2020
Autores
Lima, CCd; Schlemmer, E; Morgado, L;
Publicação
Research, Society and Development
Abstract
2020
Autores
Silva, ACe; Morgado, L; Coelho, A;
Publicação
Technology and Innovation in Learning, Teaching and Education - Second International Conference, TECH-EDU 2020, Vila Real, Portugal, December 2-4, 2020, Proceedings, 3
Abstract
Online masters’ program chairs need up-to-date information to monitor efficiently and effectively all the courses in the program for which they are responsible. Learning Management Systems supporting the operation of the online programme collect vast amounts of data about the learning process. These systems are geared to support individual teachers and students, not program chairs. This article presents the process that led to the development of a Dashboards for program chairs, based upon an analysis of their regular supervision tasks, decision-making information needs, and available data in the learning management system, Moodle. The information presented via the dashboard is aggregated and contextualised for all students enrolled in the program, in all its courses, contributing to improve decision-making in program chairing. The dashboard prototype is presented as a concrete outcome of this process, which can be replicated to achieve more advanced and updated versions, hopefully contributing to better program chairing. © 2021, Springer Nature Switzerland AG.
2020
Autores
Nunes, RR; Cruz, G; Pedrosa, D; Maia, AM; Morgado, L; Paredes, H; Cravino, J; Martins, P;
Publicação
Technology and Innovation in Learning, Teaching and Education - Second International Conference, TECH-EDU 2020, Vila Real, Portugal, December 2-4, 2020, Proceedings, 3
Abstract
This paper presents an action research study aiming to motivate undergraduate students to develop their computer programming learning skills, particularly within the transition from beginner to proficient level. The SimProgramming motivational approach is presented as a didactic proposal for this context. From the results of this iterative research process, we concluded that SimProgramming is a promising tool for teaching computer programming skills in intermediate classes, with potential to be used and/or applied in other educational contexts. © 2021, Springer Nature Switzerland AG.
2020
Autores
Morais, C; Pedrosa, D; Rocio, V; Cravino, J; Morgado, L;
Publicação
Technology and Innovation in Learning, Teaching and Education - Second International Conference, TECH-EDU 2020, Vila Real, Portugal, December 2-4, 2020, Proceedings, 3
Abstract
We used BPMN diagrams to identify indicators that can assist teachers in their intervention actions to support students' self-regulation and co-regulation in an asynchronous e-learning context. The use of BPMN modeling, by making explicit the tasks and procedures implicit in the intervention of the e-learning teacher, also exposed which data were available for developing decision-support indicators, as well as the relevant moments for carrying out interventions. Such indicators can help e-learning teachers focus their interventions to support self-regulation and co-regulation of learning, as well as enabling the creation of live data dashboards to support decision-making for those interventions, thus this process can contribute to devise better instruments for teacher intervention in support of self-regulation and co-regulation of student learning. © 2021, Springer Nature Switzerland AG.
2021
Autores
Fontes, MM; Pedrosa, D; Araujo, T; Morais, C; Costa, A; Cravino, J; Morgado, L;
Publicação
2021 7TH INTERNATIONAL CONFERENCE OF THE IMMERSIVE LEARNING RESEARCH NETWORK (ILRN)
Abstract
Learning software programming is challenging for software engineering students. In this paper, students' engagement in learning software engineering programming is considered under the SimProgramming approach using the OC2-RD2 narrative technique to create an immersive learning context. The objectives of this paper are twofold: presenting a narrative-driven immersive learning approach to introduce software engineering concepts and coding techniques to online undergraduate students; and analyzing the students' feedback on this approach. Thematic analysis of the metacognitive tasks was performed on the students' fortnightly reflections about their learning progress. Content analysis was based on interest categories, students' perceptions, metacognitive challenges, narratives, examples and aspects to be kept or to be improved. Data from the content analysis were organized into categories, subcategories, indicators, and recording units and their categorization was peer-reviewed. The narratives were considered by the students as interesting, appealing, akin to professional reality and promoting interaction. Most students thought the approach was helpful for learning software programming.
2021
Autores
Cassola, F; Pinto, M; Mendes, D; Morgado, L; Coelho, A; Paredes, H;
Publicação
2021 IEEE CONFERENCE ON VIRTUAL REALITY AND 3D USER INTERFACES ABSTRACTS AND WORKSHOPS (VRW 2021)
Abstract
Training in VR can reduce risks and costs while allowing frequent and diversified experiential learning activities. We present a novel VR immersive authoring tool for experiential learning courses with industrial machinery. A trainer can create a course from scratch, defining all its components (structure, models, tools, and settings). The actions which trainees should perform can be specified by demonstration. After completing the course, trainees' actions will be matched against the trainer's.
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