2023
Autores
Nunes, PS; Catarino, P; Martins, P; Nascimento, MM;
Publicação
CONTEMPORARY EDUCATIONAL TECHNOLOGY
Abstract
There are several educational software (ES) used in the classroom environment for the teaching and learning of geometric contents that are part of the Portuguese basic education mathematics program. There are studies that show that the use of this type of artifact has a fundamental role in the behavior of students, raising, among other aspects, a greater motivation for learning mathematics. The aim of this work is to explore and describe implications for the behavior and learning of students in the 7th grade of Portuguese basic education, in face of a pedagogical practice that involves carrying out tasks using ES Plickers, in the theme similarities of the domain geometry and measurement, throughout intervention carried out. The adopted methodology presents characteristics of a quasi-experimental study. The participants were 61 students from three classes of a school in the north of Portugal, followed during eight consecutive classes. A set of tasks using Plickers, tests and a questionnaire survey were used as instruments for data collection. The results point to positive increments, at a behavioral level, as well as in the evolution of learning, in view of the use of this methodology in the classroom.
2022
Autores
Rocha, T; Pinto, T; Carvalho, D; Martins, P; Barroso, J;
Publicação
2022 THIRD INTERNATIONAL CONFERENCE ON DIGITAL CREATION IN ARTS, MEDIA AND TECHNOLOGY, ARTEFACTO
Abstract
This paper presents an educational resource to support the teaching of Portuguese sign language. This educational resource emerges in response to the significant needs for the development of adequate digital tools to support deaf people in different tasks, especially in the language learning process. This work is motivated by the results and conclusions from previous studies that identify augmented reality as one of the promising solutions to improve the learning and teaching processes, and benefits from the advances already accomplished in the development and application of augmented reality solutions in several domains of the educational environment. The educational resource presented in this work is an augmented reality solution that enables associating hand gestures, representative of Portuguese sign language, to different cards, which represent different letters of the alphabet. In this way, it is possible to associate the alphabet letters with the respective gestures in a visual and straightforward way, facilitating the learning process.
2023
Autores
Silva, R; Martins, F; Cravino, J; Martins, P; Costa, C; Lopes, JB;
Publicação
EDUCATION SCIENCES
Abstract
The proper integration of technology in teaching and learning processes must consider the role of teachers and students, as well as the design of tasks and the context in which they are implemented. Teachers' perceived self-efficacy significantly influences their willingness to integrate educational robotics (ER) into their practice, so initial teacher training should provide opportunities for teachers to participate in structured activities that integrate ER. In this study, a class of pre-service teachers from an initial teacher training programme were provided with their first contact with an ER platform through the use of a simulator. We present the design process of a student exploration guide and teacher guide, developed over three iterative cycles of implementation, assessment and redesign. The analysis of the data collected allowed for improvements in the design of the tasks, the graphic component of the student exploration guide, and more precise indications for the teacher's actions. The main contribution of this study is the chain orchestration between the simulator, student exploration guide and teacher guide, which allowed pre-service teachers to solve a set of challenges of increasing complexity, thereby progressively decreasing their difficulties and contributing to an adequate integration of ER in their future teaching practices.
2023
Autores
Sousa, S; Cravino, J; Martins, P;
Publicação
MULTIMODAL TECHNOLOGIES AND INTERACTION
Abstract
The Internet revolution in 1990, followed by the data-driven and information revolution, has transformed the world as we know it. Nowadays, what seam to be 10 to 20 years ago, a science fiction idea (i.e., machines dominating the world) is seen as possible. This revolution also brought a need for new regulatory practices where user trust and artificial Intelligence (AI) discourse has a central role. This work aims to clarify some misconceptions about user trust in AI discourse and fight the tendency to design vulnerable interactions that lead to further breaches of trust, both real and perceived. Findings illustrate the lack of clarity in understanding user trust and its effects on computer science, especially in measuring user trust characteristics. It argues for clarifying those notions to avoid possible trust gaps and misinterpretations in AI adoption and appropriation.
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