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Sobre

Sobre

Leonel Morgado é Professor Catedrático da Universidade Aberta, onde leciona nos cursos da secção de informática, nas áreas de métodos de investigação e programação e Investigador Sénior do INESC TEC, coordenando o Núcleo do INESC TEC na Universidade Aberta. É também Vice-Presidente do Conselho Fiscal da Sociedade Portuguesa de Ciências dos Videojogos, Adido para Normas da IEEE Education Society Technical Committee on Immersive Learning Environments e Membro da Comissão Diretiva e do Círculo de Académicos da Immersive Learning Research Network. Desenvolve trabalho de investigação científica e desenvolvimento tecnológico sobre ambientes imersivos de aprendizagem desde 2000. É autor de mais de 200 publicações científicas, incluindo artigos em revistas, comunicações em conferências e capítulos de livros, tendo orientado com êxito mais de 10 teses de doutoramento e mais de 30 dissertações de mestrado. Liderou e participou em múltiplos projetos de investigação, financiados pela indústria, pela sociedade civil, por fundos estatais e fundos europeus. Antes de abraçar a carreira académica foi diretor técnico-comercial de uma empresa de importação, distribuição e venda de hardware, terminologista da localização do Microsoft Office 97 e do Oracle InterOffice, empresário da tradução técnica e localização de software, consultor linguístico da IBM/Lotus, coordenador de equipas de desenvolvimento Web para museus e sítios patrimoniais, e de implantação de software para gestão de listas de esperas cirúrgicas a nível nacional, e gestor de equipas de combate à infoexclusão em meio rural.

Detalhes

Detalhes

  • Nome

    Leonel Morgado
  • Cargo

    Investigador Coordenador
  • Desde

    01 junho 2012
012
Publicações

2024

Educational Practices and Strategies With Immersive Learning Environments: Mapping of Reviews for Using the Metaverse

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

Publicação
IEEE TRANSACTIONS ON LEARNING TECHNOLOGIES

Abstract
The educational metaverse promises fulfilling ambitions of immersive learning, leveraging technology-based presence alongside narrative and/or challenge-based deep mental absorption. Most reviews of immersive learning research were outcomes-focused, few considered the educational practices and strategies. These are necessary to provide theoretical and pedagogical frameworks to situate outcomes within a context where technology is in concert with educational approaches. We sought a broader perspective of the practices and strategies used in immersive learning environments, and conducted a mapping survey of reviews, identifying 47 studies. Extracted accounts of educational practices and strategies under thematic analysis yielded 45 strategies and 21 practices, visualized as a network clustered by conceptual proximity. Resulting clusters Active context, Collaboration, Engagement and Scaffolding, Presence, and Real and virtual multimedia learning expose the richness of practices and strategies within the field. The visualization maps the field, supporting decision-making when combining practices and strategies for using the metaverse in education, highlights which practices and strategies are supported by the literature, and the presence and absence of diversity within clusters.

2024

"Viewing puzzles as two-faced: theoretical and practical implications for Puzzle-based Learning"

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

Mathematical and Statistical Modelling for Assessing COVID-19 Superspreader Contagion: Analysis of Geographical Heterogeneous Impacts from Public Events

Autores
Leal, C; Morgado, L; Oliveira, TA;

Publicação
MATHEMATICS

Abstract
During a pandemic, public discussion and decision-making may be required in face of limited evidence. Data-grounded analysis can support decision-makers in such contexts, contributing to inform public policies. We present an empirical analysis method based on regression modelling and hypotheses testing to assess events for the possibility of occurrence of superspreading contagion with geographically heterogeneous impacts. We demonstrate the method by evaluating the case of the May 1st, 2020 Demonstration in Lisbon, Portugal, on regional growth patterns of COVID-19 cases. The methodology enabled concluding that the counties associated with the change in the growth pattern were those where likely means of travel to the demonstration were chartered buses or private cars, rather than subway or trains. Consequently, superspreading was likely due to travelling to/from the event, not from participating in it. The method is straightforward, prescribing systematic steps. Its application to events subject to media controversy enables extracting well founded conclusions, contributing to informed public discussion and decision-making, within a short time frame of the event occurring.

2023

Métodos para criação de narrativas imersivas: uma revisão de revisões da literatura

Autores
Bonfim, CJdL; Morgado, L; Pedrosa, DCC;

Publicação
Novos Olhares

Abstract
O conceito de narrativa imersiva enfoca narrativas enquanto forma de promover o estado psicológico de imersão do público-alvo. Este artigo apresenta o resultado de uma revisão de revisões de literatura que objetivou identificar os principais métodos para concepção e criação de narrativas imersivas, considerando aspectos estruturais e elementos específicos, como personagens e cenários. Os resultados revelaram cinco clusters com características diferenciadas, considerando as dimensões da imersão narrativa temporal, espacial e emocional.

2023

Inven!RA Architecture for Sustainable Deployment of Immersive Learning Environments

Autores
Morgado, L; Coelho, A; Beck, D; Gutl, C; Cassola, F; Baptista, R; van Zeller, M; Pedrosa, D; Cruzeiro, T; Cota, D; Grilo, R; Schlemmer, E;

Publicação
SUSTAINABILITY

Abstract
The objective of this work was to support the sustainable deployment of immersive learning environments, which face varied obstacles, including the lack of support infrastructures for active learning pedagogies. Sustainability from the perspective of the integration of these environments in educational practice entails situational awareness, workload, and the informed assessment ability of participants, which must be supported for such activities to be employed in a widespread manner. We have approached this wicked problem using the Design Science Research paradigm and produced the Inven!RA software architecture. This novel result constitutes a solution for developing software platforms to enable the sustainable deployment of immersive learning environments. The Inven!RA architecture is presented alongside four demonstration scenarios employed in its evaluation, providing a means for the situational awareness of immersive learning activities in support of pedagogic decision making.

Teses
supervisionadas

2023

O desenvolvimento de competências de profissionais no contexto da Indústria 4.0: uma proposta de intervenção baseada em jogos

Autor
Allisson Jonathan Marques da Silva

Instituição
IES_Outra

2023

Painéis de instrumentos para professores na autorregulação e corregulação da aprendizagem colaborativa no ensino superior online

Autor
Tiago Miguel Lima Romão

Instituição
UTAD

2023

Os fatores que permitem viabilizar a utilização de laboratórios remotos de informática no ensino superior online na realidade moçambicana

Autor
David Carlos Franco

Instituição
UTAD

2023

Que currículo para as ciências da computação no ensino básico, no contexto educativo português?

Autor
Fernanda Maria Pires Ledesma

Instituição
IES_Outra

2022

Three-Dimensional Interactive Visualization of the Thematic Network of Immersive Learning Research

Autor
Madalena Antunes de Sousa

Instituição
UP-FEUP