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Publications

Publications by Arnaldo Santos

2024

Maximising Attendance in Higher Education: How AI and Gamification Strategies Can Boost Student Engagement and Participation

Authors
Limonova, V; dos Santos, AMP; Sao Mamede, JHP; Filipe, VMD;

Publication
GOOD PRACTICES AND NEW PERSPECTIVES IN INFORMATION SYSTEMS AND TECHNOLOGIES, VOL 4, WORLDCIST 2024

Abstract
The decline in student attendance and engagement in Higher Education (HE) is a pressing concern for educational institutions worldwide. Traditional lecture-style teaching is no longer effective, and students often become disinterested and miss classes, impeding their academic progress. While Gamification has improved learning outcomes, the integration of Artificial Intelligence (AI) has the potential to revolutionise the educational experience. The combination of AI and Gamification offers numerous research opportunities and paves the way for updated academic approaches to increase student engagement and attendance. Extensive research has been conducted to uncover the correlation between student attendance and engagement in HE. Studies consistently reveal that regular attendance leads to better academic performance. On the other hand, absenteeism can lead to disengagement and poor academic performance, stunting a student's growth and success. This position paper proposes integrating Gamification and AI to improve attendance and engagement. The approach involves incorporating game-like elements into the learning process to make it more interactive and rewarding. AI-powered tools can track student progress and provide personalised feedback, motivating students to stay engaged. This approach fosters a more engaging and fruitful educational journey, leading to better learning outcomes. This position paper will inspire further research in AI-Gamification integration, leading to innovative teaching methods that enhance student engagement and attendance in HE.

2024

The Importance of a Framework for the Implementation of Technologies Supporting Talent Management

Authors
Ferreira, HR; Santos, A; Mamede, HS;

Publication
GOOD PRACTICES AND NEW PERSPECTIVES IN INFORMATION SYSTEMS AND TECHNOLOGIES, VOL 3, WORLDCIST 2024

Abstract
The speed and scale of technological change are raising concerns about the extent to which new technologies will radically transform workplaces. Competition for the best talent is being intensified, and talent management requires new approaches and innovative strategies for developing talent based on corporate culture and its unique properties. By implementing and adopting technology in Human Resources Management (HRM), organizations create a digital employee lifecycle that spans from the initial Hiring Process to encompassing areas such as Performance Management, Learning and Development until the Offboarding, shaping a Talent Management journey. Despite the implementation of technologies being a continuous practice observed in numerous organizations, there are still challenges. The HRM technological market has become massive, and concerns arise about adopting these technologies' costs, practicality, and purpose. Because of that, designing strategies for implementing technologies in HRM, specifically in talent management, is hard to overview. In this context, this document aims to present the necessity and significance in developing a framework that aggregates the implementation process of technologies in talent management supported by Design Science Research (DSR). The holistic perspective of the forthcoming framework consolidates insights into business challenges and their correlation with technology selection, technological capabilities, implementation procedures, as well as anticipated metrics and their impact.

2024

Framework for adaptive serious games

Authors
Pistono, AMAD; dos Santos, AMP; Baptista, RJV; Mamede, HS;

Publication
COMPUTER APPLICATIONS IN ENGINEERING EDUCATION

Abstract
Professional training presents a significant challenge for organizations, particularly in captivating and engaging employees in these learning initiatives. With the ever-evolving landscape of workplace education, various learning modes have emerged within organizations, and e-learning stands out as a prominent choice. This increasingly cost-effective and adaptable solution has revolutionized training by facilitating numerous learning activities, including the seamless integration of educational games driven by cutting-edge technologies. However, incorporating serious games into educational and professional settings introduces its own set of challenges, particularly in quantifying their tangible impact on learning and assessing their adaptability across diverse contexts. Organizations require a consistent framework to guide best practices in implementing e-learning combined with serious games in professional training. The primary objective of this research is to bridge this gap. Rooted in the methodology of Design Science Research, it aims to provide a comprehensive framework for creating and assessing adaptive serious games that achieve desired learning and engagement outcomes. The overarching goal is to enhance the teaching-learning process in professional training, ultimately elevating student engagement and boosting learning outcomes to new heights. The proposal is grounded in a review of literature, expert insights, and user experiences with Serious Games in professional training, considering learning outcomes and forms of adaptation as essential characteristics for developing or evaluating Serious Games. The result is a framework designed to guide learners toward improved learning outcomes and increased engagement. The proposal underwent evaluation through triangulation, involving focus groups and expert interviews. Additionally, it was utilized in the development and assessment of a Serious Game, offering new insights and application suggestions. This experiment provided an evaluation of the framework based on real courses. In summary, this investigation contributes to the development of evidence-based approaches for the effective use of Serious Games in professional training.

2024

Creating learning organizations through digital transformation

Authors
Mamede, S; Santos, A;

Publication
Creating Learning Organizations Through Digital Transformation

Abstract
Organizations find themselves at a pivotal crossroads in an era propelled by the sweeping tide of digital transformation, where the wake of the COVID-19 pandemic has reshaped the global landscape. Within these novel contexts, the imperative to cultivate Learning Organizations (LOs) has emerged as a beacon of adaptability and progress. Creating Learning Organizations Through Digital Transformation weaves the fabric of LOs within the digital tapestry, where minds perpetually expand, and learning begets learning. This journey hinges on the synergy of knowledge and digital prowess, as LOs harness data and digital content with finesse. From immersive learning to artificial intelligence, these technological frontiers reshape learning, spurring change. Unveiling the core concepts, implementations, and global impacts of LOs, this book is a compass for academics, researchers, and practitioners. It deciphers people capacities, digital contents, learning technologies, and evaluation, nurturing the symbiotic relationship between learning and transformation. Creating Learning Organizations Through Digital Transformation is the scholarly guidepost in a swiftly evolving landscape. It beckons to those attuned to academia and those shaping real-world organizations, resonating with the pursuit of knowledge in an era of unceasing change. © 2024 by IGI Global. All rights reserved.

2023

Proposal of a framework for adaptive Serious Games using Design Science Research methodology

Authors
De Araujo Pistono, AMA; Santos, AMP; Baptista, RJV;

Publication
Iberian Conference on Information Systems and Technologies, CISTI

Abstract
Games with purposes beyond entertainment, the so-called serious games, have been useful tools in professional training, especially in engaging participants. However, their evaluation and, also, their adaptable characteristics to different scenarios, audiences and contexts remain challenges. This paper examines the application of serious games in professional training, their results and adaptable ways to achieve certain goals. Using the Design Science Research (DSR) methodology, a framework was built to develop and evaluate serious games to improve user experience, learning outcomes, knowledge transfer to work situations, and the application of the skills practised in the game in real professional settings. At this stage, the investigation presents a framework regarding the triangulation of data collected from a systematic literature review, focus groups and interviews. Following the DSR methodology, the next steps of this investigation, listed at the end of the paper, are the demonstration of the framework in serious game development and the evaluation and validation of this artefact. © 2023 ITMA.

2022

The viability of Telesurgery Service in the Autonomous Region of the Azores, supported by the 5G Network

Authors
Medeiros Sousa, Gd; Pinto Santos, AM;

Publication
CENTERIS 2022 - International Conference on ENTERprise Information Systems / ProjMAN - International Conference on Project MANagement / HCist - International Conference on Health and Social Care Information Systems and Technologies 2022, Hybrid Event / Lisbon, Portugal, November 9-11, 2022.

Abstract

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