Repository logo
 

Informática e Sistemas de Informação | Comunicações em congressos, conferências, seminários/Communications in congresses...

Permanent URI for this collection

Browse

Recent Submissions

Now showing 1 - 10 of 109
  • Adaptation and personalization of learning management system, oriented to employees’ role in enterprise context: literature review
    Publication . Santos, Arnaldo; Aplugi, Glória
    In 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 paper
    Publication . Santos, Arnaldo; Manhiça, Ruben; Cravino, José
    This 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.
  • The viability of telesurgery service in the Autonomous Region of the Azores, supported by the 5G Network
    Publication . Gualter Sousa; Santos, Arnaldo
    5G network technology is considered one of the driving forces behind various societal changes. Among multiple uses, it offers Telesurgery. In situations where the patient needs specialized surgery, but there are no conditions to be transported to where the surgical intervention can be performed, Telesurgery allows access to the procedure with all the security that 5G network technology offers. The Autonomous Region of the Azores (ARA) is considered an outermost region which is an integral part of the EU (despite the thousands of kilometres that separate it from the European continent). Therefore, the EU law applies to these regions with all rights and duties associated. The Support Service to the Displaced Patient (SADD) accompanies annually and under normal conditions an average of more than 1500 patients from the Azores. They travel to the mainland for health reasons. This scenario is applied across islands, where an average of 550 patients moved annually from islands without a hospital to islands with a hospital. As a result, health costs rise in this Region. This paper will use the survey research methodology since it is the most appropriate method when we want to obtain answers/data that express opinions, customs or characteristics of a certain target audience. Therefore, a mixed mode will be used, namely interviews and questionnaires, having as scientific target areas medicine and engineering, in the specialities of gastroenterology and telecommunications, to support the research questions. This paper aims to present research on the viability of Telesurgery in the Autonomous Region of the Azores, supported by the 5G network, as an alternative for travelling patients.
  • Personalization of content selection in an enterprise LMS
    Publication . Aplugi, Glória; Santos, Arnaldo
    Games 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.
  • An initial framework for adaptive serious games based on a systematic literature review
    Publication . Pistono, Alvaro; Santos, Arnaldo; Baptista, Ricardo
    Serious 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.
  • Learning analytics framework applied to training context: a systematic literature review
    Publication . Dias, João; Santos, Arnaldo
    Currently, business organizations are struggling with the increasing demand for learning needs to address their knowledge gaps. They must have a structure that can reach all employees in terms of training and extract all the important data which is collected by Learning Management Systems during the instruction or learning process. This data will be of extreme importance for better business decisions. In this paper, it is presented a Systematic Literature Review with their respective phases duly explained and framed in the topic. It allowed us to understand the benefits, challenges, enablers, and inhibitors of the deployment and usage of a specified Teaching- Learning Analytics Framework. Finally, it is concluded, that the development of a reference model, could fulfill this gap in knowledge and help business organizations to allocate resources better and improve the decision-making process as well as an instructional and learning process. To achieve the final goal of this research, future work about the development of a Survey Research methodology will be started to fulfill this gap of knowledge.
  • Strategic alignment of knowledge management systems
    Publication . Claudio, Marta; Santos, Arnaldo
    Managing company knowledge and using it effectively is more than ever a strong competitive advantage in the business world. The scientific area of knowledge management and knowledge management systems have been intensively studied in the last years; however, we still see the unstructured implementation of knowledge management systems in organizations, the misalignment of knowledge management systems from the business model and the frustration non-use, lack of systems integration and/ or non-return on investment made either in technology or spent on heavy implementation processes. The state-of-the-art conducted during this study, showed that most knowledge management systems alignment models in the business context have a strong focus on the organizational dimension, e.g., culture, organizational processes, organizational structure, and leadership, having been identified only three models that also cover, simultaneous, the technological and strategic dimension. Our final objective in this study is, following the research survey methodology, to develop a proposed framework for the strategic alignment of knowledge management systems that can support company managers in their decision-making, and to contribute to the development of scientific knowledge in this area.
  • Potencial da educação OnLIFE e da aprendizagem imersiva para enfrentar os desafios do ensino-aprendizagem da engenharia
    Publication . Exler, Rodolfo; Minho, Marcelle; Nonato, Emanuel do Rosário Santos; Morgado, Leonel; Winkler, Ingrid
    Este estudo tem como objetivo discutir o potencial das abordagens de Educação OnLIFE e de Ambientes Virtuais Imersivos na transformação do ensino-aprendizagem em engenharia, focando especialmente em superar os principais desafios contemporâneos da área, tais como a falta de experiência prática, a obsolescência das infraestruturas de laboratório e a inadequação dos métodos de ensino convencionais. Com base na fundamentação teórica, o estudo explorou como a Educação OnLIFE e a Aprendizagem Imersiva podem contribuir nos processos de ensino-aprendizagem da engenharia, proporcionando uma experiência educacional mais adaptativa e experiencial. A análise empírica do estudo apresentou exemplos específicos onde estas metodologias podem ser aplicadas para criar ambientes de aprendizado que simulam experiências industriais reais e projetos de engenharia, destacando o potencial desta abordagem para melhoria da interatividade e na personalização da aprendizagem. As conclusões reiteram que, ao enfrentar os problemas identificados, a adoção de Educação OnLIFE combinada com estratégias de aprendizagem imersiva tem potencial para enriquecer o currículo de ensino de engenharia, para desenvolver tanto a competência técnica quanto atitudinal dos graduandos para os desafios contemporâneos do mercado de trabalho.
  • Potential impact of a demonstration on COVID-19 contagion: an application of a method
    Publication . Leal, Maria da Conceição Dias; Morgado, Leonel; Oliveira, Teresa
    There is evidence that some outdoor events may have contributed to the spread of COVID-19. We updated an empirical methodology based on regression modeling and hypothesis testing to analyze the potential impact of a demonstration that took place in Lisbon, within the scope of the ’Black Lives Matter’ context, on the contagion pattern in the region where this event occurred. We find that in the post-impact period there was no acceleration in the number of cases in the region, unlike in a prior event in the region. The proportion of counties where there was a potential impact of the event is not statistically significant. This result demonstrates that not all outdoor events contributed to the spread of COVID-19 and exemplifies how to apply the selected empirical methodology.
  • Instructional design model for virtuality reality: testing and participant experience evaluation
    Publication . Castelhano, Maria; Almeida, Diana; Morgado, Leonel; Pedrosa, Daniela
    This study aimed to test an Instructional Design model prototype for Virtual Reality (VR) in Higher Education. A qualitative research methodology was used, employing questionnaires and observations for data collection. The research had three main objectives: (1) to identify the applicability and effectiveness of the VR Instructional Design model, (2) to evaluate participants’ experience with immersion, interactivity, and usability of the VR environment, and (3) to obtain feedback from participants about their VR experience. The study involved two sessions. In the first session, participants were introduced to the VR environment, and their initial adaptation difficulties were observed. Informal interviews and a questionnaire collected feedback on immersion, interactivity, interest, and educational potential of VR. The second session indicated the need for revisions in applicability and ease of use. Based on student feedback, session planning should consider initial adaptation, teacher training, equipment availability, interaction elements, resources, realism, immersion, safety, comfort, session duration, communication, collaboration, and clear content delivery. Providing alternative plans for technical failures is essential. Despite these challenges, participants expressed interest in participating in VR sessions and activities.