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

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  • 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.
  • 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.
  • Using BPMN to identify indicators for teacher intervention in support of self-regulation and co-regulation of learning in asynchronous e-learning
    Publication . Morais, Ceres Germanna Braga; Pedrosa, Daniela; Rocio, Vitor; Cravino, José; Morgado, Leonel
    We used BPMN diagrams to identify indicators that can assist teachers in their intervention actions to support students’ self-regulation and co-regulation in an asynchronous e-learning context. The use of BPMN modeling, by making explicit the tasks and procedures implicit in the intervention of the e-learning teacher, also exposed which data were available for developing decision-support indicators, as well as the relevant moments for carrying out interventions. Such indicators can help e-learning teachers focus their interventions to support selfregulation and co-regulation of learning, as well as enabling the creation of live data dashboards to support decision-making for those interventions, thus this process can contribute to devise better instruments for teacher intervention in support of self-regulation and co-regulation of student learning.
  • Motivating students to learn computer programming in higher education: the SimProgramming approach
    Publication . Nunes, Ricardo Rodrigues; Cruz, Gonçalo; Pedrosa, Daniela; Maia, Ana Margarida; Morgado, Leonel; Paredes, Hugo; Cravino, José; Martins, Paulo
    This paper presents an action research study aiming to motivate undergraduate students to develop their computer programming learning skills, particularly within the transition from beginner to proficient level. The SimProgramming motivational approach is presented as a didactic proposal for this context. From the results of this iterative research process, we concluded that SimProgramming is a promising tool for teaching computer programming skills in intermediate classes, with potential to be used and/or applied in other educational contexts.
  • Drill-down dashboard for chairing of online master programs in engineering
    Publication . Silva, Anabela Costa e; Morgado, Leonel; Coelho, António
    Online masters’ program chairs need up-to-date information to monitor efficiently and effectively all the courses in the program for which they are responsible. Learning Management Systems supporting the operation of the online programme collect vast amounts of data about the learning process. These systems are geared to support individual teachers and students, not program chairs. This article presents the process that led to the development of a Dashboards for program chairs, based upon an analysis of their regular supervision tasks, decision-making information needs, and available data in the learning management system, Moodle. The information presented via the dashboard is aggregated and contextualised for all students enrolled in the program, in all its courses, contributing to improve decision-making in program chairing. The dashboard prototype is presented as a concrete outcome of this process, which can be replicated to achieve more advanced and updated versions, hopefully contributing to better program chairing.
  • Multimodal narratives as a tool for in-service teachers in an online professional development course
    Publication . Pedrosa, Daniela; Cruz, Gonçalo; Morgado, Leonel
    This chapter presents how multimodal narratives were employed as a self-reflection tool within an online professional development program for in-service teacher training at Universidade Aberta, Portugal during two editions of a pedagogic practice course. The chapter includes the aspects that raised issues and those that trainees performed correctly. This is done in three stages: beforehand, upon initial contact with multimodal narratives, and after providing feedback to trainees. The most relevant issues were in aspects directly required to enrich the narrative. Aspects related to multimodal narrative structure and features were completed successfully. It is recommended that future attempts to employ multimodal narratives in this context adapt learning resources and pedagogic support practices by employing formative feedback and continual support during the trainees' process of exploring and exploiting multimodal narratives.