2016
Authors
Morgado, L; Almeida, A; Vilela, A; Pires, B; Cardoso, M; Paredes, H; Fonseca, B; Martins, P; Peixinho, F; Santos, A;
Publication
2016 15TH INTERNATIONAL CONFERENCE ON UBIQUITOUS COMPUTING AND COMMUNICATIONS AND 2016 INTERNATIONAL SYMPOSIUM ON CYBERSPACE AND SECURITY (IUCC-CSS)
Abstract
Learning Management Systems (LMS) provide minimal support for educational use of virtual worlds. Integration efforts assume the educators are inside the virtual world, providing hooks to services in the external LMS, to setup and manage virtual world activities. We present the inverse approach, enabling educators to setup and manage virtual world activities using the traditional LMS Web interface as an integral part of the overall educational activities of a course. In our approach, the LMS enables the teacher/trainer to setup, control, track, and store virtual world activities and its elements. It is the result of a joint effort by academic and corporate teams, implemented in the Formare LMS for OpenSimulator and Second Life Grid virtual world platforms. We explain how the Multis architecture can be used for integration, with concrete cases, an approach that can be implemented in other LMS and virtual world platforms, to overcome the limitations of existing systems for organizational management of e-learning activities.
2016
Authors
Gandra, AP; Soares, AA; Catarino, P; Fonseca, B;
Publication
EDULEARN16: 8TH INTERNATIONAL CONFERENCE ON EDUCATION AND NEW LEARNING TECHNOLOGIES
Abstract
The Official Portuguese curriculum of Mathematics [1] considers that, in the 7th grade classes (12-13 years old students) students begin with the study of the topic "Functions". This algebraic topic is an introduction to the concept of function taking to account the graphical representation of the functions. A special attention is given to the direct proportionality and the particular case of direct proportionality relationship between two quantities be represented by a linear function. Students should understand the relationships between tables, graphs and symbols. As they work with multiple representations of functions such as, numeric, graphic and symbolic, they develop a better understanding of the function concept [2]. The Information and Communications Technology (ICT) is a powerful educational tool for the dissemination of knowledge, as well as for student learning. The software Modellus is addressed to the teaching and learning of mathematics that allows students and teachers to carry out experiments with mathematical models, in particular, to analyse the variation of the function and the respective graphical representation [3]. On the other hand, mathematical modelling as classroom practice is a very current international trend research [4]. This paper explores the Modellus applicability in the linear function learning with twenty students of 7th grade of a Portuguese School. The specific objective is to highlight the contributions of the use of computer simulations with Modellus on student learning, for the study of linear functions. Methodologically, was opted a qualitative and interpretative research approach, based on a case study. Data collection was done through direct observation of a lesson and written productions of students. An activity with an inquiry was drafted and applied in a 7th grade class during a mathematical class of fifty minutes, who answered individually to the data items. The results show that the developed proposal is valid and appropriate for students in 7th grade class. In addition, it was noted that during the study of the linear function, the simulations allowed a better development of the ability to work with various types of representations, promoting the ability to identify the variation and analysis of induced effect by changing the proportionality parameter value into the family of linear functions.
2016
Authors
Paiva, ACR; Flores, NH; Barbosa, AG; Ribeiro, TPB;
Publication
2ND INTERNATIONAL CONFERENCE ON HIGHER EDUCATION ADVANCES,HEAD'16
Abstract
Games are a part of human life since ancient times, present not only at childhood but throughout most of our adult life. A growing area of research focuses on the development of games for teaching and learning in various areas of expertise. These are called serious games. They intend to capture the attention, to motivate and to encourage user engagement through the use of recreational and entertainment elements, thus facilitating the learning process. This article describes iLearnTest, a framework for developing serious online games which are capable of supporting education of several subjects, allowing for a suitable training of participants, thus preparing them to meet the job market needs. This paper describes the architecture of the framework, the structure of the game and presents some results from performed experiments as to validate the overall approach. (C) 2016 The Authors. Published by Elsevier Ltd.
2016
Authors
Flores, NH; Paiva, ACR; Letra, P;
Publication
2ND INTERNATIONAL CONFERENCE ON HIGHER EDUCATION ADVANCES,HEAD'16
Abstract
Software engineering (SE) is an area with a wide range of concepts and knowledge. Such diversity of topics, requires the application of different teaching and learning techniques for an effective education. Serious Games is one of such techniques, yet its design tends to be complex, currently lacking a map of game design standards that comply with SE education requirements. This paper presents a process to identify the game design patterns that can be effective for teaching software engineering, specifically the software project management topic. Firstly, it begins by identifying the relationship between game design patterns and teaching and learning functions based on literature review. Secondly, it filters which of those teaching and learning functions is most relevant to software project management education, according to SE education specialists. Finally, it validates the relationship between game design patterns and software project management education through an empirical study conducted with master students. The results can be used as a basis for designing and developing serious games for teaching software project management. (C) 2016 The Authors. Published by Elsevier Ltd.
2016
Authors
Oliveira, L; Santos, J; Dias, L;
Publication
2016 11TH IBERIAN CONFERENCE ON INFORMATION SYSTEMS AND TECHNOLOGIES (CISTI)
Abstract
Port authorities have the need to manage diverse information within the port area under its responsibility regarding their land and sea infrastructures. Through this innovation, which adds value to the port and its activity, it is made an interconnection of strategic areas, with the provision and sharing of structured data in a georeferenced environment. This work presents an innovative platform, based on various modules and allows effective control and efficient management of operations, processes and requirements associated with any sea port. The developed modules are designed to support the activities of business processes in the following areas of the port administration: Heritage, Hydrography, Port Traffic, Dominial, Studies and Works, Safety and Environment. Most of these modules were pioneers in the integration with business process management of portuguese ports of Leixoes and Viana do Castelo.
2016
Authors
Bessa, Maximino; Melo, Miguel; Narciso, David; Barbosa, Luis; Raposo, JoseVasconcelos;
Publication
Proceedings of the XVII International Conference on Human Computer Interaction, Interacción 2016, Salamanca, Spain, September 13 - 16, 2016
Abstract
Technology for virtual reality has evolved at a fast pace and so is its affordability. Equipment such as head-mounted displays are now available for the average consumer at reasonable prices and this potentiates the use of contents such as video 360 in a more natural way. The purpose of this study was to measure the sense of presence and cybersickness comparing subjects by gender while experiencing a virtual reality application composed by type of VIDEO (360 video and 3D 360 video) using an head-mounted display. A Portuguese version of the Igroup Presence Questionnaire (IPQ) was used together with the Simulator Sickness Questionnaire (SSQ). The results have revealed that there are no significant differences across 2D and 3D videos in the sense of presence or cybersickness. © 2016 ACM.
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