Cookies
O website necessita de alguns cookies e outros recursos semelhantes para funcionar. Caso o permita, o INESC TEC irá utilizar cookies para recolher dados sobre as suas visitas, contribuindo, assim, para estatísticas agregadas que permitem melhorar o nosso serviço. Ver mais
Aceitar Rejeitar
  • Menu
Publicações

Publicações por Fernando Luís Almeida

2019

Serious Games in Entrepreneurship Education

Autores
Almeida, F; Simões, J;

Publicação
Advances in Marketing, Customer Relationship Management, and E-Services - Advanced Methodologies and Technologies in Digital Marketing and Entrepreneurship

Abstract
One of the main strategies for fostering the entrepreneurial mindset in students has been the development of training activities inside and outside classrooms using serious games. The chapter makes a brief description regarding five serious games initiatives that intend to promote and facilitate entrepreneurship education for different educational stages. Furthermore, the authors discuss the key benefits and challenges by the introduction of serious games in the learning process. The authors concluded by identifying that serious games have the potentiality of improving the learning process by providing an immersive experience for students that increases their motivation and potentiates the acquisition of multidisciplinary competencies. However, there are some challenges that should be properly considered and mitigated, namely in terms of assessing learning goals, integration with didactical systems, and support for different styles of learning.

2020

WalkAbout Framework for Contextual Learning Through Mobile Serious Games

Autores
Almeida, FL;

Publicação
Encyclopedia of Education and Information Technologies

Abstract

2020

ASSESSING THE DEVELOPMENT OF ENTREPRENEURIAL COMPETENCIES

Autores
Fernando, A;

Publicação
Technology transfer: innovative solutions in Social Sciences and Humanities

Abstract
Entrepreneurship can be perceived as an individual's ability to identify opportunities, and to develop solutions that create innovative solutions for society. It can be a business, a project or even a movement that generates real change and impact on people's daily lives. What defines an entrepreneur is his/her behavior and attitudes and not personality traits or any other innate characteristics. It is not possible to predict which individuals have an entrepreneurial profile, but we can work on developing the skills that are necessary to become an entrepreneur. Therefore, this view assumes that entrepreneurial skills can be developed through education and life experiences. The teaching of entrepreneurship is a theme that has generated considerable interest in higher education institutions. Several programs have been proposed. Currently, it is necessary to evaluate their effectiveness, considering multiple perspectives. Only through the evaluation of the performance of these courses we can ensure that students are properly prepared for the challenges they will encounter in the labor market, whether through the launch of a start-up or in the management of a company or project. This study uses the EntreComp framework to assess the development of entrepreneurial skills and to identify the factors that influence their performance. This study offers both theoretical and practical contributions. In the conceptual component, a framework that has a multidisciplinary view of the entrepreneurial skills has been developed. On a practical level, it can be applied within a course of entrepreneurship, which will enable its replication to various educational institutions.

2019

FLIGBY - A Serious Game Tool to Enhance Motivation and Competencies in Entrepreneurship

Autores
Buzády, Z; Almeida, FL;

Publicação
Informatics

Abstract

2020

Exploring the Organizational and Technological Implications on Strategic Business Model Change

Autores
Roque, J; Santos, JD; Simões, J; Almeida, F;

Publicação
Dynamic Strategic Thinking for Improved Competitiveness and Performance - Advances in Business Strategy and Competitive Advantage

Abstract
The purpose of this chapter is to identify and analyze the main organizational and technological factors that play a relevant role in a transformational strategic change inherent in changing the business model supported on the internet. An analysis was made of the different business models, as well as their connection to strategic management and how this is accomplished in the organizational and technological plan. This empirical study, based on the qualitative methodology, focuses on a single case study on a Portuguese company that recently changed its business model. The findings allowed the authors to assess the advantages and challenges posed by the transformation of an initial business based on a website that performs a comparison of prices for an integrated model based on a marketplace, in which customers can make their purchases and access all products, from different stores, in one place.

2020

The Concept Of Human2Human In The Response To COVID-19

Autores
Almeida, F;

Publicação
INTERNATIONAL AND MULTIDISCIPLINARY JOURNAL OF SOCIAL SCIENCES-RIMCIS

Abstract
Civil society, business, and local authorities in Portugal have come together to seek solutions to the challenges posed by COVID-19. This study intends to explore the relevance of these initiatives for the implementation of the Human2Human paradigm through five case studies. This approach allows us to understand how these initiatives are organized, to identify the convergent and divergent points between them, and to explore the role of information and communication technologies in these projects. The results of this study enabled the identification of a set of diversified projects with high impact for professionals who are in the front line in the fight against COVID-19 and for the most vulnerable population, particularly the elderly. This study is especially relevant from a practical point of view by exploring the relevance of these initiatives, by highlighting the need for collaborative work and in multidisciplinary teams, and by encouraging their replication to other countries.

  • 12
  • 35