2023
Autores
Morgado, Leonel;
Publicação
Passado, presente e futuro(s) do eLearning em Portugal: 10 anos do eLIES
Abstract
As atividades assíncronas no ensino online requerem um acompanhamento regular por parte
dos docentes. Esse acompanhamento acompanha duas dimensões: a de grupo, atendendo às
dinâmicas globais da turma; e a individual, atendendo às ações de cada estudante. Estando
habitualmente estruturadas em tópicos com duração limitada no tempo, a preponderância
destas dimensões altera-se nas necessidades de dedicação e intervenção docente. Neste
trabalho apresenta-se uma estratégia de apoio à planificação e desenvolvimento da atividade
docente, que decompõe essas atividades de acompanhamento e intervenção em cinco
marcos temporais. Pretende esta estratégia permitir ao docente identificar os aspetos mais
prementes para recolha, de forma praticável, de elementos que possam informar a sua
decisão de intervenção pedagógica.
2024
Autores
Castelhano, M; Almeida, D; Morgado, L; Pedrosa, D;
Publicação
DESIGN, LEARNING, AND INNOVATION, DLI 2023
Abstract
This study aimed to test an Instructional Design model prototype for Virtual Reality (VR) in Higher Education. Aqualitative research methodologywas used, employing questionnaires and observations for data collection. The research had three main objectives: (1) to identify the applicability and effectiveness of the VR Instructional Design model, (2) to evaluate participants' experience with immersion, interactivity, and usability of the VR environment, and (3) to obtain feedback from participants about their VR experience. The study involved two sessions. In the first session, participants were introduced to the VR environment, and their initial adaptation difficulties were observed. Informal interviews and a questionnaire collected feedback on immersion, interactivity, interest, and educational potential of VR. The second session indicated the need for revisions in applicability and ease of use. Based on student feedback, session planning should consider initial adaptation, teacher training, equipment availability, interaction elements, resources, realism, immersion, safety, comfort, session duration, communication, collaboration, and clear content delivery. Providing alternative plans for technical failures is essential. Despite these challenges, participants expressed interest in participating in VR sessions and activities.
2024
Autores
Morgado, L; Beck, D;
Publicação
Practitioner Proceedings of the 10th International Conference of the Immersive Learning Research Network (iLRN2024)
Abstract
Thematic analysis in qualitative research is a time-consuming and systematic task, typically done using teams. Team members must ground their activities on common understandings of the major concepts underlying the thematic analysis, and define criteria for its development. However, conceptual misunderstandings, equivocations, and lack of adherence to criteria are challenges to the quality and speed of this process. Given the distributed and uncertain nature of this process, we wondered if the tasks in thematic analysis could be supported by readily available artificial intelligence chatbots. Our early efforts point to potential benefits: not just saving time in the coding process but better adherence to criteria and grounding, by increasing triangulation between humans and artificial intelligence. This tutorial will provide a description and demonstration of the process we followed, as two academic researchers, to develop a custom ChatGPT to assist with qualitative
coding in the thematic data analysis process of immersive learning accounts in a survey of the academic literature: QUAL-E Immersive Learning Thematic Analysis Helper. In the hands-on time, participants will try out QUAL-E and develop their ideas for their own qualitative coding ChatGPT.
Participants that have the paid ChatGPT Plus subscription can create a draft of their assistants. The organizers will provide course materials and slide deck that participants will be able to utilize to continue development of their custom GPT. The paid subscription to ChatGPT Plus is not required to participate in this workshop, just for trying out personal GPTs during it.
2024
Autores
Almeida, D; Castelhano, M; Morgado, L; Pedrosa, D;
Publicação
Academic Proceedings of the 10th International Conference of the Immersive Learning Research Network (iLRN2024)
Abstract
This work-in-progress aims to analyze perspectives of secondary and higher education students regarding the feasibility of integrating immersive Virtual Reality (VR) into the classroom.
The harvesting of students' opinions was conducted through oral and written questionnaires after a Virtual Reality Environment activity held during two sessions of an event and other in an undergraduate class. The answers enable the understanding of challenges they faced during the activity, identifying elements that contributed to participants' immersion, assessment of perceived realism, and individuals' opinions on the integration of VR in the classroom. Conclusions regarding the applicability of VR from the perspective of secondary and higher education students can be drawn.
2024
Autores
Fontes, MM; Morgado, LC; Pestana, P; Pedrosa, D; Cravino, JP;
Publicação
THINKING SKILLS AND CREATIVITY
Abstract
The Puzzle -based Learning approach has been applied to several fields of knowledge. In education research papers, the instructional usage of puzzles is considered to improve learners' motivation and engagement and help them to develop critical skills but difficulties concerning learners' interaction with puzzles have also been pointed out. Our paper investigates the dynamics of the concept of a puzzle and its interface to provide a better understanding of its form and functions, and help learners interact with puzzles. We consider Puzzle -based Learning tenets as well as their educational impacts on both critical thinking and learner engagement and provide an original proposal concerning the understanding of puzzles. Our proposal centered on the dynamics of puzzles bears conceptual and educational facets. Conceptually, puzzle dynamics is viewed as composed of two elements: a mechanism, the Puzzle Trigger, and a process, the Puzzle -Solving. From an educational point of view, the rationale for integrating Puzzle Triggers in Puzzle -based Learning is meant to help learners interact with puzzles and consequently become motivated and engaged in the Puzzle -Solving process. This way, learners' critical thinking skills are reinforced and focused on finding solutions to challenges. We illustrate the implementation of Puzzle Triggers and Puzzle -Solving by considering two instructional activities in a Software Development undergraduate course of an online learning Informatics Engineering Program.
2023
Autores
Romão, T; Pestana, P; Morgado, L;
Publicação
ICPEC
Abstract
Dashboard for online higher education support monitoring and evaluation of students’ interactions, but mostly limited to interaction occurring within learning management systems. In this study, we sought to find which collaborative learning activities and tools in online higher education are included in teaching dashboards. By following Kitchenham’s procedure for systematic reviews, 36 papers were identified according to this focus and analysed. The results identify dashboards supporting collaborative tools, both synchronous and asynchronous, along categories such as learning management systems, communication tools, social media, computer programming code management platforms, project management platforms, and collaborative writing tools. Dashboard support was also found for collaborative activities, grouped under four categories of forum discussion activities, three categories of communication activities and four categories of collaborative editing/sharing activities, though most of the analysed dashboards only provide support for no more than two or three collaborative tools. This represents a need for further research on how to develop dashboards that combine data from a more diverse set of collaborative activities and tools.
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