2023
Autores
Bonfim, Cristiane; Morgado, Leonel; Pedrosa, Daniela;
Publicação
Journal of Digital Media and Interaction
Abstract
An immersive narrative means to promote immersion of its target audience, considering three
dimensions of narrative immersion: temporal, spatial and emotional. We present and demonstrate the
use of a method for evaluating and classifying these dimensions in narratives, enabling reflections for
their reformulation according to the pedagogical objectives of the teacher. The method was developed
as an artifact of Design Science Research (DSR). It was applied empirically in Portuguese higher
education, on an asynchronous e-learning course at Universidade Aberta, which uses narratives for
narrative immersion and promoting self-regulation and co-regulation of learning: Software Development
Laboratory. The results show that the method enables detection of differences in the level of use of the
various dimensions of narrative immersion, as shown for a sample case. This analysis, beyond its
usefulness for this evaluation and classification upon narratives, enables their creators (e.g. teachers
and non-specialist professionals) to become aware of these situations. Therefore, it provides an
overview and supports grounded reflection, inspiring interventions to reformulate the dimensions of
narrative immersion that one wants to provide to the target audience.;Uma narrativa imersiva deve prover a imersão do público-alvo considerando três dimensões de
imersão narrativa: temporal, espacial e emocional. Apresentamos e exemplificamos o uso de um
método que avalia e classifica estas dimensões em narrativas, apoiando reflexões para a sua
alteração, de acordo com os objetivos pedagógicos almejados pelo docente. O método foi desenvolvido
enquanto artefacto de Design Science Research (DSR). Foi aplicado empiricamente numa unidade
curricular do ensino superior português em regime de e-learning assíncrono na Universidade Aberta,
que utiliza narrativas para imersão narrativa e promover a autorregulação e corregulação das
aprendizagemns: Laboratório de Desenvolvimento de Software. Os resultados indicam que o método
permite detectar diferenças de nível de recurso às várias dimensões de imersão narrativa, como
ocorreu no caso apresentado. Esta análise, além de permitir esta avaliação e classificação em
narrativas, dá aos seus criadores (e.g., professores e profissionais não especialistas) consciência
destas situações ao longo da narrativa. Possibilita, desta forma, uma visão global e uma reflexão
fundamentada, que pode inspirar intervenções para reformular as dimensões de imersão narrativa a
proporcionar ao público-alvo.
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.
2023
Autores
Castelhano, Maria; Morgado, Leonel; Pedrosa, Daniela;
Publicação
SIIE23. XXV Simpósio Internacional de Informática Educativa
Abstract
The emergence of accessible virtual reality
headsets in the past decade multiplied educational uses of
immersive virtual reality. Higher education, in particular, has
seen many such reports emerge. However, there are scarce
frameworks for higher education professionals to plan and
deploy immersive virtual reality within their pedagogical
practice. To attain a perspective on this field, we conducted a
systematic literature review using SCOPUS search, focusing on
Instructional Design Models for Immersive Virtual Reality in
online Higher Education. This review aimed to provide a
comprehensive overview of these models, their respective
phases, and distinctive characteristics. The review identified two
categories of Instructional Design Models for Immersive Virtual
Reality in Higher Education: 1) Models specific to such contexts,
with aspects such as managing immersion time or providing
prior contact with the immersive environment; 2) Models
developed for other contexts and adapted to immersive virtual
reality, addressing aspects such as the importance of creating
objectives, assessment elements, or defining resource purpose.
We conclude that current instructional models used for
immersive virtual reality in higher education lack the
combination of the overall pedagogical concerns with the
specific ones for immersive virtual reality. Thus, we recommend
further research to develop instruction models that combine
both aspects of learning design concerns.
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.
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.
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