2022
Authors
Bonfim, C; Lacet, D; Morgado, L; Pedrosa, D;
Publication
8th International Conference of the Immersive Learning Research Network, iLRN 2022, Vienna, Austria, May 30 - June 4, 2022
Abstract
A critical factor in immersive educational narratives is identification by students with the characters. In this work-in-progress analyzes the process of rendering characters from textual narratives into visual form by non-artists (i.e., instructors). We tried to match archetypes with their visual representation through the platforms: Pixton, Powtoon (both 2D) and The Sims4 (3D). The limitations of characterization can impact students' narrative immersion. As future work we intend to test with the target group and observe the improvements needed to increase identification and sense of immersion in the narrative.
2022
Authors
Fontes, MM; Pedrosa, D; Morgado, L; Cravino, J;
Publication
2022 INTERNATIONAL CONFERENCE ON ADVANCED LEARNING TECHNOLOGIES (ICALT 2022)
Abstract
Research data on the activities of student teams in online learning environments are relevant for evaluating instructional methods, strategies, tools, and materials. For research data sharing and publication purposes, these personal data must be anonymized or pseudonymized as recommended by data protection and privacy policies. This paper addresses issues related to anonymizing and pseudonymizing student data on the Slack teamwork platform, one often employed in educational and business settings. Issues are discussed from two perspectives: data extraction and data transformation. Difficulties and challenges concerning data extraction and transformation are described. The complexities of these two processes are considered, and a starting point for developing more efficient methods is put forward.
2022
Authors
Pedrosa, D; Morgado, L; Cravino, J;
Publication
International Symposium on Project Approaches in Engineering Education
Abstract
It is increasingly required that Engineering Education courses include activities that promote the development of cognitive skills, such as metacognition. However, including such activities is challenging for lecturers, particularly in Distance Learning contexts. It is also complex, when working online, for teaching staff to carry out monitoring of the metacognitive learning processes of students, understand their difficulties, and provide formative feedback. In this work, we present the design and discussion of a pedagogical strategy: Metacognitive Challenges (MC), which allows lecturers to monitor the evolution of students' perceptions regarding their learning process We discuss how lecturers can use MCs for formative assessment and how to weave this intervention with individual students or groups. The Design Science Research methodology was adopted for the design, implementation, and demonstration of MCs, applied in a Software Engineering course within a distance learning Informatics Engineering undergraduate programme. We exemplify how MCs have the potential to support monitoring of students' cognitive and metacognitive processes and offer a set of guidelines on how the teaching staff can use them. In future work, we intend to evaluate the effectiveness of MCs in different teaching contexts, and develop technological solutions that facilitate the monitoring process (reduce the time and effort required for analysis of MC content). © 2022 University of Minho. All rights reserved.
2022
Authors
Morgado, L;
Publication
Video Journal of Social and Human Research
Abstract
2022
Authors
Lacet, Demetrius; Van Zeller, Maria; Martins, Paulo; Morgado, Leonel;
Publication
Journal of Digital Media & Interaction
Abstract
Museums have the mission of promoting and safeguarding objects of historical value and have
undergone several modifications over time to take the focus off the object and give more importance to
information and the visitor. Currently they encompass different types of experiences, either through
digital and interactive elements, or through new approaches, such as storytelling, which has acted as
a protagonist of these transformations. In this sense, the museum in the digital mode, known as virtual
museum, plays an important role in this sharing of information and experiences. However, by having
different modalities for navigation and interaction, especially in formats that simulate the physical visit,
like virtual tours, they present some problems that have been identified in the literature, such as, solitary
visit, lack of script to follow and little interaction with the exhibited objects.
This literature review was conducted between 2013-2021 and 14 papers were selected for analysis.
The results support the understanding of the role of narratives and the way museums use them in the
virtual space and highlights the gaps of knowledge on the use of storytelling in this context.
2022
Authors
Pedrosa, Daniela; Cravino, José; Morgado, Leonel;
Publication
Abstract
A abordagem e-SimProgramming surge da preocupação com a complexidade do ensino de engenharia de software, onde se requer que os estudantes desenvolvam sinergicamente conhecimentos técnicos avançados e competências cognitivas e comportamentais avançadas. É um desafio de aprendizagem que surge numa fase de transição, em que os estudantes transitam de um nível inicial de competências de programação para um nível de proficiência, mais contribuindo para a complexidade deste contexto.
Baseia-se esta abordagem em quatro fundamentos conceptuais: (1) Aprendizagem imersiva (2) Autorregulação da aprendizagem (3) Corregulação da aprendizagem e (4) Avaliação formativa. Nela, os estudantes desenvolvem em equipa as atividades, em imersão num ambiente empresarial simulado. Através de narrativas, os estudantes são desafiados a desenvolver um projeto. Nele deparam-se com dilemas e dificuldades que requerem capacidade de pensamento abstrato, além de desenvolverem competências de trabalho em equipa valorizadas pelo mercado laboral, onde o trabalho de programação é geralmente feito em equipas de maior ou menor dimensão. Através de estratégias pedagógicas que ativamente apoiam os estudantes a desenvolver competências de autorregulação e corregulação das suas aprendizagens, são apoiados neste processo e contexto complexos. A abordagem e-SimProgramming assume ainda a necessidade de apoio do estudante através de técnicas de acompanhamento, monitorização e de intervenção por parte do docente no processo de ensino e de aprendizagem de forma regular e em momentos cruciais. Este apoio assume caráter formativo, motivacional ou apoio geral ao estudante.
Estes fundamentos da abordagem e-SimProgramming são colocados em prática através de várias dimensões que são explanadas e exemplificadas ao longo do livro, começando pelos conceitos teóricos, passando à planificação pedagógica e à conceção de atividades e materiais, desaguando depois nas planificação e execução das práticas de acompanhamento e intervenção docente, com painéis de instrumentos de apoio, que são apresentados em versões mais e menos elaboradas, conforme a disponibilidade de cada docente para a sua produção.
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