settings
Soohnwa Seok, Boaventura DaCosta, Woo Kim. © 2016. 19 pages.
This transdisciplinary chapter focuses on ecological perspectives surrounding the design of self-determination-enhanced Problem-Based Learning (PBL). The chapter presents a PBL...
Ecological Perspectives Surrounding the Design of Self-Determination-Enhanced Problem-Based Learning as a Formative Intervention for Students with Disabilities in Inclusive Settings
Soohnwa Seok, Boaventura DaCosta, Woo Kim. © 2016. 19 pages.
This transdisciplinary chapter focuses on ecological perspectives surrounding the design of self-determination-enhanced Problem-Based Learning (PBL). The chapter presents a PBL...
Social Skills Development for Children with Autism Spectrum Disorders through the Use of Interactive Storytelling Games
Sukun Jin, Boaventura DaCosta, Soohnwa Seok. © 2016. 17 pages.
Storytelling is an intricate part of the human psyche and hence, human history. From childhood, stories play an important role in human development, in that, for instance, humans...
A Step toward Assistive Technology Evidence-Based Practices: Latent Dimensions of Information and Communication Technology
Boaventura DaCosta, Soohnwa Seok. © 2015. 28 pages.
In an attempt to meet the need for validation research that contributes to Assistive Technology (AT) evidence-based practices, this chapter presents the findings of a study aimed...
Simulation Games as Interventions in the Promotion of Social Skills Development among Children with Autism Spectrum Disorders
Carolyn Kinsell, Boaventura DaCosta, Angelique Nasah. © 2015. 21 pages.
It has been suggested that game technology can be successfully used to aid in social skills development among those with special needs. Based on the body of research available...
Mobile Games and Learning
Boaventura DaCosta, Soonhwa Seok, Carolyn Kinsell. © 2015. 15 pages.
Experts have long endeavored to understand the draw of video games on youth and how this entertainment medium might be used for education. The “anytime, anywhere, and on any...
Assistive Technology Research, Practice, and Theory
Boaventura DaCosta, Soonhwa Seok. © 2014. 342 pages.
Technology continues to advance at an irrepressible pace, and it takes human ingenuity and ambition to make the best use of the latest developments in science and engineering...
Ecological Perspectives Surrounding the Design of Self-Determination-Enhanced Problem-Based Learning as a Formative Intervention for Students with Disabilities in Inclusive Settings
Soohnwa Seok, Boaventura DaCosta, Woo Kim. © 2014. 18 pages.
This transdisciplinary chapter focuses on ecological perspectives surrounding the design of self-determination-enhanced Problem-Based Learning (PBL). The chapter presents a PBL...
A Step toward Assistive Technology Evidence-Based Practices: Latent Dimensions of Information and Communication Technology
Boaventura DaCosta, Soohnwa Seok. © 2014. 28 pages.
In an attempt to meet the need for validation research that contributes to Assistive Technology (AT) evidence-based practices, this chapter presents the findings of a study aimed...
Social Skills Development for Children with Autism Spectrum Disorders through the Use of Interactive Storytelling Games
Sukun Jin, Boaventura DaCosta, Soohnwa Seok. © 2014. 16 pages.
Storytelling is an intricate part of the human psyche and hence, human history. From childhood, stories play an important role in human development, in that, for instance, humans...
Simulation Games as Interventions in the Promotion of Social Skills Development among Children with Autism Spectrum Disorders
Carolyn Kinsell, Boaventura DaCosta, Angelique Nasah. © 2014. 21 pages.
It has been suggested that game technology can be successfully used to aid in social skills development among those with special needs. Based on the body of research available...
A 15 Factor and 157 Item Checklist for Assessing Website Usability and Accessibility
Carolyn Kinsell, Boaventura DaCosta. © 2014. 25 pages.
Website assessment is still a very much ill-defined practice, conducted by some and largely ignored by most. Instruments to help assess and measure the usability of websites are...
Mitigating Online Threats While Promoting Scholarship Through Awareness-Raising Interventions: A Study of Young People's Technology Use, Risky Online Behavior, and Literacy of Cyber Awareness Practices
Soonhwa Seok, Boaventura DaCosta. © 2014. 15 pages.
Enthusiasm about the educational benefits offered by the World Wide Web has been tempered in recent years by apprehension regarding the prospects of mitigating associated online...
Millennials are Digital Natives?: An Investigation into Digital Propensity and Age
Boaventura DaCosta, Carolyn Kinsell, Angelique Nasah. © 2013. 17 pages.
The abundance of opinions about Millennials has made it very difficult to separate reality from conjecture, especially with regard to the suppositions made about their propensity...
Millennials are Digital Natives?: An Investigation into Digital Propensity and Age
Boaventura DaCosta, Carolyn Kinsell, Angelique Nasah. © 2012. 17 pages.
Digital Propensity: An Investigation of Video Game and Information and Communication Technology Practices
Boaventura DaCosta, Angelique Nasah, Carolyn Kinsell, Soonhwa Seok. © 2011. 26 pages.
There is a growing interest among educators to use video games in the classroom as part of the curriculum to meet the educational needs of today’s students. This may be...
Handbook of Research on Human Cognition and Assistive Technology: Design, Accessibility and Transdisciplinary Perspectives
Soonhwa Seok, Edward L. Meyen, Boaventura DaCosta. © 2010. 484 pages.
With the unprecedented advancements in computing power coupled with the societal movement towards inclusive settings, there is no better time than today to strive for assistive...
Human Cognition in the Design of Assistive Technology for Those with Learning Disabilities
Boaventura DaCosta, Soonhwa Seok. © 2010. 20 pages.
This is the first of three chapters serving as the introduction to this handbook which addresses the relationship between human cognition and assistive technologies and its...
Managing Cognitive Load in the Design of Assistive Technology for Those with Learning Disabilities
Boaventura DaCosta, Soonhwa Seok. © 2010. 22 pages.
This is the second of three chapters serving as the introduction to this handbook which addresses the relationship between human cognition and assistive technologies and its...
Multimedia Design of Assistive Technology for Those with Learning Disabilities
Boaventura DaCosta, Soonhwa Seok. © 2010. 18 pages.
This is the final of three chapters serving as the introduction to this handbook which addresses the relationship between human cognition and assistive technologies and its...