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Sobre

Sobre

Leonel Morgado é Professor Catedrático da Universidade Aberta, onde leciona nos cursos da secção de informática, nas áreas de métodos de investigação e programação e Investigador Sénior do INESC TEC, coordenando o Núcleo do INESC TEC na Universidade Aberta. É também Vice-Presidente do Conselho Fiscal da Sociedade Portuguesa de Ciências dos Videojogos, Adido para Normas da IEEE Education Society Technical Committee on Immersive Learning Environments e Membro do Steering Committee e do Circle of Scholars da Immersive Learning Research Network. Desenvolve trabalho de investigação científica e desenvolvimento tecnológico sobre ambientes imersivos de aprendizagem desde 2000. É autor de mais de 200 publicações científicas, incluindo artigos em revistas, comunicações em conferências e capítulos de livros, tendo orientado com êxito mais de 10 teses de doutoramento e mais de 30 dissertações de mestrado. Liderou e participou em múltiplos projetos de investigação, financiados pela indústria, pela sociedade civil, por fundos estatais e fundos europeus. Antes de abraçar a carreira académica foi diretor técnico-comercial de uma empresa de importação, distribuição e venda de hardware, terminologista da localização do Microsoft Office 97 e do Oracle InterOffice, empresário da tradução técnica e localização de software, consultor linguístico da IBM/Lotus, coordenador de equipas de desenvolvimento Web para museus e sítios patrimoniais, e de implantação de software para gestão de listas de esperas cirúrgicas a nível nacional, e gestor de equipas de combate à infoexclusão em meio rural.

Detalhes

Detalhes

  • Nome

    Leonel Morgado
  • Cargo

    Investigador Coordenador
  • Desde

    01 junho 2012
012
Publicações

2024

Educational Practices and Strategies With Immersive Learning Environments: Mapping of Reviews for Using the Metaverse

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

"Viewing puzzles as two-faced: theoretical and practical implications for Puzzle-based Learning"

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

Immersive Virtual Reality, Augmented Reality and Mixed Reality for Self-regulated Learning: A Review

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

Instructional Design Model for Virtual Reality: Testing and Participant Experience Evaluation

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.

2024

Tutorial–Authoring a Personal GPT for Your Research and Practice: How We Created the QUAL-E Immersive Learning Thematic Analysis Helper

Autores
Morgado, L; Beck, D;

Publicação
Practitioner Proceedings of the 10th International Conference of the Immersive Learning Research Network (iLRN2024)

Abstract
Thematic analysis in qualitative research is a time-consuming and systematic task, typically done using teams. Team members must ground their activities on common understandings of the major concepts underlying the thematic analysis, and define criteria for its development. However, conceptual misunderstandings, equivocations, and lack of adherence to criteria are challenges to the quality and speed of this process. Given the distributed and uncertain nature of this process, we wondered if the tasks in thematic analysis could be supported by readily available artificial intelligence chatbots. Our early efforts point to potential benefits: not just saving time in the coding process but better adherence to criteria and grounding, by increasing triangulation between humans and artificial intelligence. This tutorial will provide a description and demonstration of the process we followed, as two academic researchers, to develop a custom ChatGPT to assist with qualitative coding in the thematic data analysis process of immersive learning accounts in a survey of the academic literature: QUAL-E Immersive Learning Thematic Analysis Helper. In the hands-on time, participants will try out QUAL-E and develop their ideas for their own qualitative coding ChatGPT. Participants that have the paid ChatGPT Plus subscription can create a draft of their assistants. The organizers will provide course materials and slide deck that participants will be able to utilize to continue development of their custom GPT. The paid subscription to ChatGPT Plus is not required to participate in this workshop, just for trying out personal GPTs during it.

Teses
supervisionadas

2023

Painéis de instrumentos para professores na autorregulação e corregulação da aprendizagem colaborativa no ensino superior online

Autor
Tiago Miguel Lima Romão

Instituição
UAB

2023

Os fatores que permitem viabilizar a utilização de laboratórios remotos de informática no ensino superior online na realidade moçambicana

Autor
David Carlos Franco

Instituição
UAB

2023

Que currículo para as ciências da computação no ensino básico, no contexto educativo português?

Autor
Fernanda Maria Pires Ledesma

Instituição
IES_Outra

2023

O desenvolvimento de competências de profissionais no contexto da Indústria 4.0: uma proposta de intervenção baseada em jogos

Autor
Allisson Jonathan Marques da Silva

Instituição
UAB

2022

Three-Dimensional Interactive Visualization of the Thematic Network of Immersive Learning Research

Autor
Madalena Antunes de Sousa

Instituição
IES_Outra