Loading...
5 results
Search Results
Now showing 1 - 5 of 5
- 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.
- Framework for pedagogical training of trainers in digital content for self-learning (e-Contents)Publication . Santos, Arnaldo; Moreira, Lúcia de Freitas; Silva, Paula Alexandra Valente daThe main objective of continuing education for trainers is to promote the updating, improvement, and acquisition of new didactic and pedagogical skills that cover different fields of action, namely the design, development, and implementation of training programs in the field of research and experimentation of new approaches and methodologies applied to diversified audiences and contexts, especially in e-Learning and b-Learning environments. To fulfill these competencies, the IEFP National Centre for Trainer Qualification (CNQF), besides managing and coordinating the training and certification system for trainers in Portugal, has been developing a modular structure for the Initial Pedagogical Training of Trainers and the Continuous Pedagogical Training of the Distance Trainer (e-Trainer) to contribute to the acquisition and development of pedagogical and technical competences of trainers that will contribute to raising the standards of quality of the training provided. Technological innovation and evolution launch new challenges to Trainers requiring a great effort to adapt and master both from the point of view of pedagogical models and communication processes in learning environments and digital content. This new Continuous Pedagogical Training Referential in Digital Content for Self-Learning (e-Content) was designed in this context. It explores the pedagogical and technological dimensions of producing digital content for distance learning environments. This article presents the fundamentals of this framework, its application, and validation in a case study supported by two e-Content training courses. With this case study and in a perspective of continuous improvement, we intend to understand how the modular structure of the adopted framework influences the results obtained by the trainees of the e-Content training courses and their degree of satisfaction.
- Personalization of content selection in an enterprise LMSPublication . Aplugi, Glória; Santos, ArnaldoGames 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.
- 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.
- An initial framework for adaptive serious games based on a systematic literature reviewPublication . Pistono, Alvaro; Santos, Arnaldo; Baptista, RicardoSerious 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.