2012
Authors
Hack, Josias Ricardo; Ramos, Fernando; Santos, Arnaldo;
Publication
DST 2012: International Conference on Digital Storytelling
Abstract
The art of telling stories in digital format is currently widely available due to the
popularization of digital cameras, computers and other mobile devices. In this paper we
discuss the use of collaborative learning strategies based on Digital Storytelling in
corporative training. The text includes a concise review on theoretical and technical
foundations about educational communication through the use of audiovisual products
based on disciplines such as Communication, Education and Cognitive Sciences. We will
also discuss how Digital Storytelling may be integrated in traditional contents oriented
self-training systems, used by many corporations. However the main focus will be the
discussion of the potential of the use of Digital Storytelling methodology in corporative
training context which will be detailed based on data collected in scenarios from
Portugal and Brazil. The paper is based on qualitative research and it will argue that
digital storytelling may contribute to the improvement of the effectiveness of
collaborative learning processes in corporative training, because it provides means for
the swift delivery of highly contextualized learning materials and the sharing of relevant
personal trainers and trainees’ experiences. Furthermore, Digital Storytelling
methodology provides an opportunity to value, respect and promote the multiple and
different cultural and social interactions in the corporative knowledge construction
process. The research methodology adopted on this study involved three phases: 1)
literature review; 2) detailed analysis of the digital Storytelling methodology and its
implications in corporative training context; 3) collecting data from and discussing
about some corporative cases in Portugal and Brazil. The result of the research aims at
suggesting a critical analysis and creative attitude in the production of audiovisual
teaching materials for the corporative training context.
2012
Authors
Ramos, Fernando; Santos, Arnaldo; Hack, Josias; Moreira, Lúcia;
Publication
Ensinar e aprender online com tecnologias digitais: abordagens teóricas e metodológicas
Abstract
O potencial dos testemunhos pessoais em educação tem recolhido o interesse de muitos investigadores e profissionais do sector dado a riqueza desses materiais para promoverem aprendizagens significativas. No entanto esse potencial ainda necessita de ser explorado em contexto de formação empresarial, em que ainda são mal conhecidos os desafios e soluções para as várias questões relevantes, entre as quais: organização e estrutura dos materiais de formação; requisitos de produção; dinâmicas de formação; avaliação de resultados. Estudar, dos pontos de vista conceptual e de implementação, estas questões foi a principal motivação de um projeto de investigação realizado em parceria pela unidade de investigação CETAC.MEDIA da Universidade de Aveiro e a empresa PT Inovação S.A., que teve como contexto de estudo o portal de Objetos de Aprendizagem COLOR em desenvolvimento na empresa.
2013
Authors
Mourão, João; Ramos, Fernando; Moreira, Lúcia; Santos, Arnaldo;
Publication
Educação, Formação & Tecnologias
Abstract
O projeto “Serious Game em contexto de formação profissional” teve por objetivo explorar o potencial da utilização de Serious Games nas atividades de formação da PT Inovação SA. O projeto, que decorreu entre Janeiro de 2011 e Maio de 2013, incluiu a conceção, prototipagem e validação de um Serious Game destinado a familiarizar os novos colaboradores da PT Inovação SA com a organização física e lógica da empresa, para o que foi desenvolvido um ambiente realista que permite a navegação em alguns espaços de referência da empresa bem como o contacto com a estrutura dirigente e com alguns produtos. Em diversas fases do jogo o utilizador é convidado a realizar atividades pedagógicas que permitem que tome consciência dos progressos de aprendizagem que está a realizar. O Serious Game desenvolvido foi validado com sucesso através de um modelo composto por parâmetros e estratégias de avaliação orientados para análise da usabilidade e do resultados de aprendizagem, tendo-se efetuado recolha de dados através de testes de usabilidade, observação direta não participativa, registo audiovisual, think-aloud protocol e questionário por inquérito pré e pós-sessão. As principais conclusões do trabalho realizado indicam que o Serious Game possui bom potencial enquanto instrumento de apoio à formação, pois possibilita uma aprendizagem rápida e eficaz promovendo positivamente para a integração do novo colaborador na empresa.;The project "Serious Game in the context of vocational training" aimed exploring
the potential use of Serious Games in the training activities of PT Inovação SA.
The project, which took place between September 2010 and June 2013, included
design, prototyping and validation of a Serious Game intended to familiarize new
employees of PT Inovação SA with the physical and logical organization of the
company. For this purpose a realistic environment was developed allowing
navigation in some reference spaces in the company, as well as contact with the
managing structure and with some products. In various stages of the game the user
is invited to perform educational activities that allow him to be aware of his
learning progress.
The Serious Game was validated successfully by a model consisting of parameters
and assessment strategies oriented to the analysis of usability and the learning
outcomes. Data collection was achieved through usability testing, nonparticipatory
direct observation, audiovisual recording, think-aloud protocol and
questionnaire survey before and after the session. The main conclusions of the
work indicate that the Serious Game has good potential as a tool to support
training, as it proved to enable quick learning and effectiveness in promoting
positive integration of a new employee in the company.
2016
Authors
Morgado, Leonel; Paredes, Hugo; Fonseca, Benjamim; Martins, Paulo; Antunes, Ricardo; Moreira, Lúcia; Carvalho, Fausto de; Peixinho, Filipe; Santos, Arnaldo;
Publication
iLRN 2016: Immersive Learning Research Network Conference. Workshop, Short Paper and Poster Proceedings from the Second Immersive Learning Research Network Conference
Abstract
Between 2009 and 2011, a joint academia-industry effort took place to integrate Second Life and OpenSimulator platforms into a corporate elearning provider’s learning management platform. The process involved managers and lead developers at the provider and an academic engineering research team. We performed content analysis on the documents produced in this process, seeking data on the corporate perspective of requirements for virtual world platforms to be usable in everyday practice. In this paper, we present the requirements found in the documents, and detail how they emerged and evolved throughout the process.
2022
Authors
Santos, Arnaldo; Moreira, Lúcia; Silva, Paula Alexandra Valente da; Vieira, Paulo Frazão;
Publication
Abstract
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