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Publications

Publications by Leonel Morgado

2017

Immersive Learning Research Network - Third International Conference, iLRN 2017, Coimbra, Portugal, June 26-29, 2017, Proceedings

Authors
Beck, D; Allison, C; Morgado, L; Pirker, J; Khosmood, F; Richter, J; Gütl, C;

Publication
iLRN

Abstract

2018

Immersive Learning Research Network - 4th International Conference, iLRN 2018, Missoula, MT, USA, June 24-29, 2018, Proceedings

Authors
Beck, D; Allison, C; Morgado, L; Pirker, J; Ríos, AP; Ogle, JT; Richter, J; Gütl, C;

Publication
iLRN

Abstract

2019

Immersive Learning Research Network - 5th International Conference, iLRN 2019, London, UK, June 23-27, 2019, Proceedings

Authors
Beck, D; Ríos, AP; Ogle, JT; Economou, D; Mentzelopoulos, M; Morgado, L; Eckhardt, C; Pirker, J; Hristov, RK; Richter, J; Gütl, C; Gardner, M;

Publication
iLRN

Abstract

2016

Immersive Learning Research Network - Second International Conference, iLRN 2016, Santa Barbara, CA, USA, June 27 - July 1, 2016, Proceedings

Authors
Allison, C; Morgado, L; Pirker, J; Beck, D; Richter, J; Gütl, C;

Publication
iLRN

Abstract

2017

Impact of Non-verbal Communication on Collaboration in 3D Virtual Worlds: Case Study Research in Learning of Aircraft Maintenance Practices

Authors
Silva, G; Morgado, L; Cruz, A;

Publication
Immersive Learning Research Network - Third International Conference, iLRN 2017, Coimbra, Portugal, June 26-29, 2017, Proceedings

Abstract
Virtual worlds are widely regarded as a successful approach for professional team training, due to promoting collaboration through user avatars. Current theoretical models of Computer-Supported Cooperative Work (CSCW) do not account for the specificity of virtual worlds’ affordances for collaboration, particularly regarding non-verbal communication affordances, which led Cruz et al. to propose in iLRN in 2015 a specific protocol to collect data to support the empirical-grounded refinement of the theoretical treatment of virtual worlds in CSCW. Here, we present the results of applying this protocol to a case study in the training of aircraft maintenance practices. A training simulator platform was built with the Open Simulator platform for this purpose. Through activity observation, collected data provided a set of chains of evidence as proof elements, increasing the amount of empirical data available for future theory development.

2020

Uncovering literacy practices in the game total war: Shogun 2 with a contract-agency model

Authors
Neves, PP; Morgado, L; Zagalo, N;

Publication
International Journal of Film and Media Arts

Abstract
This paper showcases how the Contract Agency Model can be used to uncover literacy practices in videogame’s own terms as a complement to existing, more ‘indirect’ games literacies, using as an example the videogame Total War: Shogun 2. The paper first situates the Contract Agency Model within approaches to videogames and within approaches to media literacy. The paper then identifies three interesting literacy practices in the videogame, which also exemplify the eight levels of abstraction of the Contract Agency Model. The paper concludes by discussing the model’s implications to media literacy and videogames, namely that videogames effect a second-order mutual signaling with their players – agency as a conversation of commitment to meaning – that is humanizing of those players, and that the model can uncover this as an im-plicit contract of bio-costs, as a ‘direct’ literacy of videogames, i.e. a literacy in videogames’ own terms. © 2020 BY-NC-ND.

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