2020
Autores
Carvalho, Ana Amélia; Coelho, António; Morgado, Leonel; Prada, Rui;
Publicação
Livro de Atas do 1º SEVj - Seminário Ensino de Videojogos
Abstract
O 1.º SEVj – Seminário sobre Ensino de Videojogos – decorreu no dia 13 de setembro de 2019, organizado pela Sociedade Portuguesa de Ciências dos Videojogos (SPCV) e pelo LabTE da Faculdade de Psicologia e de Ciências da Educação da Universidade de Coimbra. O evento teve como objetivo reunir a comunidade nacional que leciona sobre videojogos para promover sinergias e um conhecimento mútuo mais detalhado. Os participantes foram convidados a partilhar a sua experiência, apresentando práticas bem-sucedidas e reflexões sobre o tema dos videojogos e o seu
ensino. Visa-se com este evento, e suas futuras edições, contribuir para aprimorar a qualidade da formação dos profissionais nas áreas dos videojogos em Portugal. Este documento dá conta das conclusões do evento e apresenta os resumos das comunicações apresentadas pelos participantes. O seminário decorreu em quatro blocos de apresentações de comunicações individuais seguidas de um período de debate plenário sobre as mesmas. O final do evento foi dedicado a um plenário mais vasto convidando todos os participantes para debate e reflexão global, sob a linha diretora: “O que deve advir de maior sentido de corpo nesta comunidade académica?” Os contributos foram coligidos ao vivo em documento online, projetado e editado durante o debate. Esse documento foi posteriormente partilhado com todos os participantes, para dar continuidade à sua elaboração e correção, tendo originado a versão aqui apresentada.
2020
Autores
Lacet, Demetrius; Penicheiro, Filipe; Morgado, Leonel;
Publicação
Videojogos 2020 - 12th International Conference on Videogame Sciences and Arts
Abstract
Interactive storytelling uses in education are limited by the time required for its production and the ephemeral nature of interaction systems, leading inter-active stories to have a short usefulness life. We have developed the
concept of platform-independent interactive stories, called virtual choreographies, enabling interactive stories to be replayed on novel technological platforms as they emerge, tackling the second half of this problem. The first part
was also approached via a graphical storyboarding approach. Both aspects have
been prototyped in a demonstration, called Magical Board Theatre (“Teatro de
Tabuleiro Mágico”, original Portuguese name). We present this prototype, including its storyboarding tool, summarize the virtual choreographies ap-proach,
and demonstrate how the prototype operationalizes them with story and platform examples.
2020
Autores
Carvalho, Fausto de; Morgado, Leonel; Machado, Ricardo;
Publicação
InnovAction
Abstract
This article addresses some aspects of the potential of Extended Reality (XR) technologies in the context of the accelerated ongoing digital transformation, with public awareness and wider acceptance being prompted by current pandemic, due to the widespread adoption of teleworking, distance learning, and virtual conferences.
The state-of-the-art of XR technologies and immersive environments is briefly addressed from the perspective of their sustained adoption in multiple scenarios, including education and training, well-being and active aging, and business.
2020
Autores
Morgado, Leonel;
Publicação
Atas do 1.º SEVj - Seminário Sobre Ensino de Videojogos
Abstract
O uso regular de jogos nas organizações requer integração destes nos processos e sistemas de gestão. Esta integração tem vindo a ser explorada a nível de investigação mas não é habitualmente trabalhada no ensino de desenvolvimento de videojogos. Pretende-se nesta apresentação resumir o conceito, apresentar potencialidades e expor formas de incluir o tema no ensino.
2020
Autores
Lima, Claudio Cleverson de; Schlemmer, Eliane; Morgado, Leonel;
Publicação
EJML 2020 - 5.º Encontro sobre Jogos e Mobile Learning
Abstract
Educational activities where students do not stay at a fixed, predetermined location, has been growing in research output. The pedagogies and processes for these environments where students move are typically less documented than those of traditional classrooms. We have surveyed the areas of problems addressed by the literature on the field, and the areas of its contributions, to build a panorama of the research foci for managing learning in environments where students move. This was done by means of an exploratory literature review, followed by thematic analysis and triangulation. We established that research focuses on problems and contributions dealing with the design, creation, and deployment of these learning activities, and to a lesser degree, on problems and contributions dealing with the potential of use of technology. However, there is a lack of research focusing on other areas relevant to more widespread implementation across the educational system, namely structural, logistic, and assessment problems and contributions. This points towards a need to develop research in these areas, in order to contribute to more grounded and successful efforts to implement learning activities in environments where students move.
2020
Autores
Nunes, PS; Nascimento, MM; Catarino, P; Martins, P;
Publicação
REICE-REVISTA IBEROAMERICANA SOBRE CALIDAD EFICACIA Y CAMBIO EN EDUCACION
Abstract
This paper aims to explore and describe fundamental factors that influence the knowledge and use of Information and Communication Technologies (ICT), in particular of Educational Software (ES) as a tool, by teachers who teach mathematics in any portuguese teaching cycle. The adopted method has a descriptive and exploratory nature, focusing on a quantitative paradigm. The study participants were 96 teachers who teach mathematics, from various elementary and secondary schools, from different regions of Portugal, as well as from other countries where the portuguese curriculum is inserted. The questionnaire, the chi-square independence test and Cramer's V test were used as instruments. Data analysis was performed using SPSS (version 25) and Excel (Office 2016). The results suggest that the age, gender and length of service of mathematics teachers may be factors that influence the knowledge and use of Kahoot ES and that having training may be an essential condition for the use of Modellus and Scratch ESs. We did not find any relationship of dependence between having training and the use of the rule and compass ES by the respondents.
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