LE@D - Laboratório de Educação a Distância e Elearning | Artigos em revistas / Papers in journals
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- Escala de Usos da Internet: validação da versão portuguesaPublication . Aires, Luísa; Almeida, Leandro; Instituto de Educação, Universidade do MinhoA evolução tecnológica e a crescente pressão social para o uso da Internet têm evidenciado desigualdades no seu uso, tanto nas condições de acesso, como das competência de uso e usufruto. Estas desigualdades impactam na vida das pessoas, em particular na sua formação e atividade profissional. O conceito de fosso digital tem evoluído, passando do acesso básico às tecnologias digitais (1º nível) para as competências de uso destas tecnologias (2º nível) e, mais recentemente, para os resultados tangíveis do uso da internet (3º nível) (Scheerder et al., 2017). No presente estudo foi aplicada e validada uma escala de Usos da Internet. A Escala de Usos da Internet adaptada ao contexto português mostrou-se robusta e adequada para avaliação dos padrões de uso entre os estudantes universitários.
- A learning design to promote changes in teacher´s digital assessment practicesPublication . Pereira, Alda; Oliveira, IsolinaIn this article, we present the design of an ongoing training course for teachers in non-tertiary education with the aim of promoting a change in their assessment practices towards digital assessment of competences from a sustainable assessment perspective. Using a qualitative approach, we analysed the interactions that took place in the different virtual forums, as well as the reports produced at the end by the participants. Our aim was to find out what the main challenges were for these teachers, while at the same time trying to understand which dimensions of the training process enabled the teachers involved to design and implement strategies for assessing competences using technology. We found that the participants' main difficulties were in changing the focus of the assessment, going beyond the mere assessment of knowledge, as well as in constructing appropriate rubrics for the assessment of competences. Important aspects of the training programme were i) the dimension of collaboration between peers, ii) flexibility in terms of the technologies to be used, considering different digital literacy profiles and iii) the creation and application of pedagogical strategies by the teachers during the training.
- Location-based games as tools for leisure in a military communityPublication . Jenkinsa, Anabela Pimentel da Silva; Aires, LuísaDigital media increasingly affect how people interact with their surroundings, leading to rising levels of indoor screen time. This study examines how locative media technologies can enhance meaningful leisure and learning experiences in outdoor settings. Our goal is to understand the role of location-based games in improving outdoor leisure by implementing a geolocation program within a military community at an Armed Forces base. Therefore, we conducted a qualitative case study based on the principles of the design-based research (DBR) method. By developing, implementing, and using a location-based game prototype, we increased contact with nature and found that locative play encourages learning in outdoor leisure contexts. We also found that the digital locative game promoted a sense of social belonging and positively impacted intergenerational activities, highlighting the immense potential of locative media and ubiquitous learning in outdoor leisure experiences and the creation of new educational opportunities.