Prof Margarida ROMERO

Laboratoire d'Innovation et Numérique pour l'éducation (#fabLINE). ESPE de l'Académie de Nice. Université de Nice Sophia Antipolis. UCA

Extraordinary PhD Award in Psychology
Qualified by AQU & ANECA  

Selected references

Cucinelli, G., Davidson, A. L., Romero, M., & Matheson, T. (2018). Intergenerational Learning Through a Participatory Video Game Design Workshop. Journal of Intergenerational Relationships, 16(1-2), 146-165.

Lille, B. & Romero, M. (2017). Creativity Assessment in the Context of Maker-based Projects. Design and Technology Education: An International Journal. https://ojs.lboro.ac.uk/DATE/article/view/2228/2584

Proulx, J.-N., Romero, M., & Arnab, S. (2017). Learning Mechanics and Game Mechanics Under the Perspective of Self-Determination Theory to Foster Motivation in Digital Game Based Learning. Simulation & Gaming, 48(1), 81-97. https://doi.org/10.1177/1046878116674399

Romero, M. (2017). Competitive, Collaborative and Cooperative Play. In Peppler, K. The SAGE Encyclopedia of Out-of-School Learning. (115-117). Sage publishing.

Romero, M., Sawchuk, K., Blat, J., Sayago, S., Ouellet, H. (Eds.), (2016). Game-Based Learning Across the Lifespan. Cross-Generational and Age-Oriented Topics, Advances in Game-Based Learning (Springer). ISBN: 978-3-319-41795-0.

Proulx, J. N., Romero, M., & Arnab, S. (2016). Learning Mechanics and Game Mechanics Under the Perspective of Self-Determination Theory to Foster Motivation in Digital Game Based Learning. Simulation & Gaming, 1046878116674399.

Romero, M. (2016). Jeux numériques et apprentissages. Montréal: JFD. 

Romero, M. (2016). De l’apprentissage procédural de la programmation à l’intégration interdisciplinaire de la programmation créative. Formation et profession, 24(1), 87-89. http://dx.doi.org/10.18162/fp.2016.a92

Romero, M., Davidson, A-L., Cucinelli, G., Ouellet, H., & Arthur, K. (2016). Learning to code: from procedural puzzle-based games to creative programming. CIDUI.

Romero, M., Laferriere, T., & Power, T. M. (2016). The Move is On! From the Passive Multimedia Learner to the Engaged Co-creator. eLearn, 2016(3), 1.

Romero, M., & Loufane. (2016). ViBot, le robot. Québec, QC: Publications du Québec.

Romero, M., & Vallerand, V. (2016). Guide d’activités technocréatives pour les enfants du 21e siècle (Vol. 1). Québec, QC: Createspace.

Romero, M., & Laferrière, T. (2015). Usages pédagogiques des TIC : de la consommation à la cocréation participative. Vitrine Technologie Éducation

Georgiva, G., Arnab, S., Romero, M., & de Freitas, S. (2015). Transposing Freemium Business Model from Casual Games to Serious Games. Entertainment Computing, 9-10, 29–41.

Romero, M. (2015). Work, Games and Lifelong Learning in the 21st Century. Procedia-Social and Behavioral Sciences, 174, 115-121.

Romero, M., & Barma, S. (2015). Teaching Pre-Service Teachers to Integrate Serious Games in the Primary Education Curriculum. International Journal of Serious Games, 2(1). 

Romero, M., Usart, M., & Ott, M. (2015). Can Serious Games Contribute to Developing and Sustaining 21st Century Skills?. Games and Culture. doi:10.1177/1555412014548919

Romero, M. (2015). Apprendizagem pelo jogo : da gamificação das aprendizagens aos jogos sérios. Dans Santos-Ferreira, B. et al. (Eds.). Gamificação como estratégia educativa (pp. 63-75).  Brasília : Link Comunicação e Design. http://goo.gl/ZhMo6s 

Capdeferro, N., Romero, M., & Barberà, E. (2014). Polychronicity: review of the literature and a new configuration for the study of this hidden dimension of online learning. Distance Education. doi:10.1080/01587919.2015.955249

Romero, M., & Usart, M. (2014). The Temporal Perspective in Higher Education Learners: Comparisons between Online and Onsite LearningEuropean Journal of Open, Distance and e-Learning, 17(1), 190-209. 

Usart, M., & Romero, M. (2014). Spanish Zimbardo Time Perspective Inventory construction and validity among Higher Education Students. Electronic Journal of Research in Educational Psychology. 12 (2). 

Romero, M., & Barma, S. (2014). Serious Games opportunities for the primary education curriculum in Quebec. Games and Learning Alliance Conference 2014,Bucharest, July 2-4 2014.

Romero, M., & Barberà, E. (2014). Computer-Based Creative Collaboration in Online Learning. In New Horizons in Web Based Learning (pp. 330-336). Springer Berlin Heidelberg.

Panadero, E., & Romero, M. (2014). To rubric or not to rubric? The effects of self-assessment on self-regulation, performance and self-efficacy. Assessment in Education: Principles, Policy & Practice21(2), 133-148.

Usart, M., & Romero, M. (2014). Individual and collaborative Performance and Level of Certainty in MetaVals. International Journal of Serious Games, 1(1), 1-14.

Earp, J., Ott, M., Popescu, M., Romero, M., & Usart, M. (2014). Supporting Human Capital development with Serious Games: An analysis of three experiencesComputers in Human Behavior30, 715-720.

Romero, M. (2014). Flexibilité dans les activités collaboratives médiatisées à distance. Tutorales, 13, 54-57.

Riedel, J. C. K. H., Feng, Y., Azadegan, A., Romero, M., Usart, M., & Hauge, J. B. (2014). Measuring the Commercial Outcomes of Serious Games in Companies – A Review. In M. Ma, M. F. Oliveira, & J. B. Hauge (Eds.), Serious Games Development and Applications (pp. 176–191). Springer International Publishing. Retrieved from http://link.springer.com/chapter/10.1007/978-3-319-11623-5_15

Romero, M. (2013). Game Based Learning MOOC. Promoting Entrepreneurship Education. Elearning Papers, Special Edition MOOCs and Beyond, 33, 1-5.

Panadero, E., Romero, M., & Strijbos, J. W. (2013). The impact of a rubric and friendship on peer assessment: Effects on construct validity, performance, and perceptions of fairness and comfort. Studies in Educational Evaluation39 (4), 195-203.

Romero, M., & Barberà, E. (2013). Identificación de las dificultades de regulación del tiempo de los estudiantes universitarios en formación a distancia. RED, Revista de Educación a Distancia. Número 38. Julio de 2013.

Popescu, M., Romero, M., & Usart, M. (2013). Serious Games for Serious Learning Using SG for Business, Management and Defence Education. International Journal of Computer Science Research and Application. 3(1), 5-15.

Romero, M., & Usart, M. (2013). Time Factor in the Curriculum Integration of Game-Based Learning. In de Freitas, S., Ott, M., Popescu, M., & Stanescu, I. (Eds.) New Pedagogical Approaches in Game Enhanced Learning: Curriculum Integration. pp 248-266. IGI Global. 

Romero, M., & Medjahed, F. (2013). Individual and Collaborative Game Based Learning for English as a Foreign Language. In Tafazoli, D., & Chirimbu, S.C. (Eds.) Language &Technology: Computer Assisted Language Learning. pp 82-89. Khate Sefid Press. 

Mehrizi, M. H. R., & Romero, M. (2013, January). A multiple psychological perspective of individual unlearning. In Academy of Management Proceedings (Vol. 2013, No. 1, p. 13556).

Romero, M., Hyvönen, P. & Barbera, E. (2012). Creativity in collaborative learning across the life span, Creative Education. 3(4), 422-429.

Romero, M., Usart, M., Ott, M., Earp, J., de Freitas, S., & Arnab, S. (2012). Learning through playing for or against each other? Promoting collaborative learning in digital game based learning20th European Conference on Information Systems, June 10-13, ESADE, Barcelona.

Capdeferro, N., & Romero, M. (2012). Are online learners frustrated with collaborative learning experiences?. The International Review Of Research In Open And Distance Learning, 13(2), 26-44.

Romero, M., Usart, M., Popescu, M., & Boyle, E. (2012). Interdisciplinary an international adaption and personalization of the MetaVals Serious GamesLecture Notes in Computer Science, 2012, Volume 7528/2012, 59-73, DOI: 10.1007/978-3-642-33687-4_5.

Chávez, J., & Romero, M. (2012). Group Awareness, Learning, and Participation in Computer Supported Collaborative Learning (CSCL). In Procedia - Social and Behavioral Sciences Journal, Elsevier, Volume 46 (pp 3068–3073).  

Romero, M. (2012). The Use of the Collaboration Awareness Tool EUROCAT in Computer Supported Collaborative Learning. In Procedia - Social and Behavioral Sciences Journal, Elsevier, Volume 46 (pp 3046–3050). 

Romero, M. (2012). Learner Engagement in the use of Individual and Collaborative Serious Games. In Wankel, C.,  Blessinger, P. (Ed.). Increasing Student Engagement and Retention Using Immersive Interfaces: Virtual Worlds, Gaming, and Simulation (Cutting-edge Technologies in Higher Education, Volume 6), Emerald Group Publishing Limited, pp.15-34. 10.1108/S2044-9968(2012)000006C004

Romero, M. & Lambropoulos, N. (2011) Internal and External Regulation to Support Knowledge Construction and Convergence in CSCL. Electronic Journal of Research in Educational Psychology, 9(1), 309-330.

Romero, M., & Barberà, E. (2011). Quality of e-learners’ time and learning performance beyond quantitative time-on-task. The International Review Of Research In Open And Distance Learning, 12(5), 122-135. Retrieved from http://www.irrodl.org/index.php/irrodl/article/view/999/1870 

Lambropoulos, N., Romero, M., Kommers, P. (2011). Special Issue on Community-Based Innovation: Designing Shared Spaces for Collaborative CreativityInternational Journal of Web Based Communities, 7(4).

Romero, M. (2011). Supporting Collaborative Game Based Learning knowledge construction through the use of Knowledge Group Awareness. NoE Games and Learning Alliance. Lecture at the GaLa 1st Alignment School. 20 June, Edinburgh.

Padrós, A., Romero, M., Usart, M. (2011). Developing serious Games: From Face-to-Face to a Computer-based Modality. Elearning Papers, 25.

Romero, M., Usart, M., Almirall, E. (2011). Serious games in a finance course promoting the knowledge group awareness. EDULEARN11 Proceedings, pp. 3490-3492.

Massons, J., Romero, M., Usart, M., Mas, S., Padrós, A., Almirall, E. (2011). Uso del aprendizaje basado en juegos en la formación de finanzas para no financieros. Actas de las Jornadas Interuniversitarias de Innovación Docente. Universitat Ramon Llull, DEUSTO, ICADE, 16-17 de junio, Barcelona.

Usart, M., Romero, M. & Almirall, E. (2011). Impact of the Feeling of Knowledge explicitation in the learners’ participation and performance in a collaborative Game Based Learning activity. Proceedings of the International Conference on Serious Games Development and Applications. Springer LNCS.

Romero, M. (2011). Games and Simulations in Esade. Proceedings of the Games and Simulations Session within the 2nd Meeting of the Games and Learning Alliance Network of Excellence, Esade, Barcelona.

Romero (2011). PRE-PRO-POST: Optimización de los tiempos de aprendizajes en las tres fases de los programas de formación semi presencial. Raccoon E-learning Quaterly, 9 (1), 16-21.

Bird, R., Iqbal, Romero, M., James, A., (2011). Collaborative Design of Computer Network Using Activity-Led Learning Approach, Proceedings of the 15th International Conference on CSCW in Design, IEEE.

Fuentes, M., Romero, M., & Serrano, M. J. (2011). E-Learning: Psycho-Pedagogical Utility, Usability and Accessibility Criteria from a Learner Centred Perspective. In Lazarinis, F., Green, S., & Pearson, E. (Eds.), Handbook of Research on E-Learning Standards and Interoperability: Frameworks and Issues. (pp. 419-434). doi:10.4018/978-1-61692-789-9.ch021

Romero (2011). Tecnologías para el aprendizaje en redRaccoon E-learning Quaterly, 8 (1), 5-8.  

Romero, M. (2010). Introduction. ELearn Center Research Paper Series, 0 (1).

Demeure, V., Romero, M., & Lambropoulos, N. (2010). Assessment of e-learners' temporal patterns in an online collaborative writing task. ELearn Center Research Paper Series, 0(1).  

Badia, A., Becerril, L., Romero, M. (2010). La construcción colaborativa de conocimiento en las Redes de Comunicación Asíncrona y Escrita (RCAE): Una revisión de los instrumentos analíticos. C&E. Cultura y Educación, 22(4), 455-474. ISSN.1135-6405.

Lambropoulos, N., Romero, M., & Culwin, F. (2010). HCI Education to Support Collaborative e-Learning Systems Design. eLearn Mag, 9. 

Romero, M. (2010). Evolution of students’ learning time use in secondary and higher education. 32nd Time Use Conference. IATUR.

Romero, M. (2010). Time-on-Task regulation in CSCL. Early Career Workshop. 9th International Conference of the Learning Sciences. June 29 - July 2, Chicago.

Romero, M. (2010). Gestion du temps dans les Activités Projet Médiatisées à DistanceSarrebrück: Editions Européenes Universitaires.

Romero, M., Tricot, A., & Mariné, C. (2009). Effects of a context awareness tool on students’ cognition of their team-mates learning time in a distance learning project activity. In C. O’Malley, D. Suthers, P. Reimann & A. Dimitracopoulou (Eds.), Computer Supported Collaborative Learning Practices - CSCL2009 Conference Proceedings. Atlanta, GO : ISLS.

Lambropoulos, N. & Romero, M. (2009). Educational Social Software for Context-Aware Learning: Collaborative Methods and Human Interaction. IGI Global.

Romero (2008) Collaborative time management regulation during computer supported collaborative learning activities. EARLI-SIG-Metacognition Conference, Ioannina, Greece, May 8 - 10, 2008

Romero (2008) Time Awareness Tool, Herramienta de awareness temporal en Moodle para mejorar la gestión del tiempo de los grupos de trabajo, VII Encuentro de Universidad & e-learning, Expoelearning VirtualCampus Internacional, Barcelona, 3-6 April 2008.


Margarida Romero is research director of the Laboratoire d’Innovation et Numérique pour l’Éducation (#fabLINE), a research lab in the field of Technology Enhanced Learning (TEL). Professor at Université de Nice Sophia Antipolis (FR) and ass. prof. at Université Laval (CA). Her research is oriented towards the inclusive, humanistic and creative uses of technologies (co-design, game design and robotics) for the development of creativity, problem solving, collaboration and computational thinking.


2013. Academy of Management. Management Education and Development (MED) Barry Armandi Award, for the paper "A multiple psychological perspective of individual unlearning" (Rezazade, & Romero, 2013).

2012Special Award ICVL 2012 - 7th International Conference on Virtual Learning for the paper Using Serious Games in adult education- serious business for serious people - the MetaVals game case study- (Popescu, Romero, & Usart, 2012).

2010Extraordinary PhD Award in Psychology. UAB.

2007-2012. Leader of the research project Euro-CAT-CSCL within the FP7 Marie Curie IAPP actions, in collaboration with Université de Toulouse (France), London South Bank University (UK) and Universitat Autònoma de Barcelona (Spain).

2007, 3rd price on Technology Transfer from the EU Network of Excellence Kaleidoscope. 

2006, Artificial Intelligence French Association Award -ex-aequo- (Prix de l’Association Française d’Intelligence Artificielle) for a communication claiming the need to introduce a metacognitive support into elearning systems.

2000Eurodyssey fellowship. Exchange programme of the Assembly of European Regions (AER) 

Former Affiliations

UAB, Departament de Psicologia Bàsica, Evolutiva i de l'Educació
SINTE Research Group (SGR 2009 134) 

Esade - Universitat Ramon Llull
Direction of Educational Innovation and Academic Quality (DIPQA)

Euro-Cat-CSCL, Collaboration-Awareness Tool for online CSCL

My website on CLEE-LTC

Ouak.net, Specialist on user-centred design
Flash, Webdesign, Elearning 

Social Networks