Informática e Sistemas de Informação | Capítulos/artigos em livros internacionais / Book chapters/papers in international books
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- An approach to knowledge management with an e-Learning platformPublication . São Mamede, HenriqueKnowledge management is still a problem for many organizations and at two different levels: tacit knowledge, which typically resides on the head of each individual and gets lost for the organizations when a person goes to work with a different company; explicit knowledge, which presents growing costs for its dissemination in the organization. In the chapter, the authors propose a model to address those problems, taking for base the SECI (Socialization, Externalization, Combination and Internalization) model, originally developed for knowledge management, together with an e-learning platform and a set of activities as tools to implement a working solution. Such model have the ability to solve organizational knowledge problems, implementing a knowledge management process, allowing the transformation of tacit knowledge into explicit knowledge.
- Architecture for a creative information systemPublication . São Mamede, Henrique; Santos, VitorConsidering that the capacity to innovate is increasingly becoming a decisive factor in the competition between organisations, the study and conception of systems that help the birth of new ideas, products and solutions is rising in importance. In this article, the authors consider the concept of Creative Information Systems and present a proposal for the development of architecture for such a system based on the creative technique of brute thinking.
- Computer-simulated 3D virtual environments in collaborative learning and training: meta-review, refinement, and roadmapPublication . Correia, António; Fonseca, Benjamim; Paredes, Hugo; Martins, Paulo; Morgado, Leonel
- Drill-down dashboard for chairing of online master programs in engineeringPublication . Silva, Anabela Costa e; Morgado, Leonel; Coelho, AntónioOnline masters’ program chairs need up-to-date information to monitor efficiently and effectively all the courses in the program for which they are responsible. Learning Management Systems supporting the operation of the online programme collect vast amounts of data about the learning process. These systems are geared to support individual teachers and students, not program chairs. This article presents the process that led to the development of a Dashboards for program chairs, based upon an analysis of their regular supervision tasks, decision-making information needs, and available data in the learning management system, Moodle. The information presented via the dashboard is aggregated and contextualised for all students enrolled in the program, in all its courses, contributing to improve decision-making in program chairing. The dashboard prototype is presented as a concrete outcome of this process, which can be replicated to achieve more advanced and updated versions, hopefully contributing to better program chairing.
- iLRN 2018 Main Conference PrefacePublication . Allison, Colin; Morgado, LeonelILRN 2018 was the fourth annual international conference of the Immersive Learning Network. It followed on from the inaugural conference held in Prague in July 2015, the second conference held in Santa Barbara in June 2016, and the third conference held in Coimbra, Portugal, in 2017. In response to the increasingly accessible and powerful range of VR and AR technology, the vision of the iLRN is to develop a comprehensive research and outreach agenda that encompasses the breadth and scope of learning potentialities, affordances, and challenges of immersive learning environments. To achieve this, the iLRN invites and hosts scientists, practitioners, organizations, and innovators across many disciplines to explore, describe, and apply the optimal use of immersive worlds and environments for educational purposes. The annual conference aims to explain and demonstrate how these immersive learning environments best work. In 2018, 21 formal papers were received for the main conference and after a rigorous reviewing process six were selected for this Springer publication (28% acceptance rate). The authors of these papers come from institutions located in Brazil, Germany, the UK, and the USA (Florida, Texas, California). The main conference papers cover a range of interesting topics in some depth, providing useful information for other educators and researchers. Alvarez-Molina et al. report on how video games can help players develop their musical skills and illustrate this by creating and evaluating a music-video game that aims to improve the key skill of pitch recognition. Bakri et al. investigate the subjective perception of the fidelity of 3D cultural heritage artifacts on the Web and how this affects the user experience. De León reports on the promising results of utilizing problem-based learning for bridging theory and practice in teacher preparation programs through the use of immersive, ill-structured problems in a multi-user virtual environment that simulates a real school. Feenan draws upon 10 years of studies into the use of digital game-based learning as the basis of an analysis that recommends a five-pronged approach to the successful use of games to support social resiliency skills for students in a fast-changing world. Johnson and Sullivan describe a pilot study that identifies three key strategies for making students feel more comfortable and productive in an experimental game design class. Queiroz et al. present a literature review of learning outcomes from using fully HMD-based IVE in primary/K-12 education, highlighting relevant studies, identifying gaps, and providing insights for use in further research. This informative and fascinating collection of papers reflects the emerging and valuable possibilities of immersive learning research. We know you will find many points of interest and use in the well-presented reports in this collection. Finally, we strongly encourage you to join ILRN and contribute your own insights and research to the community.
- Information architecture as an enabler for business developmentPublication . São Mamede, HenriqueIf data gives us the facts and information allows us to draw conclusions, intelligence provides the basis for making good business decisions. Information technology can help organizations to seize the information that is available. Intelligence involves knowing information about some competitive factors like competitors’ profitability and turnover rate, as an example. In this chapter we will present the solution that has been architected and developed for a Portuguese company with problems related with the lack of information for operational management as well as for decision making, at all levels of management. The starting scenario showed characteristics like dispersed information, concentration of knowledge in a single individual, no data or information architecture defined, simple changes involving huge efforts and little and no agility at all. Also, business decision makers did not know if they could rely on the results, as the system was like a black box and often providing not accurate data. One year after the architectural definition of information and systems, followed by rollout of the project we can describe a totally different company, with an information landscape able to support the entire company and providing data for all levels of operations and management. In this chapter we will show how we solved the problem, architecting and implementing a business intelligence solution and the impact of having an information architecture.
- Motivating students to learn computer programming in higher education: the SimProgramming approachPublication . Nunes, Ricardo Rodrigues; Cruz, Gonçalo; Pedrosa, Daniela; Maia, Ana Margarida; Morgado, Leonel; Paredes, Hugo; Cravino, José; Martins, PauloThis paper presents an action research study aiming to motivate undergraduate students to develop their computer programming learning skills, particularly within the transition from beginner to proficient level. The SimProgramming motivational approach is presented as a didactic proposal for this context. From the results of this iterative research process, we concluded that SimProgramming is a promising tool for teaching computer programming skills in intermediate classes, with potential to be used and/or applied in other educational contexts.
- Multimodal narratives as a tool for in-service teachers in an online professional development coursePublication . Pedrosa, Daniela; Cruz, Gonçalo; Morgado, LeonelThis chapter presents how multimodal narratives were employed as a self-reflection tool within an online professional development program for in-service teacher training at Universidade Aberta, Portugal during two editions of a pedagogic practice course. The chapter includes the aspects that raised issues and those that trainees performed correctly. This is done in three stages: beforehand, upon initial contact with multimodal narratives, and after providing feedback to trainees. The most relevant issues were in aspects directly required to enrich the narrative. Aspects related to multimodal narrative structure and features were completed successfully. It is recommended that future attempts to employ multimodal narratives in this context adapt learning resources and pedagogic support practices by employing formative feedback and continual support during the trainees' process of exploring and exploiting multimodal narratives.
- Proposal of a framework for adaptive serious games using design science research methodologyPublication . Pistono, Alvaro; Santos, Arnaldo; Batista, RicardoGames with purposes beyond entertainment, the so-called serious games, have been useful tools in professional training, especially in engaging participants. However, their evaluation and, also, their adaptable characteristics to different scenarios, audiences and contexts remain challenges. This paper examines the application of serious games in professional training, their results and adaptable ways to achieve certain goals. Using the Design Science Research (DSR) methodology, a framework was built to develop and evaluate serious games to improve user experience, learning outcomes, knowledge transfer to work situations, and the application of the skills practised in the game in real professional settings. At this stage, the investigation presents a framework regarding the triangulation of data collected from a systematic literature review, focus groups and interviews. Following the DSR methodology, the next steps of this investigation, listed at the end of the paper, are the demonstration of the framework in serious game development and the evaluation and validation of this artefact.
- Self-regulated learning in computer programming : strategies students adopted during an assignmentPublication . Pedrosa, Daniela; Cravino, José; Morgado, Leonel; Barreira, Carlos Manuel FolgadoThe SimProgramming teaching approach has the goal to help students overcome their learning difficulties in the transition from entry-level to advanced computer programming and prepare them for real-world labour environments, adopting learning strategies. It immerses learners in a businesslike learning environment, where students develop a problem-based learning activity with a specific set of tasks, one of which is filling weekly individual forms. We conducted thematic analysis of 401 weekly forms, to identify the students’ strategies for self-regulation of learning during assignment. The students are adopting different strategies in each phase of the approach. The early phases are devoted to organization and planning, later phases focus on applying theoretical knowledge and hands-on programming. Based on the results, we recommend the development of educational practices to help students conduct self-reflection of their performance during tasks.