2024
Autores
Bria, MMS; Goncalves, R; Martins, J; Serodio, C; Branco, F;
Publicação
GOOD PRACTICES AND NEW PERSPECTIVES IN INFORMATION SYSTEMS AND TECHNOLOGIES, VOL 3, WORLDCIST 2024
Abstract
The dowry payment system is used in the cultural context and tradition of certain financial transactions related to marriages and engagement. However, disputes, fraud, and financial gaps in exploitation occur in these systems, which affect user confidence. This study uses an exploratory approach to identify the main weaknesses of current traditional dowry payment systems and analyses the benefits that blockchain technology and smart contracts can provide. The proposed data security framework combines blockchain security features such as decentralisation, cryptography, and automatic verification through smart contracts to ensure the integrity and reliability of dowry payment transactions. In this study, we adopt the Design Science Research (DSR) methodology to propose producing and developing artefacts that support solving problems in the existing dowry payment system more efficiently. We will disseminate new ideas or concepts developed to indigenous communities in Timor-Leste using the Diffusion of Innovation (DOI) and Technology Acceptance Model (TAM) frameworks to ensure that the technological framework developed can be used safely and efficiently.
2024
Autores
Soares, RP; Goncalves, R; Briga-Sa, A; Martins, J; Branco, F;
Publicação
GOOD PRACTICES AND NEW PERSPECTIVES IN INFORMATION SYSTEMS AND TECHNOLOGIES, VOL 3, WORLDCIST 2024
Abstract
Education is vital in fostering economic growth and societal development, particularly in developing countries like Timor-Leste. As technology has revolutionised education in the digital transformation era, the concept of a smart university, driven by advanced technologies and data analytics, has gained prominence globally. Timor-Leste, amid its progress in institutional structures and public infrastructure, is also exploring integrating smart technologies in higher education. This underscores a commitment of The East Timor National Education Strategic Plan (NESP) 2011-2030 to meet national and international standards, positioning the country at the forefront of educational innovation. This study aims to assess the feasibility of implementing a Smart University in Timor-Leste to evaluate the readiness of the country to embrace digital technologies and integrate them into higher education practices. The research employs a Design Science Research methodology where qualitative and quantitative data are gathered through interviews, surveys, and document analysis. Design artefacts, including system architecture and an evaluation framework, are developed to comprehensively understand the technological and informatics aspects of implementing a Smart University in Timor-Leste. The findings will contribute to decision-making and inform the implementation plan, offering valuable insights into stakeholders' perspectives and perceptions, and will support the advancement of the educational landscape in Timor Leste by integrating smart technologies and innovative practices in higher education.
2024
Autores
Beck, D; Morgado, L; O'Shea, P;
Publicação
IEEE TRANSACTIONS ON LEARNING TECHNOLOGIES
Abstract
The educational metaverse promises fulfilling ambitions of immersive learning, leveraging technology-based presence alongside narrative and/or challenge-based deep mental absorption. Most reviews of immersive learning research were outcomes-focused, few considered the educational practices and strategies. These are necessary to provide theoretical and pedagogical frameworks to situate outcomes within a context where technology is in concert with educational approaches. We sought a broader perspective of the practices and strategies used in immersive learning environments, and conducted a mapping survey of reviews, identifying 47 studies. Extracted accounts of educational practices and strategies under thematic analysis yielded 45 strategies and 21 practices, visualized as a network clustered by conceptual proximity. Resulting clusters Active context, Collaboration, Engagement and Scaffolding, Presence, and Real and virtual multimedia learning expose the richness of practices and strategies within the field. The visualization maps the field, supporting decision-making when combining practices and strategies for using the metaverse in education, highlights which practices and strategies are supported by the literature, and the presence and absence of diversity within clusters.
2024
Autores
Fontes, MM; Morgado, LC; Pestana, P; Pedrosa, D; Cravino, JP;
Publicação
THINKING SKILLS AND CREATIVITY
Abstract
The Puzzle -based Learning approach has been applied to several fields of knowledge. In education research papers, the instructional usage of puzzles is considered to improve learners' motivation and engagement and help them to develop critical skills but difficulties concerning learners' interaction with puzzles have also been pointed out. Our paper investigates the dynamics of the concept of a puzzle and its interface to provide a better understanding of its form and functions, and help learners interact with puzzles. We consider Puzzle -based Learning tenets as well as their educational impacts on both critical thinking and learner engagement and provide an original proposal concerning the understanding of puzzles. Our proposal centered on the dynamics of puzzles bears conceptual and educational facets. Conceptually, puzzle dynamics is viewed as composed of two elements: a mechanism, the Puzzle Trigger, and a process, the Puzzle -Solving. From an educational point of view, the rationale for integrating Puzzle Triggers in Puzzle -based Learning is meant to help learners interact with puzzles and consequently become motivated and engaged in the Puzzle -Solving process. This way, learners' critical thinking skills are reinforced and focused on finding solutions to challenges. We illustrate the implementation of Puzzle Triggers and Puzzle -Solving by considering two instructional activities in a Software Development undergraduate course of an online learning Informatics Engineering Program.
2024
Autores
Pedrosa, D; Morgado, L;
Publicação
Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering, LNICST
Abstract
Immersive technologies, such as virtual reality, augmented reality, and mixed reality have gained increasing interest and usage in the field of education. Attention is being paid to their effects on teaching and learning processes, one of which is self-regulation of learning, with an important role in supporting learning success. However, designing and creating immersive environments that support the development of SRL strategies is challenging. Employing a systematic approach, this literature review provides an overview of the uses of virtual, augmented, and mixed reality with the goal of supporting SRL. We map these to known educational uses of immersive environments, highlighting current gaps in these efforts and suggesting pathways for future studies on instructional design of the use of immersive technologies to support self-regulation of learning. © ICST Institute for Computer Sciences, Social Informatics and Telecommunications Engineering 2024.
2024
Autores
Castelhano, M; Almeida, D; Morgado, L; Pedrosa, D;
Publicação
Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering, LNICST
Abstract
This study aimed to test an Instructional Design model prototype for Virtual Reality (VR) in Higher Education. A qualitative research methodology was used, employing questionnaires and observations for data collection. The research had three main objectives: (1) to identify the applicability and effectiveness of the VR Instructional Design model, (2) to evaluate participants’ experience with immersion, interactivity, and usability of the VR environment, and (3) to obtain feedback from participants about their VR experience. The study involved two sessions. In the first session, participants were introduced to the VR environment, and their initial adaptation difficulties were observed. Informal interviews and a questionnaire collected feedback on immersion, interactivity, interest, and educational potential of VR. The second session indicated the need for revisions in applicability and ease of use. Based on student feedback, session planning should consider initial adaptation, teacher training, equipment availability, interaction elements, resources, realism, immersion, safety, comfort, session duration, communication, collaboration, and clear content delivery. Providing alternative plans for technical failures is essential. Despite these challenges, participants expressed interest in participating in VR sessions and activities. © ICST Institute for Computer Sciences, Social Informatics and Telecommunications Engineering 2024.
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