2019
Authors
Coelho, A; Reis, L; Monteiro, J;
Publication
EDULEARN19: 11TH INTERNATIONAL CONFERENCE ON EDUCATION AND NEW LEARNING TECHNOLOGIES
Abstract
Teaching in the scientific area of Digital Media has been evolving to meet the challenges facing our society, particularly to create technologies that effectively provide added value to the human being, both professionally and in the personal life. This article presents a new teaching methodology that combines "creative programming" and "creatively learning programming", intertwining the use of digital games as the metaphor for the programming constructs, and gamification to enhance engagement and regular work. This is backed up on the knowledge that the introductory learning of programming is a process that requires the acquisition of cognitive skills, which fit into what is defined as Computational Thinking, but also that the process of learning programming has a high level of complexity. This causes specific difficulties that have been observed over several years, mainly as the practice requires specific mathematical skills, not so common in Digital Media students. The teaching methodology is based on a constructionist approach, with PBL, defining learning paths supported on digital games development. The difficulty inherent in constructing a problematic base, coherent with the learning process, led to the development of the Creative Programming Matrix, based on the triadic certification method. This matrix enables the teacher to select, organize and develop the best game examples to support the learning process. This work has been preliminarily evaluated through questionnaires to students and surveys to faculty that teaches programming courses. This method was instantiated in the restructuring of a course on a Master program in Multimedia. A set of gamified activities promoted a natural progression in the learning, essential for a first approach to the programming. From a set of clear objectives, the target behaviours and the profile of the students were defined, the cycles of involvement and the necessary tools were developed, not forgetting that learning should be fun! The results validate a higher efficacy and engagement of the students.
2019
Authors
Lacet, D; Penicheiro, F; Morgado, L; Coelho, A;
Publication
ARTECH 2019: 9th International Conference on Digital and Interactive Arts, Braga, Portugal, October 23-25, 2019
Abstract
The main goal of the conference is to promote the interest in the current digital culture and its intersection with art and technology as an important research field, and also to create a common space for discussion and exchange of new experiences. It seeks to foster greater understanding about digital arts and culture across a wide spectrum of cultural, disciplinary, and professional practices. To this end, many scholars, teachers, researchers, artists, comput-er professionals, and others who are working within the broadly defined areas of digital arts, culture and education across the world, submitted their innovative work to the conference. © 2019 ACM.
2020
Authors
Cardoso, P; Morgado, L; Coelho, A;
Publication
ERCIM NEWS
Abstract
The great ambition of using games as the cornerstone of education is hindered by its associated teaching workload. The BEACONING project developed a framework based on an authoring tool for gamified lesson paths, which has been rolled-out in large scale across Europe. It includes stages for planning game-based educational activities, plus their deployment, monitoring, and assessment.
2019
Authors
Cesario, V; Coelho, A; Nisi, V;
Publication
CHI PLAY'19: EXTENDED ABSTRACTS OF THE ANNUAL SYMPOSIUM ON COMPUTER-HUMAN INTERACTION IN PLAY
Abstract
To contribute in filling in the gap regarding experiences targeted at and evaluated by teenagers in museums, we involved 78 teenagers aged 16-19 to test three different gamified tours developed by cultural heritage professionals from the Natural History Museum of Funchal, Portugal. The digital tours can be described as follows: 1) expositive - through which teens become aware of a scientific library in the museum; 2) gastronomic - teens are exposed to curiosities and recipes regarding a selection of marine species exhibited in the museum; 3) digital manipulation manipulated characters (image and voice) guide the visitor through videos of the marine species in their natural habitats. We report on measuring the teenagers' overall experience with each of the prototypes, particularly their engagement with the exhibition, the usefulness and usability of the prototypes, as well as their feelings and emotions at the end of each tour. We report on lessons learned from the evaluation of these prototypes as well as which approaches and mechanics engaged the teens the most.
2020
Authors
Iria, J; Fonseca, N; Cassola, F; Barbosa, A; Soares, F; Coelho, A; Ozdemir, A;
Publication
ENERGY AND BUILDINGS
Abstract
Office buildings consume a significant amount of energy that can be reduced through behavioral change. Gamification offers the means to influence the energy consumption related to the activities of the office users. This paper presents a new mobile gamification platform to foster the adoption of energy efficient behaviors in office buildings. The gamification platform is a mobile application with multiple types of dashboards, such as (1) an information dashboard to increase the awareness of the users about their energy consumption and footprint, (2) a gaming dashboard to engage users in real-time energy efficiency competitions, (3) a leaderboard to promote peer competition and comparison, and (4) a message dashboard to send tailor-made messages about energy efficiency opportunities. The engagement and gamification strategies embedded in these dashboards exploit economic, environmental, and social motivations to stimulate office users to adopt energy efficient behaviors without compromising their comfort and autonomy levels. The gamification platform was demonstrated in an office building environment. The results suggest electricity savings of 20%. © 2020 Elsevier B.V.
2019
Authors
Magalhaes, M; Melo, M; Coelho, A; Bessa, M;
Publication
PROCEEDINGS OF THE 2019 INTERNATIONAL CONFERENCE ON GRAPHICS AND INTERACTION (ICGI 2019)
Abstract
This paper focuses on the combination of 360-degree video and virtual reality for improving the touristic experience. Three scenarios were considered in this study: two 360-degree video visualizations, each one related to different touristic places, both presented in an immersive way, followed by an actual visit to those places. By comparing these situations, it was intended to determine the degree of perceived similarity between the virtual and the corresponding real sites, and to analyze if the users' expectancy was fulfilled. This research comprised a qualitative analysis using data collection based on questionnaires, which were applied to a sample consisted of 45 participants. The independent variables of the study were the participants' age and level of education. The results show no statistically significant impact between the two independent variables (users' age and level of education) and perceived similarity and users' expectancy. Our findings suggest that virtual tourism can act as an efficient promotion tool, considering that users' perceived destination image is not compromised regarding their age or level of education.
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