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Detalhes

Detalhes

  • Nome

    Jorge Manuel Azevedo
  • Cargo

    Investigador Colaborador Externo
  • Desde

    15 abril 2021
001
Publicações

2024

The Flipped Classroom Optimized Through Gamification and Team-Based Learning

Autores
Sargo Ferreira Lopes, SF; de Azevedo Pereira Simões, JM; Ronda Lourenço, JM; Pereira de Morais, JC;

Publicação
Open Education Studies

Abstract
The increase in digital teaching and learning methodologies creates the opportunity for new educational approaches, both in terms of pedagogical practice and in the availability of new technological tools. The flipped classroom as an active teaching methodology is one example of blended learning (b-learning), which aims to harmonize and enhance the fusion of face-to-face teaching with online teaching, allowing students to get better use of both face-to-face contact with classmates and professors and digital teaching resources. However, active teaching methodologies allow us to merge educational techniques from different methodological approaches, for example, gamification and team-based learning (TBL), among others. This study aims to demonstrate how to implement a flipped classroom with the possibility of integrating gamification and TBL, indicating possibilities and challenges to overcome, through the comparative study and research carried out with students in higher education. The study was conducted with a group of 88 students from the engineering and technology fields, which showed that students have a very positive perception of active teaching methodologies and their teaching and learning techniques, especially those involving digital. Data collection was performed by a survey submitted to quantitative analysis using the Software SPSS version 28. © 2024 the author(s)

2023

Gamification on Cybersecurity Literacy: Social Sustainability and Educative Projects

Autores
Simões, J; Lourenço, J; Sargo, S; Morais, JC;

Publicação
Springer Proceedings in Earth and Environmental Sciences

Abstract
The recent situation of the COVID-19 pandemic has stimulated both the discussion on the use of IT-related teaching tools and the exposure of the student population to vulnerabilities linked to cybersecurity literacy as an integral part of the educational projects of educational institutions and a component of the exercise of citizenship and social sustainability of educational communities. The study presented is based on the assumption that the use of gamification as an element or tool that promotes learning within digital environments may be feasible, and more specifically may function as a teaching element on issues related to cybersecurity for students, especially for higher education students. In order to quantify the openness of students to such a tool path, quantitative methodology was used, and a survey was carried out in two Polytechnic Institutions (PI), achieving a sample of 95 students, and seeking perceptions on positive impacts resulting from the creation of a game scenario for better learning. Results show that students, regardless of their higher education course, clearly understand what gamification is and its goals, and also that students adopt good cybersecurity practices according to their higher education course. This last result goes accordingly with the supposition that gamification can and should be used in cybersecurity literacy. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2023.

2022

Exploring the Benefits of Combining DevOps and Agile

Autores
Almeida, FL; Simões, J; Lopes, S;

Publicação
Future Internet

Abstract
The combined adoption of Agile and DevOps enables organizations to cope with the increasing complexity of managing customer requirements and requests. It fosters the emergence of a more collaborative and Agile framework to replace the waterfall models applied to software development flow and the separation of development teams from operations. This study aims to explore the benefits of the combined adoption of both models. A qualitative methodology is adopted by including twelve case studies from international software engineering companies. Thematic analysis is employed in identifying the benefits of the combined adoption of both paradigms. The findings reveal the existence of twelve benefits, highlighting the automation of processes, improved communication between teams, and reduction in time to market through process integration and shorter software delivery cycles. Although they address different goals and challenges, the Agile and DevOps paradigms when properly combined and aligned can offer relevant benefits to organizations. The novelty of this study lies in the systematization of the benefits of the combined adoption of Agile and DevOps considering multiple perspectives of the software engineering business environment.

2022

Gamification Strategies for Social Media

Autores
Garcia, JE; Rodrigues, P; Simões, J; Serra da Fonseca, MJ;

Publicação
Advances in Marketing, Customer Relationship Management, and E-Services - Implementing Automation Initiatives in Companies to Create Better-Connected Experiences

Abstract
With the evolution of technology and all the associated paradigms, the business reality had the need to adapt and incorporate all this evolution. Gamification strategies in social networks are used to optimize the use and involvement of users. Thus, in a business context, these strategies are used to increase user engagement in the company/brand's social networks with the aim of increasing and strengthening trust. This chapter's main objectives are to understand if internet users and social media users know the term gamification and if the associated strategies are perceptible in the social media context. Therefore, to better analyze the users' behavior regarding these strategies and their knowledge about gamification, an online survey was developed and applied. After the survey, it was possible to conclude that 16.3% of the respondents already knew the term gamification. Through the survey it was also possible to conclude that most respondents had already been in contact with gamification strategies, even if 90.6% did not adhere to them frequently.

2022

The Gamification in Online Environments in the Context of the Flipped Classroom

Autores
Lopes, SFSF; Simões, JMdAP;

Publicação
Online Distance Learning Course Design and Multimedia in E-Learning - Advances in Mobile and Distance Learning

Abstract
Research into teaching and learning methodologies is intense and demonstrates the academic community's unrelenting need to understand how people learn in a continuous effort to improve efficiency in the transmission of knowledge. Teachers are dealing with a growing disengagement of students in recent decades. In part, this is due to the increase in the spread of ICT technologies outside the classroom, particularly those supporting social networking and video games. New trends, such as gamification and flipped classroom, are emerging to try to find ways to stimulate increased student engagement and motivation. In this chapter, the authors present a critical reflection and field experiences, around the potential of joint implementation of gamification with flipped classroom, demonstrating possibilities of positive increment of efficiency and effectiveness of teaching and learning processes.