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Publicações

Publicações por Leonel Morgado

2020

Uncovering literacy practices in the game total war: Shogun 2 with a contract-agency model

Autores
Neves, PP; HEI-Lab, Lusófona University,; Morgado, L; Zagalo, N; Universidade Aberta,; INESC TEC,; CIAC,; LE@D,; Universidade de Aveiro, DigiMedia,;

Publicação
International Journal of Film and Media Arts

Abstract
This paper showcases how the Contract Agency Model can be used to uncover literacy practices in videogame’s own terms as a complement to existing, more ‘indirect’ games literacies, using as an example the videogame Total War: Shogun 2. The paper first situates the Contract Agency Model within approaches to videogames and within approaches to media literacy. The paper then identifies three interesting literacy practices in the videogame, which also exemplify the eight levels of abstraction of the Contract Agency Model. The paper concludes by discussing the model’s implications to media literacy and videogames, namely that videogames effect a second-order mutual signaling with their players – agency as a conversation of commitment to meaning – that is humanizing of those players, and that the model can uncover this as an im-plicit contract of bio-costs, as a ‘direct’ literacy of videogames, i.e. a literacy in videogames’ own terms. © 2020 BY-NC-ND.

2020

Serious Pervasive Games

Autores
Coelho, A; Rodrigues, R; Nóbrega, R; Jacob, J; Morgado, L; Cardoso, P; Zeller, Mv; Santos, L; de Sousa, AA;

Publicação
Frontiers Comput. Sci.

Abstract

2020

Unifying Protocols for Conducting Systematic Scoping Reviews with Application to Immersive Learning Research

Autores
Morgado, L; Beck, D;

Publicação
PROCEEDINGS OF 2020 6TH INTERNATIONAL CONFERENCE OF THE IMMERSIVE LEARNING RESEARCH NETWORK (ILRN 2020)

Abstract
The progress of immersive learning research as a field requires a clear vision of its status, of the current knowledge being produced and of the open problems and gaps. Typical survey efforts however suffer from lack of systematization, providing a scattered perspective of the field. We have combined the literature on conducting systematic scoping reviews and applied it to the field, presenting the resulting protocol. It contributes a clarification on the sequence of steps and processes for delineating a gap, finding the evidence and depart from it to conduct literature reviews.

2020

Challenges Implementing the SimProgramming Approach in Online Software Engineering Education for Promoting Self and Co-regulation of Learning

Autores
Pedrosa, D; Morgado, L; Cravino, J; Fontes, MM; Castelhano, M; Machado, C; Curado, E;

Publicação
PROCEEDINGS OF 2020 6TH INTERNATIONAL CONFERENCE OF THE IMMERSIVE LEARNING RESEARCH NETWORK (ILRN 2020)

Abstract
High academic failure rates in computer programming are significant transitioning from initial to advanced stages. In online higher education, challenges are greater since students' autonomy requires greater skills for self-regulation and co-regulation of learning. The SimProgramming approach develops these skills and is being adapted to e-learning for this transitioning phase. In this paper, we describe the dynamics and outcomes of student participation and task development in a first iteration of the adapted e-SimProgramming approach, which took place during a 2nd year-2nd semester course for the Informatics Engineering program at Universidade Aberta in the 2018/2019 academic year. We identified pedagogical and technical challenges, requiring changes for subsequent attempts of adopting SimProgramming for online education contexts: target audience and teaching context aspects; self and co-regulation of learning dimensions of e-learning courses; pedagogical design recommendations; and requirements for software tools for learning management.

2020

Detailing an e-Learning Course on Software Engineering and Architecture Using BPMN

Autores
Morais, C; Pedrosa, D; Fontes, MM; Cravino, J; Morgado, L;

Publicação
First International Computer Programming Education Conference, ICPEC 2020, June 25-26, 2020, ESMAD, Vila do Conde, Portugal (Virtual Conference).

Abstract
We have employed BPMN diagrams to expose the foreseen teaching and learning activities of participants in an e-learning course under planning. This provided clarification of the teaching and learning actions, revealing to the educational planning team aspects which were not explicit in the lecturer's plan, such as: The level of effort for the teacher as well as for the student; specific moments when there is a need to provide feedback and motivation. We believe that this exercise constitutes a rich and helpful contribution in planning and visualization efficient for other teaching teams of computer programming courses. 2012 ACM Subject Classification Social and professional topics ! Software engineering education.

2020

Educação e transformação digital: o habitar do ensinar e do aprender, epistemologias reticulares e ecossistemas de inovação

Autores
Schlemmer, E; Morgado, LC; Moreira, JAM;

Publicação
INTERFACES DA EDUCAÇÃO

Abstract
As transformações digitais têm provocado alterações na Educação, mas ainda não disseminadas. A compreensão da natureza, limites e potencialidades dessas transformações, exige um repensar das epistemologias e das teorias de aprendizagem.  Propomos um quadro de interpretação dessas alterações, que encara o ensinar e o aprender enquanto percursos que se coengendram num habitar e co-habitar cada vez mais atópico, em contextos híbridos e multimodais. Por meio desse quadro, é possível compreender a transformação digital na Educação enquanto deslocamento disruptivo num espaço-tempo de interações ecossistêmicas de inovação. Este quadro de interpretação nasce do cruzamento das contribuições de Di Felice sobre os movimentos epistemológico do processo de digitalização que nos leva a uma nova condição habitativa, pós-urbana e atópica, originando  epistemologias reticulares; e da perspectiva dos ecossistemas educacionais como sistemas vivos e cognitivos de Capra, Latour e Di Felice, onde se conectam diferentes ecologias, para além das humanas.

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