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Sobre

Sobre

Leonel Morgado é Professor Catedrático da Universidade Aberta, onde leciona nos cursos da secção de informática, nas áreas de métodos de investigação e programação e Investigador Sénior do INESC TEC, coordenando o Núcleo do INESC TEC na Universidade Aberta. É também Vice-Presidente do Conselho Fiscal da Sociedade Portuguesa de Ciências dos Videojogos, Adido para Normas da IEEE Education Society Technical Committee on Immersive Learning Environments e Membro do Steering Committee e do Circle of Scholars da Immersive Learning Research Network. Desenvolve trabalho de investigação científica e desenvolvimento tecnológico sobre ambientes imersivos de aprendizagem desde 2000. É autor de mais de 200 publicações científicas, incluindo artigos em revistas, comunicações em conferências e capítulos de livros, tendo orientado com êxito mais de 10 teses de doutoramento e mais de 30 dissertações de mestrado. Liderou e participou em múltiplos projetos de investigação, financiados pela indústria, pela sociedade civil, por fundos estatais e fundos europeus. Antes de abraçar a carreira académica foi diretor técnico-comercial de uma empresa de importação, distribuição e venda de hardware, terminologista da localização do Microsoft Office 97 e do Oracle InterOffice, empresário da tradução técnica e localização de software, consultor linguístico da IBM/Lotus, coordenador de equipas de desenvolvimento Web para museus e sítios patrimoniais, e de implantação de software para gestão de listas de esperas cirúrgicas a nível nacional, e gestor de equipas de combate à infoexclusão em meio rural.

Detalhes

Detalhes

  • Nome

    Leonel Morgado
  • Cargo

    Investigador Coordenador
  • Desde

    01 junho 2012
012
Publicações

2025

Ancient Greek Technology: An Immersive Learning Use Case Described Using a Co-Intelligent Custom ChatGPT Assistant

Autores
Kasapakis, V; Morgado, L;

Publicação
CoRR

Abstract

2025

Immersion for AI: Immersive Learning with Artificial Intelligence

Autores
Morgado, L;

Publicação
CoRR

Abstract

2025

Multiplatform Ecosystem for Visualizing Ocean Dynamic Formations with Virtual Choreographies: Oil Spill Case

Autores
Lacet, D; Cassola, F; Valle, A; Oliveira, M; Morgado, L;

Publicação
IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2025 - Abstracts and Workshops, Saint Malo, France, March 8-12, 2025

Abstract
This paper presents a solution for visualizing oil spills at sea by combining satellite data with virtual choreographies. The system enables dynamic, interactive visualization of oil slicks, reflecting their shape, movement, and interaction with environmental factors like currents and wind. High-resolution geospatial data supports a multiplatform experience with aerial and underwater perspectives. This approach promotes independence, interoperability, and multiplatform compatibility in environmental disaster monitoring. The results validate virtual choreographies as effective tools for immersive exploration and analysis, offering structured data narratives beyond passive visualization - especially valuable for mixed reality applications. © 2025 IEEE.

2025

Describing and Interpreting an Immersive Learning Case with the Immersion Cube and the Immersive Learning Brain

Autores
Beck, D; Morgado, L;

Publicação
IMMERSIVE LEARNING RESEARCH NETWORK, ILRN 2024, PT I

Abstract
Current descriptions of immersive learning cases are often difficult or impossible to compare. This is due to a myriad of different options on what details to include, which aspects are relevant, and on the descriptive approaches employed. Also, these aspects often combine very specific details with more general guidelines or indicate intents and rationales without clarifying their implementation. In this paper we provide a method to describe immersive learning cases that is structured to enable comparisons, yet flexible enough to allow researchers and practitioners to decide which aspects to include. This method leverages a taxonomy that classifies educational aspects at three levels (uses, practices, and strategies) and then utilizes two frameworks, the Immersive Learning Brain and the Immersion Cube, to enable a structured description and interpretation of immersive learning cases. The method is then demonstrated on a published immersive learning case on training for wind turbine maintenance using virtual reality. Applying the method results in a structured artifact, the Immersive Learning Case Sheet, that tags the case with its proximal uses, practices, and strategies, and refines the free text case description to ensure that matching details are included. This contribution is thus a case description method in support of future comparative research of immersive learning cases. We then discuss how the resulting description and interpretation can be leveraged to change immersion learning cases, by enriching them (considering low-effort changes or additions) or innovating (exploring more challenging avenues of transformation). The method holds significant promise to support better-grounded research in immersive learning.

2025

Method for Evaluation and Classification of Self and Co-regulation of Learning in Immersive Narratives

Autores
Bonfim, CJ; Morgado, L; Pedrosa, D;

Publicação
IMMERSIVE LEARNING RESEARCH NETWORK, ILRN 2024, PT I

Abstract
Self and co-regulation of learning (SCRL) are strategies that students can adopt to become more active and committed to their learning. Encouraging students to adopt these strategies is a challenge for teachers that can be met by using narratives as a teaching resource. To support teachers in this process, we present a method for evaluating, classifying, and reflecting on excerpts from immersive narratives for SCRL, so they objectively base their decision-making. The method was developed as an artifact of Design Science Research (DSR). In the Design stage of DSR, a 4-stage scheme was developed, and 38 criteria were described to identify and classify narratives that guide or encourage students to adopt SCRL strategies. In the DSR demonstration stage, we tested the method in an asynchronous e-learning curricular unit in Portuguese higher education, which uses a narrative-oriented immersive learning approach for SCRL, called e-SimProgramming. The results show that the graphic visualization of the classification made it possible to perceive the occurrence of the SCRL categories in the narratives, enabling the teacher to be inspired and reflect on the categories to be enhanced for necessary changes in the narrative in line with their pedagogical objectives.

Teses
supervisionadas

2023

Que currículo para as ciências da computação no ensino básico, no contexto educativo português?

Autor
Fernanda Maria Pires Ledesma

Instituição
IES_Outra

2023

O desenvolvimento de competências de profissionais no contexto da Indústria 4.0: uma proposta de intervenção baseada em jogos

Autor
Allisson Jonathan Marques da Silva

Instituição
UAB

2023

Painéis de instrumentos para professores na autorregulação e corregulação da aprendizagem colaborativa no ensino superior online

Autor
Tiago Miguel Lima Romão

Instituição
UAB

2023

Os fatores que permitem viabilizar a utilização de laboratórios remotos de informática no ensino superior online na realidade moçambicana

Autor
David Carlos Franco

Instituição
UAB

2022

Three-Dimensional Interactive Visualization of the Thematic Network of Immersive Learning Research

Autor
Madalena Antunes de Sousa

Instituição
IES_Outra