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Publicações

Publicações por Leonel Morgado

2022

Recommendation Tool for Use of Immersive Learning Environments

Autores
Morgado, L; Torres, M; Beck, D; Torres, F; Almeida, A; Correia Simões, AC; Ramalho, F; Coelho, A;

Publicação
iLRN

Abstract
In the field of immersive learning, instructors often find it challenging to match their pedagogical approaches and content knowledge with specific technologies. Unfortunately, this usually results in either a lack of technology use or inappropriate use of some technologies. Teachers and trainers wishing to use immersive learning environments face a diversity of technological and pedagogical alternatives. To scaffold educators in their planning of immersive learning educational activities, we devised a recommendation tool, which maps educational context variables to the dimensions of immersion and uses educators' contexts to identify the closest educational uses. Sample educational activities for those uses are then presented, for various types of educational methodologies. Educators can use these samples to plan their educational activities in line with their current resources or to innovate by pursuing entirely different approaches.

2022

A strategy to support Engineering Education teaching staff monitoring students' learning process: Metacognitive Challenges

Autores
Pedrosa, D; Morgado, L; Cravino, J;

Publicação
International Symposium on Project Approaches in Engineering Education

Abstract
It is increasingly required that Engineering Education courses include activities that promote the development of cognitive skills, such as metacognition. However, including such activities is challenging for lecturers, particularly in Distance Learning contexts. It is also complex, when working online, for teaching staff to carry out monitoring of the metacognitive learning processes of students, understand their difficulties, and provide formative feedback. In this work, we present the design and discussion of a pedagogical strategy: Metacognitive Challenges (MC), which allows lecturers to monitor the evolution of students' perceptions regarding their learning process We discuss how lecturers can use MCs for formative assessment and how to weave this intervention with individual students or groups. The Design Science Research methodology was adopted for the design, implementation, and demonstration of MCs, applied in a Software Engineering course within a distance learning Informatics Engineering undergraduate programme. We exemplify how MCs have the potential to support monitoring of students' cognitive and metacognitive processes and offer a set of guidelines on how the teaching staff can use them. In future work, we intend to evaluate the effectiveness of MCs in different teaching contexts, and develop technological solutions that facilitate the monitoring process (reduce the time and effort required for analysis of MC content). © 2022 University of Minho. All rights reserved.

2022

AMBIENTES DE APRENDIZAGEM IMERSIVOS

Autores
Morgado, L;

Publicação
Video Journal of Social and Human Research

Abstract
Os ambientes de aprendizagem imersivos são espaços onde se coocorrem dois fenómenos complexos: a aprendizagem e a imersão, levantando dificuldades de interpretação e, consequentemente, da liberdade de decisão dos participantes para sua orquestração pedagógica ou de aprendizagem. Neste trabalho apresenta-se uma conceptualização teórica que combina estes fenómenos, com o objetivo de contribuir para a resolução deste problema. Demonstra-se através de cinco casos como esta conceptualização permite novas formas de interpretar e analisar a aprendizagem, para dessa forma concretizar o potencial de impacte sobre a orquestração pedagógica e a regulação da aprendizagem.

2025

A Domain-Agnostic Virtual Choreography Framework for Digital Twins: an Oil Spill application

Autores
Cassola, F; Cavaleiro, V; Lacet, D; Correia, M; Oliveira, MA; de Carvalho, AV; Morgado, L;

Publicação
OCEANS 2025 BREST

Abstract
Digital Twins (DTs) for the ocean are rapidly emerging as essential tools for understanding, forecasting, and managing environmental phenomena. However, most existing DT visualization solutions are tightly coupled to specific platforms and lack semantic coherence and interoperability-challenges that are particularly critical in federated and distributed DT systems. Furthermore, visualizing dynamic and spatio-temporal behaviors, such as oil spills, across multiple rendering environments remains a complex, platform-dependent task. In this paper, we present VChor, a domain-agnostic virtual choreography framework designed to address these limitations. Our approach integrates model-driven engineering, semantic web technologies, and platform-independent representations to support the declarative specification of behaviors and visual mappings. A single VChor instance describes spatio-temporal dynamics and associated actions, and can be interpreted by multiple visualization engines (e.g., Unity3D and CesiumJS) without the need for code recompilation or platform-specific programming. We demonstrate our approach through a real-world oil spill monitoring use case, developed in the context of the ILIAD H2020 project, and encapsulated within a modular Application Package. This package automates the generation, validation, and transformation of virtual choreographies from raw data to platform-specific outputs. The framework promotes interoperability, reusability, and scalability, while supporting FAIR principles in environmental Digital Twin workflows. The findings highlight VChor's potential to streamline scenario modeling, enable cross-platform visualization, and support decision-makers with accurate, flexible, and reusable visual representations of ocean dynamics.

2026

An Explosion of the Uses of Immersive Learning Environments: A Mapping of Reviews Update

Autores
Beck, D; Morgado, L; O'Shea, P;

Publicação
IMMERSIVE LEARNING RESEARCH NETWORK, ILRN 2025

Abstract
Since the publication of the 2020 paper, Finding the Gaps About Uses of Immersive Learning Environments: A Survey of Surveys, the landscape of immersive learning environments (ILEs) has continued to evolve rapidly. This update aims to revisit the gaps identified in that previous research and explore emerging trends. We conducted an extensive review of new surveys published after that paper's cut date. Our findings reveal a significant amount of new published reviews (n = 64), more than doubling the original corpus (n = 47). The results highlighted novel themes of usage of immersive environments, helping bridge some 2020 research gaps. This paper discusses those developments and presents a consolidated perspective on the uses of immersive learning environments.

2025

Bridging the gaps: an updated mapping of the uses of immersive learning environments

Autores
Morgado, L; Beck, D; O'Shea, P;

Publicação
VIRTUAL REALITY

Abstract
Since publication of the 2020 survey of surveys, Finding the gaps about uses of immersive learning environments: a survey of surveys, the field of immersive learning environments has experienced substantial growth and diversification. This updated review systematically maps recent developments by analyzing 64 new literature surveys published after the original corpus date, significantly expanding the corpus from 47 to 111 reviews. Through thematic content analysis, our study identifies and integrates five new educational use themes-Games, Observation, Personification, Storytelling, and Student Authoring-and revises existing categories based on recent research. We observed shifts in the prevalence of themes, most notably an increase in uses related to data collection, interactive exploration and manipulation, contextual/media integration, and physical world simulation. We also discussed these changes in relation to recent technological advancements and the influence of emergency remote teaching during the COVID-19 pandemic. Moreover, our results provide an updated representation of immersive learning uses within the conceptual framework of immersion dimensions (system, narrative, agency), updating current research clusters and persistent gaps. By illustrating areas with limited exploration, such as highly interactive narrative experiences, or low-technology interactive uses, this paper informs future research directions and contributes to an understanding of how immersive environments are being employed for learning. This comprehensive mapping thus serves as a resource for researchers and educators aiming to leverage immersive learningenvironments. This paper builds on a shorter version accepted for inclusion in the proceedings of the iLRN 2025 conference, offering expanded results, additional analyses, and extended discussion that clarifies and deepens the original findings.

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