2006
Authors
Santos, A; Gomes, P; Antunes, B; Rodrigues, L; Barbeira, J;
Publication
CISTI 2006 - Actas da 1a Conferencia Iberica de Sistemas e Tecnologias de Informacao
Abstract
2006
Authors
Santos, A; Gomes, P; Antunes, B; Rodrigues, L; Barbeira, J;
Publication
ACTAS DA 1A CONFERENCIA IBERICA DE SISTEMAS E TECNOLOGIAS DE INFORMACAO, VOL II
Abstract
2011
Authors
Almeida, P; Pedro, L; Moita, M; Magalhaes, R; Santos, A; Moreira, L;
Publication
SISTEMAS E TECNOLOGIAS DE INFORMACAO, VOL I
Abstract
2010
Authors
Vilela, A; Cardoso, M; Martins, D; Santos, A; Moreira, L; Paredes, H; Martins, P; Morgado, L;
Publication
2nd International Conference on Games and Virtual Worlds for Serious Applications, VS-GAMES 2010
Abstract
Mass adoption of virtual world platforms for education and training implies efficient management of computational resources. In Second Life Grid and OpenSimulator, commonly used for this purpose, a key resource is the number of servers required to support educational spaces. Educational activities can take place at different altitudes over the same virtual land, for different classes. This way a single virtual world server can sustain several different educational spaces/classes, reducing the number of servers needed to make available different classrooms or other educational spaces. One issue whose importance is emphasized in such conditions is that of class privacy, bearing in mind that most privacy-management features of these platforms are land-based, not space-based. In this paper, we provide an overview of the issues to consider when planning privacy in these platforms and the methodologies that can be developed and implemented to ensure it at an adequate level, including the extra privacy possible in OpenSimulator regarding Second Life Grid. © 2010 IEEE.
2012
Authors
Morgado, L; Fonseca, B; Martins, P; Paredes, H; Cruz, G; Maia, AM; Nunes, R; Santos, A;
Publication
Proceedings of the IEEE Global Engineering Education Conference, EDUCON 2012, Marrakech, Morocco, April 17-20, 2012
Abstract
With the goal of lessening barriers to the learning of advanced programming techniques, we put into place a trial which required students to get involved with online communities of programmers. Using a course assignment on software architecture styles, students had study a problem, find basis for a tentative approach, and discuss it online with programmers. The expectation was that students would find motivation for their studies from both the contact with communities of programmers, and from having to study and reflect upon their problem well enough to be able to draw the interest of members of those communities. We present the strategy we used, the developments and outcomes, and ideas for further application of this approach. © 2012 IEEE.
2023
Authors
De Araujo Pistono, AMA; Santos, AMP; Baptista, RJV;
Publication
Iberian Conference on Information Systems and Technologies, CISTI
Abstract
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. © 2023 ITMA.
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