2012
Authors
Ramos, Fernando; Santos, Arnaldo; Hack, Josias; Moreira, Lúcia;
Publication
Ensinar e aprender online com tecnologias digitais: abordagens teóricas e metodológicas
Abstract
O potencial dos testemunhos pessoais em educação tem recolhido o interesse de muitos investigadores e profissionais do sector dado a riqueza desses materiais para promoverem aprendizagens significativas. No entanto esse potencial ainda necessita de ser explorado em contexto de formação empresarial, em que ainda são mal conhecidos os desafios e soluções para as várias questões relevantes, entre as quais: organização e estrutura dos materiais de formação; requisitos de produção; dinâmicas de formação; avaliação de resultados. Estudar, dos pontos de vista conceptual e de implementação, estas questões foi a principal motivação de um projeto de investigação realizado em parceria pela unidade de investigação CETAC.MEDIA da Universidade de Aveiro e a empresa PT Inovação S.A., que teve como contexto de estudo o portal de Objetos de Aprendizagem COLOR em desenvolvimento na empresa.
2013
Authors
Mourão, João; Ramos, Fernando; Moreira, Lúcia; Santos, Arnaldo;
Publication
Educação, Formação & Tecnologias
Abstract
O projeto “Serious Game em contexto de formação profissional” teve por objetivo explorar o potencial da utilização de Serious Games nas atividades de formação da PT Inovação SA. O projeto, que decorreu entre Janeiro de 2011 e Maio de 2013, incluiu a conceção, prototipagem e validação de um Serious Game destinado a familiarizar os novos colaboradores da PT Inovação SA com a organização física e lógica da empresa, para o que foi desenvolvido um ambiente realista que permite a navegação em alguns espaços de referência da empresa bem como o contacto com a estrutura dirigente e com alguns produtos. Em diversas fases do jogo o utilizador é convidado a realizar atividades pedagógicas que permitem que tome consciência dos progressos de aprendizagem que está a realizar. O Serious Game desenvolvido foi validado com sucesso através de um modelo composto por parâmetros e estratégias de avaliação orientados para análise da usabilidade e do resultados de aprendizagem, tendo-se efetuado recolha de dados através de testes de usabilidade, observação direta não participativa, registo audiovisual, think-aloud protocol e questionário por inquérito pré e pós-sessão. As principais conclusões do trabalho realizado indicam que o Serious Game possui bom potencial enquanto instrumento de apoio à formação, pois possibilita uma aprendizagem rápida e eficaz promovendo positivamente para a integração do novo colaborador na empresa.;The project "Serious Game in the context of vocational training" aimed exploring
the potential use of Serious Games in the training activities of PT Inovação SA.
The project, which took place between September 2010 and June 2013, included
design, prototyping and validation of a Serious Game intended to familiarize new
employees of PT Inovação SA with the physical and logical organization of the
company. For this purpose a realistic environment was developed allowing
navigation in some reference spaces in the company, as well as contact with the
managing structure and with some products. In various stages of the game the user
is invited to perform educational activities that allow him to be aware of his
learning progress.
The Serious Game was validated successfully by a model consisting of parameters
and assessment strategies oriented to the analysis of usability and the learning
outcomes. Data collection was achieved through usability testing, nonparticipatory
direct observation, audiovisual recording, think-aloud protocol and
questionnaire survey before and after the session. The main conclusions of the
work indicate that the Serious Game has good potential as a tool to support
training, as it proved to enable quick learning and effectiveness in promoting
positive integration of a new employee in the company.
2016
Authors
Morgado, Leonel; Paredes, Hugo; Fonseca, Benjamim; Martins, Paulo; Antunes, Ricardo; Moreira, Lúcia; Carvalho, Fausto de; Peixinho, Filipe; Santos, Arnaldo;
Publication
iLRN 2016: Immersive Learning Research Network Conference. Workshop, Short Paper and Poster Proceedings from the Second Immersive Learning Research Network Conference
Abstract
Between 2009 and 2011, a joint academia-industry effort took place to integrate Second Life and OpenSimulator platforms into a corporate elearning provider’s learning management platform. The process involved managers and lead developers at the provider and an academic engineering research team. We performed content analysis on the documents produced in this process, seeking data on the corporate perspective of requirements for virtual world platforms to be usable in everyday practice. In this paper, we present the requirements found in the documents, and detail how they emerged and evolved throughout the process.
2022
Authors
Santos, Arnaldo; Moreira, Lúcia; Silva, Paula Alexandra Valente da; Vieira, Paulo Frazão;
Publication
Abstract
2022
Authors
Ferreira, HR; Santos, A;
Publication
TECHNOLOGY AND INNOVATION IN LEARNING, TEACHING AND EDUCATION, TECH-EDU 2022
Abstract
Many organizations' performance and survival challenges need dynamic capabilities and technology to speed the development of those capabilities. Companies are constantly visiting the strategies used in learning as a crucial element in preparing their workforce for the accelerated changes. Learning Technologies stand as a facilitator of these challenges, which is why they are so important. There is still a good margin of exploration in the field of the learning technologies. The reality is that a reduced number of studies explore the technology as important in accelerating innovation, performance, and competitiveness. The present research will focus on the strategic implementation of learning technologies. The approach we chose to solve this problem is to develop guidelines that support the strategy for implementing technology in the learning field. The approach will allow us to relate the strategy with the challenges and the impact the organization is expected to achieve.
2022
Authors
Manhica, R; Santos, A; Cravino, J;
Publication
TECHNOLOGY AND INNOVATION IN LEARNING, TEACHING AND EDUCATION, TECH-EDU 2022
Abstract
This position paper provides an overview of the most important practices in the field of Artificial Intelligence (AI) used in educational contexts, with a focus on the main platforms used for teaching (LMS) to support the development of a research work at EduardoMondlane University (UEM) in Mozambique. To that end, definitions and descriptions of relevant terms, a brief historical overview of Artificial Intelligence (AI) in education and an overview of the common goals and practices of using computational methods in educational contexts are provided. The state of the art regarding the adaptation and use of Artificial Intelligence is presented and we discuss the potential benefits and the open challenges. The paper also presents the methodology and key steps which will be developed at UEM to achieve the research goals.
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