2020
Autores
Morais, C; Pedrosa, D; Rocio, V; Cravino, J; Morgado, L;
Publicação
TECH-EDU
Abstract
We used BPMN diagrams to identify indicators that can assist teachers in their intervention actions to support students' self-regulation and co-regulation in an asynchronous e-learning context. The use of BPMN modeling, by making explicit the tasks and procedures implicit in the intervention of the e-learning teacher, also exposed which data were available for developing decision-support indicators, as well as the relevant moments for carrying out interventions. Such indicators can help e-learning teachers focus their interventions to support self-regulation and co-regulation of learning, as well as enabling the creation of live data dashboards to support decision-making for those interventions, thus this process can contribute to devise better instruments for teacher intervention in support of self-regulation and co-regulation of student learning.
2021
Autores
Fontes, MM; Pedrosa, D; Araújo, T; Morais, C; Costa, A; Cravino, J; Morgado, L;
Publicação
2021 7TH INTERNATIONAL CONFERENCE OF THE IMMERSIVE LEARNING RESEARCH NETWORK (ILRN)
Abstract
Learning software programming is challenging for software engineering students. In this paper, students' engagement in learning software engineering programming is considered under the SimProgramming approach using the OC2-RD2 narrative technique to create an immersive learning context. The objectives of this paper are twofold: presenting a narrative-driven immersive learning approach to introduce software engineering concepts and coding techniques to online undergraduate students; and analyzing the students' feedback on this approach. Thematic analysis of the metacognitive tasks was performed on the students' fortnightly reflections about their learning progress. Content analysis was based on interest categories, students' perceptions, metacognitive challenges, narratives, examples and aspects to be kept or to be improved. Data from the content analysis were organized into categories, subcategories, indicators, and recording units and their categorization was peer-reviewed. The narratives were considered by the students as interesting, appealing, akin to professional reality and promoting interaction. Most students thought the approach was helpful for learning software programming.
2021
Autores
Cassola, F; Pinto, M; Mendes, D; Morgado, L; Coelho, A; Paredes, H;
Publicação
2021 IEEE CONFERENCE ON VIRTUAL REALITY AND 3D USER INTERFACES ABSTRACTS AND WORKSHOPS (VRW 2021)
Abstract
Training in VR can reduce risks and costs while allowing frequent and diversified experiential learning activities. We present a novel VR immersive authoring tool for experiential learning courses with industrial machinery. A trainer can create a course from scratch, defining all its components (structure, models, tools, and settings). The actions which trainees should perform can be specified by demonstration. After completing the course, trainees' actions will be matched against the trainer's.
2021
Autores
Beck, D; Morgado, L; Lee, M; Gütl, C; Dengel, A; Wang, MJ; Warren, S; Richter, J;
Publicação
2021 7TH INTERNATIONAL CONFERENCE OF THE IMMERSIVE LEARNING RESEARCH NETWORK (ILRN)
Abstract
The interdisciplinary field of immersive learning research is scattered. Combining efforts for better exploration of this field from the different disciplines requires researchers to communicate and coordinate effectively. We call upon the community of immersive learning researchers for planting the Knowledge Tree of Immersive Learning Research, a proposal for a systematization effort for this field, combining both scholarly and practical knowledge, cultivating a robust and ever-growing knowledge base and methodological toolbox for immersive learning. This endeavor aims at promoting evidence-informed practice and guiding future research in the field. This paper contributes with the rationale for three objectives: 1) Developing common scientific terminology amidst the community of researchers; 2) Cultivating a common understanding of methodology, and 3) Advancing common use of theoretical approaches, frameworks, and models.
2021
Autores
Lattke, S; Morgado, L; Afonso, AP; Penicheiro, F; Morgado, L; Moreira, JA;
Publicação
2021 7TH INTERNATIONAL CONFERENCE OF THE IMMERSIVE LEARNING RESEARCH NETWORK (ILRN)
Abstract
The paper presents the e-facilitator concept and explores the perspective of some professionals in the field (stakeholders) on this role and its competencies. Facilitation in virtual learning environments is a growing challenge when more and more learners find their way to online learning platforms and many universities adapt their courses to digital environments since the global pandemic forced many people to stay at home.
2021
Autores
Cassola, F; Pinto, M; Mendes, D; Morgado, L; Coelho, A; Paredes, H;
Publicação
2021 IEEE CONFERENCE ON VIRTUAL REALITY AND 3D USER INTERFACES ABSTRACTS AND WORKSHOPS (VRW 2021)
Abstract
The use of VR in industrial training contributes to reduce costs and risks, supporting more frequent and diversified use of experiential learning activities, an approach with proven results. In this work, we present an innovative immersive authoring tool for experiential learning in VR-based training. It enables a trainer to structure an entire VR training course in an immersive environment, defining its sub-components, models, tools, and settings, as well as specifying by demonstration the actions to be performed by trainees. The trainees performing the immersive training course have their actions recorded and matched to the ones specified by the trainer.
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