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Informática e Sistemas de Informação | Artigos em revistas internacionais / Papers in international journals

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  • Emerging technologies as sociotechnical–immersive systems: a framework and research agenda for K–12 online learning
    Publication . Beck, Dennis; Elmendorf, Doug; Morgado, Leonel
    K-12 digital learning is increasingly shaped by emerging technologies layered onto existing digital infrastructures. In practice, the technologies that dominate attention, especially generative and assistive AI, arrive bundled with new assessment tensions, data flows, acquisition constraints, and inequities in access and support. This article proposes a practitioneroriented framework for understanding emerging technologies as sociotechnical-immersive systems rather than standalone tools. The framework connects the following three lenses: (1) a macro sociotechnical circle that foregrounds policy, markets, equity, and governance; (2) a meso environment-design circle that analyzes how learning experiences are configured through system, narrative, and agency; and (3) a micro educational-approaches circle that focuses on the instructional activities educators enact within those environments, using the Immersive Learning Brain as a map of practice and strategies. We developed this framework through practitioner sensemaking grounded in practitioner focus group data and aligned it with recent research syntheses on emerging technologies. We illustrate the framework through one worked example and two comparative mini-cases. We conclude with an agenda for researchers and practitioners focused on assessment, equitable infrastructure and support, data stewardship, and environment-design descriptions that move beyond technocentric labels.
  • An LMS with personalized content selection for professional training
    Publication . Aplugi, Glória; Santos, Arnaldo
    A Learning management system (LMS) is considered appropriate for company training. It is increasingly used in companies or organizations as a tool to manage their online training. The company or organization should consider the implementation of an LMS that provides ease in training content selection to achieve the best use and satisfaction of its employees in the learning process. From this perspective, the present study aims to investigate the implementation of a personalized LMS to facilitate the formative content selection tailored to employees’ roles. A Survey research methodology was used to achieve this objective. Based on the literature and survey results, we propose an approach to reach the personalization of content selection.
  • Evolution of an adaptive serious games framework using the design science research methodology
    Publication . Pistono, Alvaro; Santos, Arnaldo; Baptista, Ricardo
    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.
  • Highly efficient software development using DevOps and microservices: a comprehensive framework
    Publication . Barbosa, David; Santos, Vitor; Silveira, Maria Clara; Santos, Arnaldo; São Mamede, Henrique
    With the growing popularity of DevOps culture among companies and the corresponding increase in Microservices architecture development—both known to boost productivity and efficiency in software development—an increasing number of organizations are aiming to integrate them. Implementing DevOps culture and best practices can be challenging, but it is increasingly important as software applications become more robust and complex, and performance is considered essential by end users. By following the Design Science Research methodology, this paper proposes an iterative framework that closely follows the recommended DevOps practices, validated with the assistance of expert interviews, for implementing DevOps practices into Microservices architecture software development, while also offering a series of tools that serve as a base guideline for anyone following this framework, in the form of a theoretical use case. Therefore, this paper provides organizations with a guideline for adapting DevOps and offers organizations already using this methodology a framework to potentially enhance their established practices.
  • Artificial intelligence in recruitment: a multivocal review of benefits, challenges, and strategies
    Publication . Trovão, Hugo; São Mamede, Henrique; Trigo, Paulo; Santos, Vitor
    This study investigates the role of artificial intelligence (AI) in recruitment, with a specific emphasis on small and medium enterprises (SMEs) and cultural diversity, two dimensions frequently underrepresented in existing research. The objective is to evaluate the benefits, challenges, and strategies for the responsible adoption of AI in recruitment. To achieve this, a Multivocal Literature Review (MLR) was conducted, systematically synthesising peer-reviewed studies and grey literature published from 2018 onwards. Following Kitchenham’s systematic review guidelines and Garousi’s multivocal extensions, academic and practitioner perspectives were analysed to capture both theoretical insights and real-world practices. The findings indicate that AI can streamline recruitment processes, improve decision-making accuracy, and enhance candidate experience through tools such as résumé screening, predictive analytics, and generative AI applications. However, issues of algorithmic bias, limited transparency, data quality, regulatory compliance, and workforce scepticism persist, particularly in SMEs that face resource constraints. Although much of the available evidence reflects Western contexts, this review broadens the scope by integrating global perspectives and highlighting how cultural and regional factors influence AI acceptance. The novelty of this study lies in combining academic and industry evidence to propose actionable strategies—such as bias audits, explainable AI frameworks, and human-in-the-loop approaches—for more inclusive, sustainable, and globally relevant adoption of AI in recruitment.
  • Bridging the gaps: an updated mapping of the uses of immersive learning environments
    Publication . Morgado, Leonel; Beck, Dennis; O'shea, Patrick
    Since publication of the 2020 survey of surveys, “Finding the gaps about uses of immersive learning environments: a survey of surveys,” the field of immersive learning environments has experienced substantial growth and diversification. This updated review systematically maps recent developments by analyzing 64 new literature surveys published after the original corpus date, significantly expanding the corpus from 47 to 111 reviews. Through thematic content analysis, our study identifies and integrates five new educational use themes—Games, Observation, Personification, Storytelling, and Student Authoring—and revises existing categories based on recent research. We observed shifts in the prevalence of themes, most notably an increase in uses related to data collection, interactive exploration and manipulation, contextual/media integration, and physical world simulation. We also discussed these changes in relation to recent technological advancements and the influence of emergency remote teaching during the COVID-19 pandemic. Moreover, our results provide an updated representation of immersive learning uses within the conceptual framework of immersion dimensions (system, narrative, agency), updating current research clusters and persistent gaps. By illustrating areas with limited exploration, such as highly interactive narrative experiences, or low-technology interactive uses, this paper informs future research directions and contributes to an understanding of how immersive environments are being employed for learning. This comprehensive mapping thus serves as a resource for researchers and educators aiming to leverage immersive learningenvironments. This paper builds on a shorter version accepted for inclusion in the proceedings of the iLRN 2025 conference, offering expanded results, additional analyses, and extended discussion that clarifies and deepens the original findings.
  • Immersive virtual reality learning environments for higher education: a student acceptance study
    Publication . Aufenanger, Stefan; Bastian, Jasmin; Bastos, Glória; Castelhano, Maria; Ferreira, Célia; Fokides, Emmanuel; Gavalas, Damianos; Kasapakis, Vlasis; Agelada, Androniki; Kostas, Apostolos; Koutromanos, George; Makrides, Gregory; Morgado, Leonel; Szemberg, Tomasz; Pedrosa, Daniela; Sofos, Alivizos; Szpond, Justyna
    The study investigates the integration of Virtual Reality Learning Environments (VRLEs) in academic teaching through the EU-funded "REVEALING" project. Researchers from Cyprus, Germany, Greece, Poland, and Portugal developed and evaluated five different immersive VRLEs, each focusing on diverse educational topics, including ancient Greek technology, sea urchin measurements, linear algebra, and historical expeditions. The study aims to determine effective instructional design principles for VRLEs and assess students’ acceptance and learning outcomes. The VRLEs were designed based on literature-derived principles that emphasise ease of tool usage, authentic experiences, and continuous feedback. Students from the participating universities explored these VR environments, providing feedback through a standardized questionnaire on aspects like immersion, ease of use, motivation, and emotions. Results show that most participants positively engaged with the VRLEs, reporting high motivation and positive emotional responses, particularly for experiences involving interactivity. However, challenges like motion sickness and technical issues were noted, especially at one institution. The findings suggest that immersive VR experiences can significantly enhance motivation and engagement, but their effectiveness depends on careful alignment with pedagogical goals, design quality, and user experience considerations.
  • Prática pedagógica com realidade virtual imersiva no ensino superior: experiência e perceções da docente e estudantes
    Publication . Pedrosa, Daniela; Almeida, Diana; Castelhano, Maria; Morgado, Leonel
    Este artigo descreve uma prática educativa desenvolvida no Ensino Superior, no âmbito da Unidade Curricular Educação para as Redes Sociais, da Licenciatura em Produção Multimédia em Educação, com o objetivo de explorar a integração da Realidade Virtual Imersiva (RV-I) como ferramenta pedagógica. A atividade envolveu a exploração de um cenário virtual, a criação de uma publicação multimédia para disseminação no Facebook e a reflexão crítica sobre o papel do criador/gestor de conteúdos digitais. A prática simulou um ambiente profissional de redes sociais, com os estudantes a desempenharem esse papel. A sessão foi organizada em dois momentos: o primeiro dedicado à ambientação à RV através de um tutorial; o segundo à exploração do cenário virtual “Fundo do Mar” e à recolha de materiais. Os dados foram recolhidos através de grelhas de observação, questionário aos estudantes e entrevista à docente. Os resultados indicam que, apesar de alguns constrangimentos técnicos (como problemas de ligação à Internet e limitações do cenário), a atividade foi percecionada como motivadora e inovadora. Os estudantes destacaram a imersão, a utilidade pedagógica da ferramenta e a vontade de repetir a experiência. A docente, por sua vez, salientou a importância da preparação técnica, da formação docente e da flexibilidade na planificação. Conclui-se que a RV-I apresenta potencial para enriquecer o ensino superior, desde que acompanhada de estratégias de implementação bem delineadas.
  • Framework for adaptive serious games
    Publication . Pistono, Alvaro Marcos Antonio de Araujo; Baptista, Ricardo José Vieira; São Mamede, Henrique; Santos, Arnaldo
    Professional training presents a significant challenge for organizations, particularly in captivating and engaging employees in these learning initiatives. With the ever‐evolving landscape of workplace education, various learning modes have emerged within organizations, and e‐learning stands out as a prominent choice. This increasingly cost‐effective and adaptable solution has revolutionized training by facilitating numerous learning activities, including the seamless integration of educational games driven by cutting‐edge technologies. However, incorporating serious games into educational and professional settings introduces its own set of challenges, particularly in quantifying their tangible impact on learning and assessing their adaptability across diverse contexts. Organizations require a consistent framework to guide best practices in implementing e‐learning combined with serious games in professional training. The primary objective of this research is to bridge this gap. Rooted in the methodology of Design Science Research, it aims to provide a comprehensive framework for creating and assessing adaptive serious games that achieve desired learning and engagement outcomes. The overarching goal is to enhance the teaching–learning process in professional training, ultimately elevating student engagement and boosting learning outcomes to new heights. The proposal is grounded in a review of literature, expert insights, and user experiences with Serious Games in professional training, considering learning outcomes and forms of adaptation as essential characteristics for developing or evaluating Serious Games. The result is a framework designed to guide learners toward improved learning outcomes and increased engagement. The proposal underwent evaluation through triangulation, involving focus groups and expert interviews. Additionally, it was utilized in the development and assessment of a Serious Game, offering new insights and application suggestions. This experiment provided an evaluation of the framework based on real courses. In summary, this investigation contributes to the development of evidence‐based approaches for the effective use of Serious Games in professional training.
  • Common techniques, success attack factors and obstacles to social engineering: a systematic literature review
    Publication . Lopes, António; São Mamede, Henrique; Reis, Leonilde; Santos, Arnaldo
    Knowledge of Social Engineering is crucial to prevent potential attacks related to organizational Information Security. The objective of this paper aims to identify the most common social engineering techniques, success attack factors, and obstacles, as well as the good practices and frameworks that could be adopted concerning their mitigation. As an analysis methodology, a Systematic Literature Review was carried out. The findings revealed that the discussion about SE attacks has increased and that the most imminent threat is phishing. Exploiting human vulnerabilities is a growing threat when the attack is not carried out directly through technical means. There continue to be more technical attacks than non-technical attacks. Encouraging organizational security prevention, like training, education, technical controls, process development, defense in detail, and the development of security policies, should be considered mitigating factors for the negative impact of SE attacks. Most SE frameworks/models are focused on attack techniques and methods, mostly on technical components, decorating human factor. As a novelty, we found the opportunity to develop a new framework that could improve coverage of the gaps found, supported on security international standards, that could help and support researchers in developing their work, understanding open research topics, and providing a clearer understanding of this type of threat.