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About

About

Leonel Morgado is Full Professor at the Portuguese Open University (Universidade Aberta), where he lectures on research methods and programming, and a Senior Researcher at INESC TEC, being the coordinator of the INESC TEC Nucleus at Universidade Aberta. He is also Vice-President of the Audit Board of the Portuguese Society of Videogame Sciences, Standards Liaison Co-Chair of the IEEE Education Society Technical Committee on Immersive Learning Environments, and Member of the Steering Committee and of the Circle of Scholars of the Immersive Learning Research Network. His main research interest is the use and development of immersive learning environments, which he pursues since 2000. He authored over two hundred papers, in journals, conferences, and as book chapters, having successfully supervised over ten doctoral theses and over thirty master dissertations. He led and participated in multiple research projects, funded by partners from industry, civil society, national government, and the European Union. Before pursuing an academic career, he was business and technical manager of a hardware import, distribution, and retail company, terminologist for the localization teams of Microsoft Office 97 and Oracle InterOffice, created a company for technical translations and software localization, was language quality specialist for IBM/Lotus, a coordinator of a Web development team for museums and heritage sites, of a software deployment team for nation-wide surgery waiting list management, and manager of a cooperative extension team fighting the digital divide in rural villages.

Details

Details

  • Name

    Leonel Morgado
  • Role

    Research Coordinator
  • Since

    01st June 2012
012
Publications

2024

Educational Practices and Strategies With Immersive Learning Environments: Mapping of Reviews for Using the Metaverse

Authors
Beck, D; Morgado, L; O'Shea, P;

Publication
IEEE TRANSACTIONS ON LEARNING TECHNOLOGIES

Abstract
The educational metaverse promises fulfilling ambitions of immersive learning, leveraging technology-based presence alongside narrative and/or challenge-based deep mental absorption. Most reviews of immersive learning research were outcomes-focused, few considered the educational practices and strategies. These are necessary to provide theoretical and pedagogical frameworks to situate outcomes within a context where technology is in concert with educational approaches. We sought a broader perspective of the practices and strategies used in immersive learning environments, and conducted a mapping survey of reviews, identifying 47 studies. Extracted accounts of educational practices and strategies under thematic analysis yielded 45 strategies and 21 practices, visualized as a network clustered by conceptual proximity. Resulting clusters Active context, Collaboration, Engagement and Scaffolding, Presence, and Real and virtual multimedia learning expose the richness of practices and strategies within the field. The visualization maps the field, supporting decision-making when combining practices and strategies for using the metaverse in education, highlights which practices and strategies are supported by the literature, and the presence and absence of diversity within clusters.

2024

"Viewing puzzles as two-faced: theoretical and practical implications for Puzzle-based Learning"

Authors
Fontes, MM; Morgado, LC; Pestana, P; Pedrosa, D; Cravino, JP;

Publication
THINKING SKILLS AND CREATIVITY

Abstract
The Puzzle -based Learning approach has been applied to several fields of knowledge. In education research papers, the instructional usage of puzzles is considered to improve learners' motivation and engagement and help them to develop critical skills but difficulties concerning learners' interaction with puzzles have also been pointed out. Our paper investigates the dynamics of the concept of a puzzle and its interface to provide a better understanding of its form and functions, and help learners interact with puzzles. We consider Puzzle -based Learning tenets as well as their educational impacts on both critical thinking and learner engagement and provide an original proposal concerning the understanding of puzzles. Our proposal centered on the dynamics of puzzles bears conceptual and educational facets. Conceptually, puzzle dynamics is viewed as composed of two elements: a mechanism, the Puzzle Trigger, and a process, the Puzzle -Solving. From an educational point of view, the rationale for integrating Puzzle Triggers in Puzzle -based Learning is meant to help learners interact with puzzles and consequently become motivated and engaged in the Puzzle -Solving process. This way, learners' critical thinking skills are reinforced and focused on finding solutions to challenges. We illustrate the implementation of Puzzle Triggers and Puzzle -Solving by considering two instructional activities in a Software Development undergraduate course of an online learning Informatics Engineering Program.

2023

Mathematical and Statistical Modelling for Assessing COVID-19 Superspreader Contagion: Analysis of Geographical Heterogeneous Impacts from Public Events

Authors
Leal, C; Morgado, L; Oliveira, TA;

Publication
MATHEMATICS

Abstract
During a pandemic, public discussion and decision-making may be required in face of limited evidence. Data-grounded analysis can support decision-makers in such contexts, contributing to inform public policies. We present an empirical analysis method based on regression modelling and hypotheses testing to assess events for the possibility of occurrence of superspreading contagion with geographically heterogeneous impacts. We demonstrate the method by evaluating the case of the May 1st, 2020 Demonstration in Lisbon, Portugal, on regional growth patterns of COVID-19 cases. The methodology enabled concluding that the counties associated with the change in the growth pattern were those where likely means of travel to the demonstration were chartered buses or private cars, rather than subway or trains. Consequently, superspreading was likely due to travelling to/from the event, not from participating in it. The method is straightforward, prescribing systematic steps. Its application to events subject to media controversy enables extracting well founded conclusions, contributing to informed public discussion and decision-making, within a short time frame of the event occurring.

2023

Métodos para criação de narrativas imersivas: uma revisão de revisões da literatura

Authors
Bonfim, CJdL; Morgado, L; Pedrosa, DCC;

Publication
Novos Olhares

Abstract
O conceito de narrativa imersiva enfoca narrativas enquanto forma de promover o estado psicológico de imersão do público-alvo. Este artigo apresenta o resultado de uma revisão de revisões de literatura que objetivou identificar os principais métodos para concepção e criação de narrativas imersivas, considerando aspectos estruturais e elementos específicos, como personagens e cenários. Os resultados revelaram cinco clusters com características diferenciadas, considerando as dimensões da imersão narrativa temporal, espacial e emocional.

2023

Inven!RA Architecture for Sustainable Deployment of Immersive Learning Environments

Authors
Morgado, L; Coelho, A; Beck, D; Gutl, C; Cassola, F; Baptista, R; van Zeller, M; Pedrosa, D; Cruzeiro, T; Cota, D; Grilo, R; Schlemmer, E;

Publication
SUSTAINABILITY

Abstract
The objective of this work was to support the sustainable deployment of immersive learning environments, which face varied obstacles, including the lack of support infrastructures for active learning pedagogies. Sustainability from the perspective of the integration of these environments in educational practice entails situational awareness, workload, and the informed assessment ability of participants, which must be supported for such activities to be employed in a widespread manner. We have approached this wicked problem using the Design Science Research paradigm and produced the Inven!RA software architecture. This novel result constitutes a solution for developing software platforms to enable the sustainable deployment of immersive learning environments. The Inven!RA architecture is presented alongside four demonstration scenarios employed in its evaluation, providing a means for the situational awareness of immersive learning activities in support of pedagogic decision making.

Supervised
thesis

2023

Que currículo para as ciências da computação no ensino básico, no contexto educativo português?

Author
Fernanda Maria Pires Ledesma

Institution
IES_Outra

2023

O desenvolvimento de competências de profissionais no contexto da Indústria 4.0: uma proposta de intervenção baseada em jogos

Author
Allisson Jonathan Marques da Silva

Institution
UAB

2023

Painéis de instrumentos para professores na autorregulação e corregulação da aprendizagem colaborativa no ensino superior online

Author
Tiago Miguel Lima Romão

Institution
UAB

2023

Os fatores que permitem viabilizar a utilização de laboratórios remotos de informática no ensino superior online na realidade moçambicana

Author
David Carlos Franco

Institution
UAB

2022

Three-Dimensional Interactive Visualization of the Thematic Network of Immersive Learning Research

Author
Madalena Antunes de Sousa

Institution
IES_Outra