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Publicações

Publicações por HumanISE

2016

Self-regulated Learning in Computer Programming: Strategies Students Adopted During an Assignment

Autores
Pedrosa, D; Cravino, J; Morgado, L; Barreira, C;

Publicação
IMMERSIVE LEARNING RESEARCH NETWORK, ILRN 2016

Abstract
The SimProgramming teaching approach has the goal to help students overcome their learning difficulties in the transition from entry-level to advanced computer programming and prepare them for real-world labour environments, adopting learning strategies. It immerses learners in a businesslike learning environment, where students develop a problem-based learning activity with a specific set of tasks, one of which is filling weekly individual forms. We conducted thematic analysis of 401 weekly forms, to identify the students' strategies for self-regulation of learning during assignment. The students are adopting different strategies in each phase of the approach. The early phases are devoted to organization and planning, later phases focus on applying theoretical knowledge and hands-on programming. Based on the results, we recommend the development of educational practices to help students conduct self-reflection of their performance during tasks.

2016

EmbodiMentor: a science fiction prototype to embody different perspectives using augmented reality

Autores
Morgado, L; Gütl, C; Stahlal, A;

Publicação
Proceedings of the 7th International Conference on Software Development and Technologies for Enhancing Accessibility and Fighting Info-exclusion, DSAI 2016, Vila Real, Portugal, December 1-3, 2016

Abstract
This paper describes the EmbodiMentor, an interaction concept and metaphor that aims to enable users to embody a different person or character's perspective, specify or modify his/her/its emotional elements and conditioning elements, and experience the resulting changes. Its use case scenario is the education and training of foreign languages and intercultural communication skills, were contextualization and first person experiences in common settings are key for practical skill acquisitions. It was born as the microscience-fiction prototype "Frances can't sleep. She crawls out of bed and with her EmbodiMentor runs through a range of a client's emotional states, pitching to each one. She then falls asleep." The application of the science fiction prototyping concept has been proven a strong approach to develop and investigate innovative applications of emerging technologies. © 2016 ACM.

2016

Immersive Learning Research Network - Second International Conference, iLRN 2016, Santa Barbara, CA, USA, June 27 - July 1, 2016, Proceedings

Autores
Allison, C; Morgado, L; Pirker, J; Beck, D; Richter, J; Gütl, C;

Publicação
iLRN

Abstract

2016

Self-regulated learning in higher education: Strategies adopted by computer programming students

Autores
Pedrosa D.; Cravino J.; Morgado L.; Barreira C.;

Publicação
International Symposium on Project Approaches in Engineering Education

Abstract
To help students overcome their learning difficulties in the transition from entry-level to advanced computer programming, developing an appropriate set of learning strategies, the SimProgramming teaching approach has been adopted at the University of Trás-os-Montes e Alto Douro (Portugal). This approach is based on four conceptual foundations: businesslike learning environment, self-regulated learning, co-regulated learning, and formative assessment. In this approach the students develop an activity based on problem-based learning, with a specific set of tasks based on those four conceptual foundations. The approach was implemented in two courses from the second and third curricular years of the bachelor programmes in Informatics Engineering and Information & Communication Technologies. We conducted semi-structured interviews with students (n=32) at the end of the courses, to try to identify the students’ strategies for self-regulation of learning in the activity developed within the SimProgramming approach. The main strategies identified were: organization, planning, time management, identification of difficulties, resolution of the difficulties encountered, work review, identification of the factors that influenced their motivation, and structure of the environment. The factors influencing the motivation most often identified by students were the impact of the assessment in the final course grade, the completion of the course, learning, skills development, and teamwork. Generally, students applied strategies to solve the difficulties, in particular by searching for social help and information search. Procrastination was also often identified by students. Strategies of time management, transformation of information, in-depth review, self-reflection, and self-evaluation were referenced scantily. We found that students changed some of their strategies from one course edition to the next. We conclude by recommending the development of educational practices to help students review their work, treat and process the information they find, conduct self-reflection and self-evaluation of their performance during tasks, adopt concentration strategies, and become aware of their specific difficulties.

2016

Exploração do high fidelity para desenvolvimento de jogos em mundos virtuais imersivos multi utilizador

Autores
Martins, José; Morgado, Leonel; Cardoso, Vitor;

Publicação
Videojogos 2016 - 9.ª Conferência de Ciências e Artes dos Videojogos

Abstract
Apresentamos o resultado de uma exploração prática da tecnologia de mundos virtuais imersivos multiutilizador High Fidelity, baseada em tecnologia Web. Esta tecnologia permite criar mundos virtuais cujas formas de interligação, controlo e interação tiram partido de uma Interface de Programação de Aplicações em JavaScript. Através do caso prático de desenvolvimento de um protótipo de jogo educativo simples, descrevemos a tecnologia High Fidelity, incluindo o tipo de scripts, a arquitetura inerente e as suas características de desenvolvimento e utilização. Destacamos as dificuldades inerentes ao estado atual da plataforma, em constante reformulação e algumas peculiaridades.

2016

Reconceptualizing planning: conceiving new ways of planning educational processes with authoring tools

Autores
Maia, A; Lopes, JB; Martins, P; Pessoa, T;

Publicação
2016 2ND INTERNATIONAL CONFERENCE OF THE PORTUGUESE SOCIETY FOR ENGINEERING EDUCATION (CISPEE)

Abstract
Planning in education is a process that can determine the success of learning. This has major impact in engineering education, where students have to develop complex competences in order to make decisions that can influence the world and humankind. Teachers are reluctant regarding the effective practice of planning educational processes, identifying the lack of time and appropriate pedagogical training as main causes for the problem. Our aim is contribute to solve this problem. This paper presents the exploration of the capabilities of conceptualization of planning by the IMS-LD educational modelling language, through CADMOS authoring tool. To do so we used a learning object of a discipline of a Computer Engineering higher education course. Several specifications were made in CADMOS, based on different learning strategies common used in engineering education. The results show that IMS-LD and CADMOS can help and simplify the planning process for teachers, allowing them to implement changes, reuse and share planning products. Limitations were identified, but they do not preclude the use of the tool for planning.

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