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Publicações

Publicações por Eliane Schlemmer

2022

Assessment and tracking of learning activities on a remote computer networking laboratory using the Inven!RA Architecture

Autores
Grilo, Ricardo; Baptista, Ricardo; Schlemmer, Eliane; Gütl, Christian; Beck, Dennis; Coelho, António; Morgado, Leonel;

Publicação
IMX 22 - ACM International Conference on Interactive Media Experiences, XRWALC workshop

Abstract
Assessment and tracking of activities in non-traditional contexts, such as immersive environments, is a complex and timeconsuming process for instructors. This limits the widespread adoption of immersive environments, since the consequences of those constraints are lack of awareness for orchestration of learning, and lack of elements for assessment. The Inven!RA architecture proposes tackling this problem by collecting status and outcome analytics from multiple immersive activities into a single learning plan, where they are mapped to learning objectives. This enables the creation of learning dashboards for instructors and students, to support their awareness and assessment, enabling learning orchestration and self-regulation of learning. We present an implementation of the Inven!RA architecture in a platform linked to a remote computer networking laboratory, exemplifying how the architecture can achieve its purported goals.

2023

Inven!RA Architecture for Sustainable Deployment of Immersive Learning Environments

Autores
Morgado, L; Coelho, A; Beck, D; Gutl, C; Cassola, F; Baptista, R; van Zeller, M; Pedrosa, D; Cruzeiro, T; Cota, D; Grilo, R; Schlemmer, E;

Publicação
SUSTAINABILITY

Abstract
The objective of this work was to support the sustainable deployment of immersive learning environments, which face varied obstacles, including the lack of support infrastructures for active learning pedagogies. Sustainability from the perspective of the integration of these environments in educational practice entails situational awareness, workload, and the informed assessment ability of participants, which must be supported for such activities to be employed in a widespread manner. We have approached this wicked problem using the Design Science Research paradigm and produced the Inven!RA software architecture. This novel result constitutes a solution for developing software platforms to enable the sustainable deployment of immersive learning environments. The Inven!RA architecture is presented alongside four demonstration scenarios employed in its evaluation, providing a means for the situational awareness of immersive learning activities in support of pedagogic decision making.

2014

Prefácio

Autores
Schlemmer, E;

Publicação
Facebook e educação: publicar, curtir, compartilhar

Abstract

2016

IN VINO VERITAS: NOVOS DESENHOS EDUCACIONAIS

Autores
Schlemmer, E;

Publicação
Apresentação Trabalhos Científicos

Abstract

2019

O JOGO DIGITAL NO PROCESSO DE ENSINO E DE APRENDIZAGEM: UMA PROPOSTA ENVOLVENDO A PRIMEIRA GRANDE GUERRA

Autores
Guedes, AL; Guedes, FL; Chagas, WdS; Schlemmer, E;

Publicação
Digital games and learning

Abstract

2020

Virtual Worlds for Developing Intercultural Competence

Autores
Machado, L; Freitas, A; Schlemmer, E; Pedron, CD;

Publicação
Advances in Educational Technologies and Instructional Design - Handbook of Research on Diverse Teaching Strategies for the Technology-Rich Classroom

Abstract
The authors present a framework for developing intercultural competence (IC) and use tridimensional digital virtual worlds (3DVW) as environments for developing IC. They developed an artifact, via design research, constituted by an educational method using the 3DVW Second Life® as the place for a virtual exchange program between 92 Brazilian and Portuguese master students. The results of the study indicate that the 3DVW can be used for the development of IC because it allows rich experiential and relational/conversational learning opportunities, especially due to the affordances of immersion/sense of presence, social interaction, content production, and knowledge sharing. The students involved in the virtual exchange inside Second Life® had to practice a set of attitudes and skills such as communication skills; culture-specific knowledge; understanding others' worldviews; skills to analyze, evaluate, and relate; skills to listen, observe, and interpret; respect, openness; tolerance for ambiguity, among other, that are all attributes of IC.

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