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Publicações

Publicações por HumanISE

2021

Narrative-Driven Immersion and Students' Perceptions in an Online Software Programming Course

Autores
Fontes, MM; Pedrosa, D; Araújo, T; Morais, C; Costa, A; Cravino, J; Morgado, L;

Publicação
2021 7TH INTERNATIONAL CONFERENCE OF THE IMMERSIVE LEARNING RESEARCH NETWORK (ILRN)

Abstract
Learning software programming is challenging for software engineering students. In this paper, students' engagement in learning software engineering programming is considered under the SimProgramming approach using the OC2-RD2 narrative technique to create an immersive learning context. The objectives of this paper are twofold: presenting a narrative-driven immersive learning approach to introduce software engineering concepts and coding techniques to online undergraduate students; and analyzing the students' feedback on this approach. Thematic analysis of the metacognitive tasks was performed on the students' fortnightly reflections about their learning progress. Content analysis was based on interest categories, students' perceptions, metacognitive challenges, narratives, examples and aspects to be kept or to be improved. Data from the content analysis were organized into categories, subcategories, indicators, and recording units and their categorization was peer-reviewed. The narratives were considered by the students as interesting, appealing, akin to professional reality and promoting interaction. Most students thought the approach was helpful for learning software programming.

2021

Towards an Immersive Learning Knowledge Tree - a Conceptual Framework for Mapping Knowledge and Tools in the Field

Autores
Beck, D; Morgado, L; Lee, M; Gütl, C; Dengel, A; Wang, MJ; Warren, S; Richter, J;

Publicação
2021 7TH INTERNATIONAL CONFERENCE OF THE IMMERSIVE LEARNING RESEARCH NETWORK (ILRN)

Abstract
The interdisciplinary field of immersive learning research is scattered. Combining efforts for better exploration of this field from the different disciplines requires researchers to communicate and coordinate effectively. We call upon the community of immersive learning researchers for planting the Knowledge Tree of Immersive Learning Research, a proposal for a systematization effort for this field, combining both scholarly and practical knowledge, cultivating a robust and ever-growing knowledge base and methodological toolbox for immersive learning. This endeavor aims at promoting evidence-informed practice and guiding future research in the field. This paper contributes with the rationale for three objectives: 1) Developing common scientific terminology amidst the community of researchers; 2) Cultivating a common understanding of methodology, and 3) Advancing common use of theoretical approaches, frameworks, and models.

2021

Work-in-Progress-Immersing E-facilitators in Training: The Perspective of Project FAVILLE - Facilitators of Virtual Learning

Autores
Lattke, S; Morgado, L; Afonso, AP; Penicheiro, F; Morgado, L; Moreira, JA;

Publicação
2021 7TH INTERNATIONAL CONFERENCE OF THE IMMERSIVE LEARNING RESEARCH NETWORK (ILRN)

Abstract
The paper presents the e-facilitator concept and explores the perspective of some professionals in the field (stakeholders) on this role and its competencies. Facilitation in virtual learning environments is a growing challenge when more and more learners find their way to online learning platforms and many universities adapt their courses to digital environments since the global pandemic forced many people to stay at home.

2021

Metacognitive challenges to support self-reflection of students in online Software Engineering Education

Autores
Pedrosa, D; Fontes, MM; Araujo, T; Morais, C; Bettencourt, T; Pestana, PD; Morgado, L; Cravino, J;

Publicação
2021 4TH INTERNATIONAL CONFERENCE OF THE PORTUGUESE SOCIETY FOR ENGINEERING EDUCATION (CISPEE)

Abstract
Software engineering education requires students to develop technical knowledge and advanced cognitive and behavioral skills, particularly in the transition from novice to proficient. In distance learning, the hurdles are greater because students require greater autonomy, adopting strategies of self and co-regulation of learning. Facing these challenges, the SimProgramming approach has been transposed into the context of DL: e-SimProgramming. In the second iteration of e-SimProgramming implementation (2019/2020), one adaptation was inclusion of metacognitive challenges (MC) to promote students' self-reflection on their learning process. We explain the design of the two types of implemented MCs. We provide qualitative and quantitative analysis of: 1) evolution of MCs submission throughout the semester, identifying regularity and completion within deadlines and their relationship to student success; 2) students' perceptions of MCs. Results show a positive correlation between high MC submission and student success, greater interest and involvement of students in type 2 MCs and positive perceptions of students about MCs.

2021

Ambientes com narrativas imersivas através da técnicas OC2-RD2 no ensino de programação de computadores no ensino superior a distância: perceções dos estudantes sobre os nomes das personagens

Autores
Castelhano, Maria; Araújo, Tânia; Pedrosa, Daniela; Morgado, Leonel; Cravino, José;

Publicação
XII Conferência Internacional de Tecnologias de Informação e Comunicação na Educação Challenges 2021: Desafios do Digital

Abstract
Este estudo desenvolveu-se numa Unidade Curricular da Licenciatura em Engenharia Informática, no contexto de ensino superior português a distância, com alunos maiores de 23 anos, na qual se adotou a abordagem pedagógica e-SimProgramming. Esta abordagem situada em ambiente empresarial simulado recorre a narrativas imersivas desenvolvidas através da técnica OC2-RD2, contemplando o argumento, as personagens e os espaços. Os nomes das personagens têm significados que remetem para arquétipos. Para operacionalizar esta técnica adaptaram-se os nomes dados às personagens ao contexto cultural de Portugal, origem da maioria dos alunos, já que os originais tinham sido concebidos para o contexto cultural do Brasil. Adotou-se uma metodologia de investigação quantitativa e qualitativa, numa perspetiva de estudo de tendência, baseada na análise de respostas a um questionário online. O objetivo visa compreender as perceções dos estudantes sobre os nomes das personagens, em relação à sua adequabilidade na abordagem aos arquétipos da técnica OC2-RD2 no ambiente de simulação. O questionário é composto por questões relativas à perceção dos estudantes quanto ao nome de cada personagem, e caso considerassem o nome desadequado poderiam sugerir alternativas. Realizou-se a análise de dados quantitativa e qualitativa, sendo que em 99 alunos inscritos, 40 responderam ao questionário (40%). Os resultados demonstram que os nomes selecionados para as personagens foram aceites pela maioria dos estudantes (valores iguais ou superiores a 70%). Quanto às sugestões de nomes alternativos, surgiram três grupos distintos: 1- personalidades da área do desenvolvimento de software (e.g. Lovelace, remetendo para Ada Lovelace) e referências técnicas (e.g. Python, uma linguagem de programação); 2- nomes próprios portugueses (e.g. Manuel, Íris); 3- expressões figurativas (e.g. Quasenada, MaisouMenos). Conclui-se que a adaptação dos nomes originais das personagens para o contexto cultural de Portugal foi considerada adequada pelos estudantes, podendo contribuir para a aprendizagem situada com imersão em simulação de ambiente empresarial. Em trabalhos futuros recomenda-se a análise da interpretação dos nomes sugeridos pelos alunos às personagens, para aferir se correspondem aos arquétipos originais ou se induziram alguma alteração, para melhor compreensão da perceção das narrativas face ao contexto cultural e às várias áreas de conhecimentos.;This study was developed in a course of the undergraduate program in Informatics Engineering, in the context of online higher education in Portugal, with students over 23 years of age, in which the eSimProgramming pedagogical approach was adopted. This approach employs situated learning with immersive narratives to simulate a business environment. The narratives were developed through the OC2-RD2 technique, contemplating the script, the characters, and the spaces. The names of the characters have meanings that refer to archetypes. To deploy this technique, the names given to the characters were adapted to the cultural context of Portugal, the origin of most students, since the original names had been designed for the cultural context of Brazil. A quantitative and qualitative research methodology was adopted, in a trend study perspective, based on the analysis of answers from an online questionnaire. The objective is to understand perceptions of character names in relation to their suitability in addressing the archetypes of the OC2-RD2 technique in the simulation environment. The questionnaire is composed of questions regarding the perception of the name of each character, and if they considered the name inappropriate, they could suggest alternatives. Quantitative and qualitative data analysis was performed, and out of 99 students enrolled, 40 answered the questionnaire (40%). The results show that the names selected for the characters were accepted by most students (values equal to or greater than 70%). As for suggestions for alternative names, three distinct groups emerged: 1- personalities from the area of software development (e.g. Lovelace, referring to Ada Lovelace) and technical references (e.g. Python, a programming language); 2- Portuguese given names (e.g. Manuel, Íris); 3- figurative expressions (e.g. Quasenada, MaisouMenos meaning , We conclude that the adaptation of the original names of the characters to the Portuguese cultural context was considered adequate by the students, potentially contributing to the immersion in the simulation of the business environment. In future work we recommend the analysis of the interpretation of the names suggested by the students to the characters, to check if they match the original archetypes or if they induced some change, for a better understanding of the perception of the narratives vis-à-vis the cultural context and the various areas of knowledge.

2021

Ser auto e corregulado no ensino superior: estratégias adotadas pelos estudantes de programação para superar desafios

Autores
Castelhano, Maria; Pedrosa, Daniela; Cravino, José; Morgado, Leonel;

Publicação
V ENJIE: investigação em educação e responsabilidade social: vozes dos jovens investigadores

Abstract
O trabalho desenvolvido tem como objetivos identificar e compreender que estratégias de autorregulação e corregulação das aprendizagens foram adotadas pelos estudantes de programação de computadores no ensino a distância na transição entre iniciantes e proficientes. Este estudo decorreu na Unidade Curricular “Laboratório de Desenvolvimento de Software” (LDS) do 2.º semestre do 2.º ano da Licenciatura de Engenharia Informática da Universidade Aberta, com alunos heterogéneos em idade, residência, habilitações académicas e profissão. Adotou-se uma metodologia de investigação qualitativa por análise de conteúdo (Amado, 2014) de reflexões quinzenais solicitadas aos estudantes, sobre o processo de aprendizagem. A construção das matrizes de análise de conteúdo baseou-se no modelo teórico de Zimmerman (2013). Os resultados apontam para uma maior incidência na adoção de estratégias de autorregulação de aprendizagem de organização e planeamento. As menos frequentes foram a procura de ajuda e a consciência das dificuldades. Nas de corregulação de aprendizagem, as mais evidenciadas foram as de gestão do trabalho em equipa e planeamento. As menos evidentes foram a consciência das dificuldades e a procura de ajuda.

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