2017
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
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.
2020
Authors
Coelho, A; Rodrigues, R; Nóbrega, R; Jacob, J; Morgado, L; Cardoso, P; Zeller, Mv; Santos, L; de Sousa, AA;
Publication
Frontiers Comput. Sci.
Abstract
Serious Pervasive Games extend themagic circle (Huizinga, 1938) to the players’ context and surrounding environment. The blend of both physical and fictive game worlds provides a push in player engagement and promotes situated learning approaches. Space and time, as well as social context, acquire a more meaningful impact on the gameplay. From pervasive learning towards science communication with location-based games, this article presents research and case studies that exemplify their benefits and related problems. Pervasive learning can be defined as “learning at the speed of need through formal, informal and social learning modalities” (Pontefract, 2013). The first case study—the BEACONING project—aims to contextualize the teaching and learning process, connecting it with problem-based game mechanics within STEM. The main goal of this project is to provide the missing connection between STEM subjects and real-world interactions and applications. The pedagogical foundation is supported on problem-based learning (PBL), in which active learning is in the center, and learners have to work with different tools and resources in order to solve problems (quests). Teachers create, facilitate, and assess pervasive and gamified learning activities (missions). Furthermore, these quests are gamified in order to provide non-linear game plots. In a second case study, we demonstrate and evaluate how natural heritage can benefit from pervasive games. This study is based on a set of location-based games for an existing natural park, which have been developed in order to provide enhanced experiences, as well as additional information about some species that are more difficult to observe or that are seasonal. Throughout the research and development of these projects, we have encountered and identified several problems, of different nature, present in pervasive games.
2020
Authors
Morgado, L; Beck, D;
Publication
PROCEEDINGS OF 2020 6TH INTERNATIONAL CONFERENCE OF THE IMMERSIVE LEARNING RESEARCH NETWORK (ILRN 2020)
Abstract
The progress of immersive learning research as a field requires a clear vision of its status, of the current knowledge being produced and of the open problems and gaps. Typical survey efforts however suffer from lack of systematization, providing a scattered perspective of the field. We have combined the literature on conducting systematic scoping reviews and applied it to the field, presenting the resulting protocol. It contributes a clarification on the sequence of steps and processes for delineating a gap, finding the evidence and depart from it to conduct literature reviews.
2020
Authors
Pedrosa, D; Morgado, L; Cravino, J; Fontes, MM; Castelhano, M; Machado, C; Curado, E;
Publication
PROCEEDINGS OF 2020 6TH INTERNATIONAL CONFERENCE OF THE IMMERSIVE LEARNING RESEARCH NETWORK (ILRN 2020)
Abstract
High academic failure rates in computer programming are significant transitioning from initial to advanced stages. In online higher education, challenges are greater since students' autonomy requires greater skills for self-regulation and co-regulation of learning. The SimProgramming approach develops these skills and is being adapted to e-learning for this transitioning phase. In this paper, we describe the dynamics and outcomes of student participation and task development in a first iteration of the adapted e-SimProgramming approach, which took place during a 2nd year-2nd semester course for the Informatics Engineering program at Universidade Aberta in the 2018/2019 academic year. We identified pedagogical and technical challenges, requiring changes for subsequent attempts of adopting SimProgramming for online education contexts: target audience and teaching context aspects; self and co-regulation of learning dimensions of e-learning courses; pedagogical design recommendations; and requirements for software tools for learning management.
2020
Authors
Morais, C; Pedrosa, D; Fontes, MM; Cravino, J; Morgado, L;
Publication
First International Computer Programming Education Conference, ICPEC 2020, June 25-26, 2020, ESMAD, Vila do Conde, Portugal (Virtual Conference).
Abstract
We have employed BPMN diagrams to expose the foreseen teaching and learning activities of participants in an e-learning course under planning. This provided clarification of the teaching and learning actions, revealing to the educational planning team aspects which were not explicit in the lecturer's plan, such as: The level of effort for the teacher as well as for the student; specific moments when there is a need to provide feedback and motivation. We believe that this exercise constitutes a rich and helpful contribution in planning and visualization efficient for other teaching teams of computer programming courses. 2012 ACM Subject Classification Social and professional topics ! Software engineering education.
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