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Publications

Publications by Leonel Morgado

2014

Online-Gym: A 3D Virtual Gymnasium Using Kinect Interaction

Authors
Cassola, F; Morgado, L; de Carvalho, F; Paredes, H; Fonseca, B; Martins, P;

Publication
Procedia Technology

Abstract

2014

Online-Gym: multiuser virtual gymnasium using RINIONS and multiple Kinect devices

Authors
Cassola, F; Paredes, H; Fonseca, B; Martins, P; Ala, S; Cardoso, F; de Carvalho, F; Morgado, L;

Publication
2014 6TH INTERNATIONAL CONFERENCE ON GAMES AND VIRTUAL WORLDS FOR SERIOUS APPLICATIONS (VS-GAMES)

Abstract
To enhance older citizen's practice of physical exercise, we present the architecture, development, and pilot testing of a multiuser online gymnasium based on Kinect motion capture and OpenSimulator, which aims to enable socialization and supervision of exercise practice without travel requirements. The prototype was tested simultaneously with 4 elders at different locations, providing data on the feasibility of the approach and informing subsequent development and research.

2016

SIMPROGRAMMING: THE DEVELOPMENT OF AN INTEGRATED TEACHING APPROACH FOR COMPUTER PROGRAMMING IN HIGHER EDUCATION

Authors
Pedrosa, D; Cravino, J; Morgado, L; Barreira, C; Nunes, RR; Martins, P; Paredes, H;

Publication
INTED2016: 10TH INTERNATIONAL TECHNOLOGY, EDUCATION AND DEVELOPMENT CONFERENCE

Abstract
Computer programming courses in higher education tend to have high rates of academic failure and students struggle, particularly so in the transition from entry-level programming to advanced programming. Some of the reasons given in the literature relate to the type of teaching approach and the strategies used by students and their attitudes towards computer programming. The literature also mentions that educational approaches are not always appropriate to the needs of students and to the development of skills required in the job market. We developed a teaching approach to try to address some of these issues and support students learning computer programming in the transition from entry-level to advanced computer programming: the SimProgramming approach. This approach was introduced at the University of Tros-os-Montes e Alto Douro (Portugal), within the scope of the course " Programming Methodologies III", part of the second curricular year of the programmes of studies in Informatics Engineering and in Information & Communication Technologies. We present in detail the origins of the SimProgramming approach, starting from the first trials that introduced, in two iterations, learning activities based on problem-based learning, and up to the third iteration where the current SimProgramming approach was implemented. We describe the reasoning, design and implementation of these three iterations, to show how the approach evolved. The SimProgramming approach is based in four conceptual foundations: business-like learning environment, self-regulated learning, co-regulated learning and formative assessment. For each of these conceptual foundations, we explain the teaching strategies adopted. In SimProgramming, the learning activity process develops in four phases, and students have specific tasks in each phase. We analyse interview data regarding student perceptions about the SimProgramming approach, and registration grids data on team work dynamics and final assessment of the assignment, noting the impact of SimProgramming in student grades. The application of SimProgramming revealed promising evidences in the overall results of student learning in the activities proposed in this approach. The average grades improved, and did the number of students regularly submitting their tasks on schedule. The perceptions of students regarding the SimProgramming approach are very positive: they recommend using it in the following years, and provided some suggestions to improve the approach. We conclude with reflections and recommendations for subsequent development of the SimProgramming approach in its application to the teaching of computer programming and potential for using it in other educational contexts.

2014

VIC - An interactive video system for dynamic visualization in web and mobile platforms

Authors
Fonseca, B; Paredes, H; Martins, P; Alberto, A; Rego, J; Morgado, L; Santos, A;

Publication
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)

Abstract
This paper presents an interactive video system that enables users to change the flow of video playback by interacting with hotspots that were predefined throughout the video streams. These hotspots are synchronized with the underlying video streams and the interactions result in smooth transitions between the preloaded targets. This approach allows the dynamic visualization of content by interacting with the hotspots and producing the consequent changes in the flow of the story. The system includes web-based and mobile video players specifically developed to deal with the interactive features, as well as a configuration tool that allows content managers to choose which pre-produced interaction possibilities will be used for a specific target audience. The interactive video solution presented herein has potential to be used as a powerful communication tool, in commercial, e-learning, accessibility and entertainment contexts. © 2014 Springer International Publishing.

2015

Enhancing Students' Motivation to Learn Software Engineering Programming Techniques: A Collaborative and Social Interaction Approach

Authors
Nunes, RR; Pedrosa, D; Fonseca, B; Paredes, H; Cravino, J; Morgado, L; Martins, P;

Publication
UNIVERSAL ACCESS IN HUMAN-COMPUTER INTERACTION: ACCESS TO LEARNING, HEALTH AND WELL-BEING, UAHCI 2015, PT III

Abstract
To motivate students to study advanced programming techniques, including the use of architectural styles such as the model-view-controller pattern, we have conducted action research upon a project based-learning approach. In addition to collaboration, the approach includes students' searching and analysis of scientific documents and their involvement in communities of practice outside academia. In this paper, we report the findings of second action research cycle, which took place throughout the fourth semester of a six-semester program. As with the previous cycle during the previous academic year, students did not satisfactorily achieve expected learning out-comes. More groups completed the assigned activities, but results continue to reflect poor engagement in the communities of practice and very low performance in other learning tasks. From the collected data we have identified new approaches and recommendations for subsequent research.

2017

Integration scenarios of virtual worlds in learning management systems using the MULTIS approach

Authors
Morgado, L; Paredes, H; Fonseca, B; Martins, P; Almeida, A; Vilela, A; Pires, B; Cardoso, M; Peixinho, F; Santos, A;

Publication
PERSONAL AND UBIQUITOUS COMPUTING

Abstract
This work further clarifies how the MULTIS architecture can be used for integration of virtual worlds in learning management system (LMS) for organizational management of e-learning activities, as an extension to a previous work published in the proceedings of VEAI 2016. Current LMSs provide minimal support for educational use in an organizational context, and other integration efforts assume that educators are inside the virtual world, accessing the LMS as an external service. Our approach enables educators to set up and manage virtual world activities from within the traditional LMS Web interface as an integral part of the overall educational activities of a course. The MULTIS architecture foresees several alternative communication channels between LMS and virtual worlds, including the spooling of automated clients or "bots" and the flexibility to inject code if necessary and possible. In this work, we detail the application of this architecture and its approach in several sample scenarios, based on previous analysis of integration requirements. It is the result of a joint effort by academic and corporate teams, implemented and tested in the Formare LMS for OpenSimulator and Second Life Grid virtual world platforms.

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