2018
Autores
Cláudio, Ana Paula; Carmo, Maria Beatriz; Silva, João Balsa da; Alves, Catarina Bilé; Costa, Ricardo; Marcos, Adérito; Carvalho, Elizabeth; Rocio, Vitor; Morgado, Leonel; Morgado, Lina; Varghese, Anila Ann; Seixas, Sónia; Barros, Daniela Melaré Vieira; Rodrigues, Ricardo; Martinho, Carlos;
Publicação
Proceedings ICGI - 2018. International Conference on Graphics and Interaction
Abstract
Online distance learning introduces several challenges, such as the dependence of online tools, the asynchronous communication between teachers and students, and the lack of synchronous social engagement level that inclassroom teaching can leverage. The existence of an online tutor 24 hours/day would be an interesting asset to potentially work as an additional learning support tool. The Virtual Tutoring project aims at the development of solutions involving anthropomorphic 3D avatars that work as both virtual online tutors in the Moodle e-learning platform as well as coaches in a mobile application that interact empathically with the students by predicting their emotional state and selecting appropriate emotion regulation strategies. This paper presents the current status of the project, preliminary evaluations with students, and future developments.
2020
Autores
Lacet, Demetrius; Penicheiro, Filipe; Morgado, Leonel;
Publicação
Videojogos 2020 - 12th International Conference on Videogame Sciences and Arts
Abstract
Interactive storytelling uses in education are limited by the time required for its production and the ephemeral nature of interaction systems, leading inter-active stories to have a short usefulness life. We have developed the
concept of platform-independent interactive stories, called virtual choreographies, enabling interactive stories to be replayed on novel technological platforms as they emerge, tackling the second half of this problem. The first part
was also approached via a graphical storyboarding approach. Both aspects have
been prototyped in a demonstration, called Magical Board Theatre (“Teatro de
Tabuleiro Mágico”, original Portuguese name). We present this prototype, including its storyboarding tool, summarize the virtual choreographies ap-proach,
and demonstrate how the prototype operationalizes them with story and platform examples.
2020
Autores
Carvalho, Fausto de; Morgado, Leonel; Machado, Ricardo;
Publicação
InnovAction
Abstract
This article addresses some aspects of the potential of Extended Reality (XR) technologies in the context of the accelerated ongoing digital transformation, with public awareness and wider acceptance being prompted by current pandemic, due to the widespread adoption of teleworking, distance learning, and virtual conferences.
The state-of-the-art of XR technologies and immersive environments is briefly addressed from the perspective of their sustained adoption in multiple scenarios, including education and training, well-being and active aging, and business.
2020
Autores
Morgado, Leonel;
Publicação
Atas do 1.º SEVj - Seminário Sobre Ensino de Videojogos
Abstract
O uso regular de jogos nas organizações requer integração destes nos processos e sistemas de gestão. Esta integração tem vindo a ser explorada a nível de investigação mas não é habitualmente trabalhada no ensino de desenvolvimento de videojogos. Pretende-se nesta apresentação resumir o conceito, apresentar potencialidades e expor formas de incluir o tema no ensino.
2020
Autores
Lima, Claudio Cleverson de; Schlemmer, Eliane; Morgado, Leonel;
Publicação
EJML 2020 - 5.º Encontro sobre Jogos e Mobile Learning
Abstract
Educational activities where students do not stay at a fixed, predetermined location, has been growing in research output. The pedagogies and processes for these environments where students move are typically less documented than those of traditional classrooms. We have surveyed the areas of problems addressed by the literature on the field, and the areas of its contributions, to build a panorama of the research foci for managing learning in environments where students move. This was done by means of an exploratory literature review, followed by thematic analysis and triangulation. We established that research focuses on problems and contributions dealing with the design, creation, and deployment of these learning activities, and to a lesser degree, on problems and contributions dealing with the potential of use of technology. However, there is a lack of research focusing on other areas relevant to more widespread implementation across the educational system, namely structural, logistic, and assessment problems and contributions. This points towards a need to develop research in these areas, in order to contribute to more grounded and successful efforts to implement learning activities in environments where students move.
2021
Autores
Castelhano, Maria; Araújo, Tânia; Pedrosa, Daniela; Morgado, Leonel; Cravino, José;
Publicação
XII Conferência Internacional de Tecnologias de Informação e Comunicação na Educação Challenges 2021: Desafios do Digital
Abstract
Este estudo desenvolveu-se numa Unidade Curricular da Licenciatura em Engenharia Informática, no
contexto de ensino superior português a distância, com alunos maiores de 23 anos, na qual se adotou a
abordagem pedagógica e-SimProgramming. Esta abordagem situada em ambiente empresarial simulado
recorre a narrativas imersivas desenvolvidas através da técnica OC2-RD2, contemplando o argumento, as
personagens e os espaços. Os nomes das personagens têm significados que remetem para arquétipos. Para
operacionalizar esta técnica adaptaram-se os nomes dados às personagens ao contexto cultural de
Portugal, origem da maioria dos alunos, já que os originais tinham sido concebidos para o contexto cultural
do Brasil. Adotou-se uma metodologia de investigação quantitativa e qualitativa, numa perspetiva de
estudo de tendência, baseada na análise de respostas a um questionário online. O objetivo visa
compreender as perceções dos estudantes sobre os nomes das personagens, em relação à sua
adequabilidade na abordagem aos arquétipos da técnica OC2-RD2 no ambiente de simulação. O
questionário é composto por questões relativas à perceção dos estudantes quanto ao nome de cada
personagem, e caso considerassem o nome desadequado poderiam sugerir alternativas. Realizou-se a
análise de dados quantitativa e qualitativa, sendo que em 99 alunos inscritos, 40 responderam ao
questionário (40%). Os resultados demonstram que os nomes selecionados para as personagens foram
aceites pela maioria dos estudantes (valores iguais ou superiores a 70%). Quanto às sugestões de nomes
alternativos, surgiram três grupos distintos: 1- personalidades da área do desenvolvimento de software
(e.g. Lovelace, remetendo para Ada Lovelace) e referências técnicas (e.g. Python, uma linguagem de
programação); 2- nomes próprios portugueses (e.g. Manuel, Íris); 3- expressões figurativas (e.g.
Quasenada, MaisouMenos). Conclui-se que a adaptação dos nomes originais das personagens para o
contexto cultural de Portugal foi considerada adequada pelos estudantes, podendo contribuir para a
aprendizagem situada com imersão em simulação de ambiente empresarial. Em trabalhos futuros
recomenda-se a análise da interpretação dos nomes sugeridos pelos alunos às personagens, para aferir se
correspondem aos arquétipos originais ou se induziram alguma alteração, para melhor compreensão da
perceção das narrativas face ao contexto cultural e às várias áreas de conhecimentos.;This study was developed in a course of the undergraduate program in Informatics Engineering, in the
context of online higher education in Portugal, with students over 23 years of age, in which the eSimProgramming pedagogical approach was adopted.
This approach employs situated learning with immersive narratives to simulate a business environment.
The narratives were developed through the OC2-RD2 technique, contemplating the script, the characters,
and the spaces.
The names of the characters have meanings that refer to archetypes. To deploy this technique, the names
given to the characters were adapted to the cultural context of Portugal, the origin of most students, since
the original names had been designed for the cultural context of Brazil.
A quantitative and qualitative research methodology was adopted, in a trend study perspective, based on
the analysis of answers from an online questionnaire. The objective is to understand perceptions
of character names in relation to their suitability in addressing the archetypes of the OC2-RD2 technique in
the simulation environment.
The questionnaire is composed of questions regarding the perception of the name of each
character, and if they considered the name inappropriate, they could suggest alternatives. Quantitative
and qualitative data analysis was performed, and out of 99 students enrolled, 40 answered the
questionnaire (40%). The results show that the names selected for the characters were accepted by most
students (values equal to or greater than 70%).
As for suggestions for alternative names, three distinct groups emerged: 1- personalities from the area of
software development (e.g. Lovelace, referring to Ada Lovelace) and technical references (e.g. Python, a
programming language); 2- Portuguese given names (e.g. Manuel, Íris); 3- figurative expressions (e.g.
Quasenada, MaisouMenos meaning , We conclude that the adaptation of the original names of the characters to the Portuguese cultural context
was considered adequate by the students, potentially contributing to the immersion in the simulation of
the business environment. In future work we recommend the analysis of the interpretation of the names
suggested by the students to the characters, to check if they match the original archetypes or if they
induced some change, for a better understanding of the perception of the narratives vis-à-vis the cultural
context and the various areas of knowledge.
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