2018
Autores
Ferreira, Maria; Morgado, Leonel; Miranda, Guilhermina L.;
Publicação
4.º Encontro sobre Jogos e Mobile Learning
Abstract
A gamificação é uma técnica recente que consiste em aplicar elementos de jogos em contextos não relacionados com jogos. Existem frameworks teóricas que sugerem um modelo de aplicação desses elementos na implementação de soluções concretas. Neste artigo analisámos dois Sistemas de Gestão da Aprendizagem, Classcraft e Moodle, sob a lente da framework Octalysis. Apesar das duas plataformas disponibilizarem vários elementos de jogo, que combinados entre si procuram incrementar a motivação do aluno, a plataforma Classcraft é a que apresenta mais elementos de jogos, abrangendo todos os eixos desta framework.
2018
Autores
Cláudio, Ana Paula; Carmo, Maria Beatriz; Silva, João Balsa da; Alves, Catarina Bilé; Costa, Ricardo; Marcos, Adérito; Carvalho, Elizabeth; Rocio, Vitor; Morgado, Leonel; Morgado, Lina; Varghese, Anila Ann; Seixas, Sónia; Barros, Daniela Melaré Vieira; Rodrigues, Ricardo; Martinho, Carlos;
Publicação
Proceedings ICGI - 2018. International Conference on Graphics and Interaction
Abstract
Online distance learning introduces several challenges, such as the dependence of online tools, the asynchronous communication between teachers and students, and the lack of synchronous social engagement level that inclassroom teaching can leverage. The existence of an online tutor 24 hours/day would be an interesting asset to potentially work as an additional learning support tool. The Virtual Tutoring project aims at the development of solutions involving anthropomorphic 3D avatars that work as both virtual online tutors in the Moodle e-learning platform as well as coaches in a mobile application that interact empathically with the students by predicting their emotional state and selecting appropriate emotion regulation strategies. This paper presents the current status of the project, preliminary evaluations with students, and future developments.
2020
Autores
Lacet, Demetrius; Penicheiro, Filipe; Morgado, Leonel;
Publicação
Videojogos 2020 - 12th International Conference on Videogame Sciences and Arts
Abstract
Interactive storytelling uses in education are limited by the time required for its production and the ephemeral nature of interaction systems, leading inter-active stories to have a short usefulness life. We have developed the
concept of platform-independent interactive stories, called virtual choreographies, enabling interactive stories to be replayed on novel technological platforms as they emerge, tackling the second half of this problem. The first part
was also approached via a graphical storyboarding approach. Both aspects have
been prototyped in a demonstration, called Magical Board Theatre (“Teatro de
Tabuleiro Mágico”, original Portuguese name). We present this prototype, including its storyboarding tool, summarize the virtual choreographies ap-proach,
and demonstrate how the prototype operationalizes them with story and platform examples.
2020
Autores
Carvalho, Fausto de; Morgado, Leonel; Machado, Ricardo;
Publicação
InnovAction
Abstract
This article addresses some aspects of the potential of Extended Reality (XR) technologies in the context of the accelerated ongoing digital transformation, with public awareness and wider acceptance being prompted by current pandemic, due to the widespread adoption of teleworking, distance learning, and virtual conferences.
The state-of-the-art of XR technologies and immersive environments is briefly addressed from the perspective of their sustained adoption in multiple scenarios, including education and training, well-being and active aging, and business.
2020
Autores
Morgado, Leonel;
Publicação
Atas do 1.º SEVj - Seminário Sobre Ensino de Videojogos
Abstract
O uso regular de jogos nas organizações requer integração destes nos processos e sistemas de gestão. Esta integração tem vindo a ser explorada a nível de investigação mas não é habitualmente trabalhada no ensino de desenvolvimento de videojogos. Pretende-se nesta apresentação resumir o conceito, apresentar potencialidades e expor formas de incluir o tema no ensino.
2020
Autores
Lima, Claudio Cleverson de; Schlemmer, Eliane; Morgado, Leonel;
Publicação
EJML 2020 - 5.º Encontro sobre Jogos e Mobile Learning
Abstract
Educational activities where students do not stay at a fixed, predetermined location, has been growing in research output. The pedagogies and processes for these environments where students move are typically less documented than those of traditional classrooms. We have surveyed the areas of problems addressed by the literature on the field, and the areas of its contributions, to build a panorama of the research foci for managing learning in environments where students move. This was done by means of an exploratory literature review, followed by thematic analysis and triangulation. We established that research focuses on problems and contributions dealing with the design, creation, and deployment of these learning activities, and to a lesser degree, on problems and contributions dealing with the potential of use of technology. However, there is a lack of research focusing on other areas relevant to more widespread implementation across the educational system, namely structural, logistic, and assessment problems and contributions. This points towards a need to develop research in these areas, in order to contribute to more grounded and successful efforts to implement learning activities in environments where students move.
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