Logo do repositório
 

Informática e Sistemas de Informação | Capítulos/artigos em livros internacionais / Book chapters/papers in international books

URI permanente para esta coleção:

Navegar

Entradas recentes

A mostrar 1 - 10 de 17
  • Maximising attendance in higher education: how AI and gamification strategies can boost student engagement and participation
    Publication . Limonova, Viktoriya; Santos, Arnaldo; São Mamede, Henrique; Filipe, Vítor Manuel de Jesus
    The decline in student attendance and engagement in Higher Education (HE) is a pressing concern for educational institutions worldwide. Traditional lecture-style teaching is no longer effective, and students often become disinterested and miss classes, impeding their academic progress. While Gamification has improved learning outcomes, the integration of Artificial Intelligence (AI) has the potential to revolutionize educational experience. The combination of AI and Gamification offers numerous research opportunities and paves the way for updated academic approaches to increase student engagement and attendance. Extensive research has been conducted to uncover the correlation between student attendance and engagement in HE. Studies consistently reveal that regular attendance leads to better academic performance. On the other hand, absenteeism can lead to disengagement and poor academic performance, stunting a student's growth and success. This position proposes integrating Gamification and AI to improve attendance and engagement. The approach involves incorporating game-like elements into the learning process to make it more interactive and rewarding. AI-powered tools can track student progress and provide personalized feedback, motivating students to stay engaged. This approach fosters a more engaging and fruitful educational journey, leading to better learning outcomes. This position paper will inspire further research in AI-Gamification integration, leading to innovative teaching methods that enhance student engagement and attendance in HE.
  • The application of artificial intelligence in recommendation systems reinforced through assurance of learning in personalized environments of e-Learning
    Publication . Bottaro Fresneda, Fernando Cesare; Santos, Arnaldo; Martins, Paulo; Reis, Leonilde
    Learning environments unquestionably enable learners to develop their pedagogical and scientific processes efficiently and effectively. Thus, con-sidering the impossibility of not having conditions of autonomy over the routine underlying the studies and, consequently, not having guarantees of the learning carried out makes the learners experience gaps in the domain of materials ade-quate to their actual needs. The paper's objective is to present the relevance of the applicability of Artificial Intelligence in Recommendation Systems, reinforced through the Assurance of Learning, oriented towards adaptive-personalized prac-tice in corporate e-learning contexts. The research methodology underlying the work fell on Design Science Research, as it is considered adequate to support the research, given the need to carry out the design phases, development, construc-tion, evaluation, validation of the artefact and, finally, communication of the re-sults. The main underlying results instigate the development of an Adaptive-Per-sonalized Learning framework for corporate e-learning, provided with models (methods and algorithms) of Artificial Intelligence and guided using the Assur-ance of (the) Learning process. It becomes central that learners can enjoy ade-quate academic development. In this sense, the framework has an implicit struc-ture that promotes the definition of personalized attributes, which involves rec-ommendations and customizations of content per profile, including training con-tent that will be suggested and learning activity content that will be continuously monitored, given the specific needs of learners.
  • Applying large language models to software development: enhancing requirements, design and code
    Publication . Santos, Gonçalo; Silveira, Clara; Santos, Vitor; Santos, Arnaldo; São Mamede, Henrique
  • The importance of a framework for the implementation of technologies supporting talent management
    Publication . Ferreira, Helena Rodrigues; Santos, Arnaldo; São Mamede, Henrique
    The speed and scale of technological change are raising concerns about the extent to which new technologies will radically transform workplaces. Com-petition for the best talent is being intensified, and talent management requires new approaches and innovative strategies for developing talent based on corpo-rate culture and its unique properties. By implementing and adopting technology in Human Resources Management (HRM), organizations create an employee lifecycle that spans from the initial Hiring Process to encompassing areas such as Performance Management, Learning and Development until the Offboarding, shaping a Talent Management journey. Despite implementing technologies, a continuous practice observed in numerous organizations, there are challenges. The HRM technological market has become massive, and concerns arise about adopting these technologies' costs, practicality, and purpose. Because of that, de-signing strategies for implementing technologies in HRM, specifically in talent management, is hard to overview. In this context, this document aims to present the need for developing a framework that aggregates the implementation process of technologies supporting talent management utilizing Design Science Research (DSR). The holistic perspective we propose aggregates understanding of business challenges and how they relate to the technology selection, technological capa-bilities and implementation process, and expected metrics and impact.
  • Business process automation in SMEs
    Publication . Moreira, Silvia Catarina Oliveira; São Mamede, Henrique; Santos, Arnaldo
    Business Process Automation has been gaining increasing im-portance in the management of companies and organizations since it reduces the time needed to carry out routine tasks, freeing employees for other more crea-tive and exciting things. The use of process automation seems to be a growing trend in the business's operational restructuring, combined with digital trans-formation. It can be applied in the most varied business areas. Organizations from any sector of activity can also adopt it. Given these benefits, the granted success in transforming business processes would be expected. However, 30 to 50% of automation initiatives with Robotic Process Automation technology fail. In this work, a set of guidelines will be proposed that will constitute, after validation, a framework capable of guiding organizations, with a focus on SMEs, in the procedure of automating their processes, thus obtaining the maxi-mum return of this transformation.
  • How museums are changing their visitors’ experience with new formats and approaches to digital storytelling
    Publication . Lacet, Demetrius; van Zeller, Maria; Martins, Paulo; Morgado, Leonel
    This study focuses on exploring new formats and innovative approaches to digital storytelling in museums, offering a critical analysis of existing formats and proposing new perspectives. Initially, current digital storytelling formats are examined, ranging from mobile applications and augmented reality to interactive and multimedia exhibitions. Next, new paradigms and strategies are discussed that aim to expand the possibilities of public engagement and enrich museum experiences. Using a detailed method, careful selections, in-depth analyses and presentation of results are made that highlight both the potential and challenges of these new approaches. The final discussion contextualizes these practices in the current scenario of digital culture and suggests paths for future investigations and developments in the field of digital storytelling in museums.
  • Proposal of a framework for adaptive serious games using design science research methodology
    Publication . Pistono, Alvaro; Santos, Arnaldo; Batista, 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.
  • Information architecture as an enabler for business development
    Publication . São Mamede, Henrique
    If 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.
  • An approach to knowledge management with an e-Learning platform
    Publication . São Mamede, Henrique
    Knowledge 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 system
    Publication . São Mamede, Henrique; Santos, Vitor
    Considering 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.