Informática e Sistemas de Informação | Comunicações em congressos, conferências, seminários/Communications in congresses...
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- Challenges in the adoption of virtual reality in education: an action research approachPublication . Sacavém, Ana; Morgado, Leonel; Sacavém, António
- Implementation of virtual reality in teacher training: a case study with VRChat and Oculus Quest 2Publication . Castelhano, Maria; Pedrosa, Daniela; Morgado, Leonel; Messias, Inês; Economou, Daphne; Lazou, Chrysoula; MacDowell, Paula; Pedrosa, Daniela; Beck, Dennis; Smith-Nunes, Genevieve; Mystakidis, Stylianos; Peña-Rios, Anasol; Richter, JonathonThe growing adoption of immersive learning technologies, such as Virtual Reality (VR), demands a transformation in lesson planning and pedagogical practices. In this case study, 13 teachers enrolled as students in the Digital Resources in Education Master's program at the School of Education of the Santarém Polytechnic University, Portugal, participated in a practical VR experience as part of the Digital Resources II course. During the activity, participants explored learning scenarios in VRChat using Oculus Quest 2. The primary objectives were to provide teachers with hands-on experience in VR, enable them to design VR-integrated lesson plans based on instructional design principles, and facilitate critical reflection on the pedagogical implications of VR.
- Frontiers of the past in the digital world: multidisciplinary collaboration in the 3D reconstitution of medieval border townsPublication . Cuesta-Gómez, Fabián; Trindade, Luísa; Silva, Gonçalo Melo da; Alves, Tiago; Filipe, João; Lscet, Demetrius; Morgado, Leonel; Prata, Sara; Coelho, António; Costa, Adelaide Millán; van Zeller, MariaThe virtual reconstitution of Castelo de Vide, Portugal, within the FRONTOWNS project, highlights the challenges and successes of multidisciplinary collaboration in heritage preservation through 3D modeling. The goal was to reconstruct the town’s urban evolution, focusing on its role as a border settlement from the 13th to 16th centuries. The project combined archaeological evidence, historical sources, and digital technologies like photogrammetry and 3D scanning. Co-creation workshops aligned diverse knowledge, leading to creative solutions that balanced historical accuracy and technical feasibility. Despite budget constraints, it produced a highquality digital reconstitution with insights for future virtual heritage projects.
- Method for evaluation and classification of self and co-regulation of learning in immersive narrativesPublication . Bonfim, Cristiane Jorge; Pedrosa, Daniela; Morgado, Leonel; Krüger, Jule; Pedrosa, Daniela; Beck, Dennis; Bourguet, Marie-Luce; Dengel, Andreas; Ghannam, Rami; Miller, Alan; Pena-Rios, Anasol; Richter, JonathonSelf and co-regulation of learning (SCRL) are strategies that students can adopt to become more active and committed to their learning. Encouraging students to adopt these strategies is a challenge for teachers that can be met by using narratives as a teaching resource. To support teachers in this process, we present a method for evaluating, classifying, and reflecting on excerpts from immersive narratives for SCRL, so that you can objectively base your decision when applying the method. The method was developed as an artifact of Design Science Research (DSR). In the Design stage of DSR, a 4-stage scheme was developed, and 38 criteria were described to identify and classify narratives that guide or encourage students to adopt SCRL strategies. In the DSR demonstration stage, we tested the method in an asynchronous e-learning curricular unit (UC) in Portuguese higher education, which uses a narrative-oriented immersive learning approach for SCRL, called e-Sim(Programming). The results show that the graphic visualization of the classification made it possible to perceive the occurrence of the SCRL categories in the narratives, enabling the teacher to be inspired and reflect on the categories to be enhanced for necessary changes in the narrative in line with their pedagogical objectives.
- Describing and interpreting an immersive learning case with the immersion cube and the immersive learning brainPublication . Beck, Dennis; Morgado, LeonelCurrent descriptions of immersive learning cases are often difficult or impossible to compare. This is due to a myriad of different options on what details to include, which aspects are relevant, and on the descriptive approaches employed. Also, these aspects often combine very specific details with more general guidelines or indicate intents and rationales without clarifying their implementation. In this paper we provide a method to describe immersive learning cases that is structured to enable comparisons, yet flexible enough to allow researchers and practitioners to decide which aspects to include. This method leverages a taxonomy that classifies educational aspects at three levels (uses, practices, and strategies) and then utilizes two frameworks, the Immersive Learning Brain and the Immersion Cube, to enable a structured description and interpretation of immersive learning cases. The method is then demonstrated on a published immersive learning case on training for wind turbine maintenance using virtual reality. Applying the method results in a structured artifact, the Immersive Learning Case Sheet, that tags the case with its proximal uses, practices, and strategies, and refines the free text case description to ensure that matching details are included. This contribution is thus a case description method in support of future comparative research of immersive learning cases. We then discuss how the resulting description and interpretation can be leveraged to change immersion learning cases, by enriching them (considering low-effort changes or additions) or innovating (exploring more challenging avenues of transformation). The method holds significant promise to support better-grounded research in immersive learning.
- 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.
- Immersion for AI: immersive learning with artificial intelligencePublication . Morgado, LeonelThis work reflects upon what Immersion can mean from the perspective of an Artificial Intelligence (AI). Applying the lens of immersive learning theory, it seeks to understand whether this new perspective supports ways for AI participation in cognitive ecologies. By treating AI as a participant rather than a tool, it explores what other participants (humans and other AIs) need to consider in environments where AI can meaningfully engage and contribute to the cognitive ecology, and what the implications are for designing such learning environments. Drawing from the three conceptual dimensions of immersion—System, Narrative, and Agency—this work reinterprets AIs in immersive learning contexts. It outlines practical implications for designing learning environments where AIs are surrounded by external digital services, can interpret a narrative of origins, changes, and structural developments in data, and dynamically respond, making operational and tac-tical decisions that shape human-AI collaboration. Finally, this work suggests how these insights might influence the future of AI training, proposing that immersive learning theory can inform the development of AIs capable of evolving beyond static models. This paper paves the way for understanding AI as an immersive learner and participant in evolving human-AI cognitive ecosystems.
- Participatory design as a co-creation methodology for health literacy games: the case of the TRIO projectPublication . van Zeller, Maria; Morgado, Leonel; Peçaibes, VivianeThe co-creation of games is a research area that has shown very promising results in identifying technological requirements. It is an approach where the researcher usually adopts the role of a participant observer, guiding the dynamics of co-creation acts. This situation limits the opportunities for replicability of co-creation methods by independent facilitators, which could elucidate the quality and improvement opportunities of these methods, contributing to their more widespread application. In this paper, we present a methodology that aims to overcome this limitation, allowing the replication of co-creation workshops by different independent facilitators. This methodology was conceived in the context of collecting relevant information for the design of an educational digital platform that intends to use gamified resources for adult education in digital health data literacy. Specifically, co-creation workshops were used to gain an overview of the difficulties of different age groups in this area and their perspective on which games would best address these difficulties. The workshops were conducted in five countries with planning oriented so that each country could have a different facilitator, not requiring the presence of the researcher who designed them. The challenge of this planning was to maintain the approach of the facilitators identical in all countries, as best one could. We present here the method adopted through its planning and materials designed for information collection, which included brainstorming using card sorting and game ideation with the use of templates. The analysis of replicability by independent facilitators was done by scrutinizing the produced elements, which allowed us to observe the aspects of coherence and divergence among the various facilitators. Thus, we conclude that this approach is a good starting point to overcome current limitations and identify possible lines of improvement.
- 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.
- The impact of artificial intelligence on a learning management system in a higher education context: a position paperPublication . Santos, Arnaldo; Manhiça, Ruben; Cravino, JoséThis position paper provides an overview of the most important practices in the field of Artificial Intelligence (AI) used in educational contexts, with a focus on the main platforms used for teaching (LMS) to support the development of a research work at EduardoMondlane University (UEM) in Mozambique. To that end, definitions and descriptions of relevant terms, a brief historical overview of Artificial Intelligence (AI) in education and an overview of the common goals and practices of using computational methods in educational contexts are provided. The state of the art regarding the adaptation and use of Artificial Intelligence is presented and we discuss the potential benefits and the open challenges. The paper also presents the methodology and key steps which will be developed at UEM to achieve the research goals.