2010
Autores
Morgado, L; Cruz, M; Kahn, K;
Publicação
AUSTRALASIAN JOURNAL OF EDUCATIONAL TECHNOLOGY
Abstract
A common problem in computer programming use for education in general, not simply as a technical skill, is that children and teachers find themselves constrained by what is possible through limited expertise in computer programming techniques. This is particularly noticeable at the preliterate level, where constructs tend to be limited to extremely simple elements. Having worked for 4 years with over 150 children, aged 3 to 5, we present age-appropriate computer programming activities involving different computer programming techniques, from the basic (computer language syntax) to the advanced (client-server). These may contribute to expand the panorama on viable computer programming techniques available to children and educators, thus broadening the variety of educational activities and projects that can be approached in educational settings using computer programming.
2012
Autores
Vilela, A; Prada, R; Marques, A; Costa, H; Rafael, J; Morgado, L;
Publicação
SISTEMAS Y TECNOLOGIAS DE INFORMACION, VOLS 1 AND 2
Abstract
2008
Autores
Bernardo, M; Morgado, L; Rabadao, C;
Publicação
ACTAS DE LA III CONFERENCIA IBERICA DE SISTEMAS Y TECNOLOGIAS DE LA INFORMACION, VOL 1
Abstract
2010
Autores
Vilela, A; Cardoso, M; Martins, D; Santos, A; Moreira, L; Paredes, H; Martins, P; Morgado, L;
Publicação
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.
2008
Autores
Santos, F; Fonseca, B; Morgado, L; Martins, P;
Publicação
C(5) 2008: SIXTH INTERNATIONAL CONFERENCE ON CREATING, CONNECTING AND COLLABORATING THROUGH COMPUTING, PROCEEDINGS
Abstract
This paper, referring to a work in progress, describes functional elements of the user interface of a Virtual World that may provide an important contribution to the process by which primary teachers and pupils collaborate in negotiating spatial configurations of educational spaces (classroom, playground, set for a theatre play, etc.). We have observed this process and some of its inherent difficulties and identified requirements or the functional elements of the interface. Finally, we reflect about factors impacting children's feelings of lack of authorship and ownership of spatial configurations resulting from collaboration and how a computer system may help in this regard. This Virtual World is therefore configured to be applied in educational contexts where curricular models reflect the new childhood culture where children have an active role in the spaces where they spend most of their time, as schools that adopt the Portuguese Modern School Movement pedagogical model.
2008
Autores
Esteves, M; Fonseca, B; Morgado, L; Martins, P;
Publicação
FIE: 2008 IEEE FRONTIERS IN EDUCATION CONFERENCE, VOLS 1-3
Abstract
In this paper, it is presented a study concerning about the use of the three-dimensional virtual world Second Life (SL) to visualize and contextualize the learning of computer programming. SL allows students to use avatars to create 3D objects and program their behaviours, process data, and interact with external servers, using Linden Scripting Language (LSL), a language with C-like syntax and a state machine. Scripts can execute concurrently, and several students can simultaneously work over the same object and/or script. Through action research, we explore and analyse the potential of SL for teaching-learning introductory computer programming in computer science undergraduate courses. We believe this virtual environment has potential to help students, since it presents an immediately visual feedback of the program execution.
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