Informática e Sistemas de Informação / Informatics and Information Systems
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Browsing Informática e Sistemas de Informação / Informatics and Information Systems by Sustainable Development Goals (SDG) "04:Educação de Qualidade"
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- Activity providers for Inven!RAPublication . Morgado, Leonel; Cassola, FernandoThis report details the operation of Web services for platforms implementing the Inven!RA architecture and the data formats for parameter passing and responses.
- Adaptation and personalization of learning management system, oriented to employees’ role in enterprise context: literature reviewPublication . Santos, Arnaldo; Aplugi, GlóriaIn the digital age, the training in companies can be facilitated through a proper system to the company’s demand. A learning platform personalized to the profile of employees can facilitate the selection of training that tailored to their roles. This research aims to investigate the existence of adaptation and personalization of learning management systems (LMS) in enterprise context, that facilitate the selection of learning’s content suited for employees’ roles. This study focuses on literature reviewto understand the importance of a personalized LMS in company, especially in selection of content that adequate to role of each employee.
- Ambientes de aprendizagem imersivosPublication . Morgado, LeonelOs ambientes de aprendizagem imersivos são espaços onde se coocorrem dois fenómenos complexos: a aprendizagem e a imersão, levantando dificuldades de interpretação e, consequentemente, da liberdade de decisão dos participantes para sua orquestração pedagógica ou de aprendizagem. Neste trabalho apresenta-se uma conceptualização teórica que combina estes fenómenos, com o objetivo de contribuir para a resolução deste problema. Demonstra-se através de cinco casos como esta conceptualização permite novas formas de interpretar e analisar a aprendizagem, para dessa forma concretizar o potencial de impacte sobre a orquestração pedagógica e a regulação da aprendizagem.
- An initial framework for adaptive serious games based on a systematic literature reviewPublication . Pistono, Alvaro; Santos, Arnaldo; Baptista, RicardoSerious Games have been used in professional training to increase employee engagement and improve the results of training initiatives. This work intends to investigate the influence of game elements, in adaptable Serious Games, according to the users' interactions, on the increase of engagement in the game itself and, as the main goal, on the learning results and the transfer of the acquired knowledge and practised skills to the daily work activities. Using the Design Science Research - DSR methodology, this study aims to develop a framework for the development and evaluation of Serious Games to improve the user experience, the learning outcomes, the transfer of knowledge to work situations, and the application of the skills practised in the game in real professional scenarios. This paper presents an initial Framework for Adaptive Serious Games derived from a systematic literature review. The next steps in this investigation are pointed out following the DSR methodology.
- Ancient greek technology: an immersive learning use case described using a co-intelligent custom ChatGPT assistantPublication . Morgado, Leonel; Kasapakis, VlasisAchieving consistency in immersive learning case descriptions is essential but challenging due to variations in research focus, methodology, and researchers' background. We address these challenges by leveraging the Immersive Learning Case Sheet (ILCS), a methodological instrument to standardize case descriptions, that we applied to an immersive learning case on ancient Greek technology in VRChat. Research team members had differing levels of familiarity with the ILCS and the case content, so we developed a custom ChatGPT assistant to facilitate consistent terminology and process alignment across the team. This paper constitutes an example of how structured case reports can be a novel contribution to immersive learning literature. Our findings demonstrate how the ILCS supports structured reflection and interpretation of the case. Further we report that the use of a ChatGPT assistant significantly sup-ports the coherence and quality of the team members development of the final ILCS. This exposes the potential of employing AI-driven tools to enhance collaboration and standardization of research practices in qualitative educational research. However, we also discuss the limitations and challenges, including reliance on AI for interpretive tasks and managing varied levels of expertise within the team. This study thus provides insights into the practical application of AI in standardizing immersive learning research processes.
- Apontamentos sobre as especificidades da ética na área da engenharia informáticaPublication . São Mamede, HenriqueNotas sobre as especificidades da ética no contexto da engenharia informática.
- Can we escape the metaverse?: Should we?Publication . Carvalho, Fausto de; Morgado, LeonelIn view of the strong market presence and leverage of major corporations involved in this topic, the most straightforward answer to the questions above is “No”. Nevertheless, multiple perspectives should be considered. Thus, along this article we reflect about the concept of “metaverse”, what parts of it exist today, and what is foreseen that makes this concept a much discussed game changer.
- A consciência do professor na orquestração de atividades de aprendizagem em movimento: uma prática gamificada móvel inventivaPublication . Lima, Claudio Cleverson de; Morgado, Leonel; Schlemmer, ElianeOs espaços contemporâneos desafiam constantemente o setor educacional a ressignificar epistemologias e práticas que promovam a aprendizagem emancipatória e cidadã. Nessa reconfiguração, a aprendizagem em movimento apresenta potencial pedagógico nos aspectos físico e no desenvolvimento de habilidades interpessoais, mas apresenta desafios no acompanhamento desse processo em espaços geográficos amplos e fora do alcance visual do professor. A prática pedagógica gamificada móvel inventiva MOBinvent é analisada enquanto estudo de caso para compreender como aspectos relevantes dessas atividades em movimento permitem ao professor tomar consciência do que ocorre no processo. Elementos de prova das unidades de análise constituem cadeias de evidências a respeito das proposições e explicitam quais aspetos contribuem para que essa consciência seja maior nas atividade acompanhadas pelo professor, face às atividades realizadas por estudantes sem acompanhamento. Esta explicitação poderá orientar desenvolvimento futuro de instrumentos tecnológicos de apoio à colmatação deste diferencial, proporcionando maior liberdade e assertividade na orquestração pedagógica.
- Detailing an e-Learning course on software engineering and architecture using BPMNPublication . Morais, Ceres Germanna Braga; Pedrosa, Daniela; Fontes, Mario Madureira; Cravino, José; Morgado, LeonelWe have employed BPMN diagrams to expose the foreseen teaching and learning activities of participants in an e-learning course under planning. This provided clarification of the teaching and learning actions, revealing to the educational planning team aspects which were not explicit in the lecturer’s plan, such as: the level of effort for the teacher as well as for the student; specific moments when there is a need to provide feedback and motivation. We believe that this exercise constitutes a rich and helpful contribution in planning and visualization efficient for other teaching teams of computer programming courses.
- Educational practices and strategies with immersive learning environments: mapping of reviews for using the metaversePublication . Beck, Dennis; Morgado, Leonel; O'shea, PatrickThe 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.