José Bidarra

José Bidarra
Universidade Aberta · Department of Education and Distance Learning (DEED)

PhD Educational Multimedia Communication

About

180
Publications
75,139
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817
Citations
Citations since 2017
68 Research Items
491 Citations
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Introduction
José Bidarra works at Universidade Aberta (the Portuguese Open University), where he is currently Associate Professor with Habilitation in the Department of Education and Distance Learning. He was for many years head of the Informatics, Physics and Technology Section (SIFT) and has been coordinator of master and PhD programs. His current research interests focus mainly on the application of multimedia and digital media in distance education.
Additional affiliations
September 2012 - present
Universidade Aberta
Position
  • Research Assistant
Description
  • Faculty member. Teaching courses on multimedia, digital storytelling, games and e-learning.
September 2010 - August 2012
Universidade do Algarve
Position
  • Visiting Professor
Description
  • Faculty member. Teaching educational technology courses. Development of e-learning and distance education.
January 2010 - present
Universidade do Algarve
Position
  • Researcher
Description
  • Researcher of educational technologies and digital media.

Publications

Publications (180)
Book
Full-text available
Innovative pedagogical model used at Universidade Aberta for distance teaching.
Article
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Given the global spread of mobile platforms like iOS and Android, it is relevant to consider the potential of these devices to teach and learn. Our exploratory research was designed to evaluate the possibility of using common eBook formats to create gamebooks (gamified books) that are effective in teaching and learning. After analyzing the features...
Article
Full-text available
This paper proposes a design framework to support science education through blended learning, based on a participatory and interactive approach supported by ICT-based tools, called Science Learning Activities Model (SLAM). The development of this design framework started as a response to complex changes in society and education (e.g. high turnover...
Article
Full-text available
This paper proposes the use of transmedia storytelling in an educational context. Transmedia stories are perceived as opportunities to create a new learning scenario that allows for the development of innovative student-centred educational practices, and the implementation of collaborative strategies that ultimately meet the 21st-century students'...
Article
Full-text available
This article presents a case-study of two distance learning courses, in order to address the question of universal adoption of mobile devices and applications by students, and the impact of these devices in personal learning environments (PLEs). First, a critical discussion of the value of these concepts in the current technological context was car...
Presentation
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Workshop on pedagogical methods for lifelong learning. Aimed at an international consortium.
Article
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Este estudo amplia o debate sobre os processos que emergem da confluência entre as linguagens artísticas e das mídias, a partir dos recursos de Realidade Virtual e Realidade Aumentada, expandindo o painel traçado por Pierre Levy, Marshal McLuhan, Vilém Flusser e Lev Manovich. Artistas, como Bjork, vem explorando e se aproximando de tal perspectiva...
Article
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The performance "Assum Livre" integrates a sequence of artefacts fisrtly presented for the PhD Thesis "Backyard of Sounds: A path to sound immersion". It was recently recreated in a cyberspace event, thus its transcription to cyberperformance. It consists of an artistic proposal that seeks to reflect on freedom/imprisonment, evoking a metaphor that...
Article
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The potential of electronic books (ebooks) has been discussed widely, due mainly to their role in helping the user transform passive reading into interactive and dynamic learning, while promoting better retention and appropriation of materials. Taking this premise, the present study follows an exploratory and qualitative approach, discussing how th...
Chapter
In this article we encourage conflict sensitive attitudes and multicultural awareness based on the potential for creative responses. Through digital media art and serious games strategies we seek to create safe areas for dialogue, debate, and awareness of hate speech. These solutions will be even more effective if they are based on the understandin...
Presentation
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Comunicação apresentada no FIC.A - Festival Internacional de Ciência 2022, em Porto Salvo. #ideas4teachers
Presentation
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Presentation on the IDEAS community of practice, delivered at Forth Valley College on the 28th of September 2022.
Presentation
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The COVID-19 pandemic has brought new challenges to higher education, demanding innovative strategies and the adaptation to a new reality. Furthermore, even though there are certain scientific areas where the transition has been rather satisfactory, in many education areas the challenges seek to persist. Thus, there is a need to identify both the s...
Chapter
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Daily tasks like reading the news or just saying hello to a friend or family member is through technologies, online applications in the mobile devices. Being online is a natural way of life, but those how did not grow with these new technologies and the internet feel outcast from the new online world. Senior citizens are looking to get themselves a...
Chapter
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Innovative impact In recent years there have been several commercial products designated as "augmented books". These use gamification and augmented reality technologies to provide the reader with more layers of information, thereby fostering the use of the book in new ways. So, in this article we describe part of the research and outcomes of the Po...
Presentation
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Apresentação no seminário do CITEFORMA sobre o tema "Novos Contextos: Distância e Proximidade". Colaboração IEFP e NOVA IMS.
Article
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The performance “Assum Livre” integrates a sequence of artifacts first presented for a PhD thesis, “Backyard of Sounds: A Path to Sound Immersion.” It was recently recreated in a cyberspace event, hence its transcription as a cyberperformance. It consists of an artistic proposal that seeks to reflect on freedom and imprisonment, evoking a metaphor...
Article
Full-text available
Este artigo toma como ponto de partida a análise de um conjunto de negativos, fotografias e outros objetos encontrados, cuja intervenção plástica autoral foi realizada de modo a salientar o paradoxo existente na fotografia fotoquímica: esta é, simultaneamente, composta por elementos visuais, mas também é, ela própria, um objeto táctil. Consubstanci...
Conference Paper
Full-text available
Despite the significant increase in the use of digital devices, and the access to e-books by younger ages, the printed book still remains very important. Nowadays, although many communication processes and information exchanges have a digital support, the importance of using printed paper is acknowledged in many contexts. Both the paper and the dig...
Conference Paper
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Pelo Futuro do Passado é uma instalação audiovisual interativa que provoca uma (re)conexão dos quatro elementos primordiais com a consciência e a ética, o questionamento do mundo, a sociedade e a vida, através de um processo de interação. Visa (re)criar significados ou reforçar sentidos sobre o ambiente, a vida e a globalização. Não nos dá resposta...
Presentation
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Presentation of project 4ArtPreneur: ENTREPRENEURSHIP CURRICULUM FOR CREATIVE ARTS DEGREES
Article
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Apresentação do projeto Erasmus+ 4ArtPreneur
Presentation
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Apresentação nas XV Jornadas do CIAC (Centro de Investigação em Artes e Comunicação), em 9 de julho de 2021, evento online organizado pela Universidade do Algarve (Faro), URL: https://ciac.pt/noticias/xv-jornadas-ciac/13598
Article
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The success rate of a master program on Information Systems and Computer Engineering (MEIC) in a Portuguese university is very unsatisfactory, showing that less than half of the students complete the assigned work in their first term. However, the success rate of a group of students that were supervised based on the Scrum framework was much higher....
Conference Paper
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In a modern society, seniors want to be a part of the digital world and the research in progress seeks to present whether through Serious Games can help their learning process and understanding of cybersecurity when online browsing, namely, deciding which actions to make when facing an eminent threat.
Presentation
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Breve apresentação que explora as vertentes contemporâneas da criação e aplicação de narrativas digitais em contexto de aprendizagem híbrida - presencial e online - e mostra como é possível desenvolver novas abordagens através de tecnologias e media digitais.
Article
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O cenário atual apresenta, cotidianamente, novas ferramentas tecnológicas, que auxiliam e que permitem dar maior significado ao processo educacional. Nesse contexto, destacamos, principalmente, as tecnologias baseadas em Inteligência Artificial (IA), que são capazes de interpretar, estruturar e cruzar dados, gerando predições com as informações ana...
Conference Paper
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Resumo Os media sonoros atraem interesse na contemporaneidade por possibilitarem informação e entretenimento enquanto as pessoas conciliam a escuta com outras atividades. A economia de tempo é uma das prioridades da atual sociedade. No seguimento da informação, com a ampliação do acesso às notícias possibilitado pela internet, nota-se com o passar...
Chapter
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This chapter outlines an AI Pedagogy Planner combining six suggestions of learning activities with eight types of AI applications that may be used by instructional designers. We contend that the decision support tool based on a picker wheel approach to AIED could be used in practice by instructional designers to facilitate pedagogically based decis...
Conference Paper
Introdução: A oferta de cursos autoinstrucionais por meio de e-learning proporciona agilidade e flexibilidade na formação continuada de profissionais do Sistema Único de Saúde, bem como da população em geral. Plataformas de educação mediada por tecnologias podem ser ferramentas imprescindíveis na luta contra o avanço da sífilis, considerada um grav...
Article
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A espacialidade da tela vertical nas narrativas digitais contemporâneas e as reconfigurações do aspect ratio no audiovisual The spatiality of the vertical screen in contemporary digital narratives and the reconfigurations of the aspect ratio in the audiovisual La espacialidad de la pantalla vertical en las narrativas digitales contemporáneas y las...
Presentation
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Apresentação de um programa de doutoramento em Média-Arte Digital. Mostra como foi desenvolvida a expressividade dos estudantes através de computação gráfica, som digital e música, visão computacional, narrativa digital, realidade virtual, entre outros, no contexto da Educação a Distância (EaD).
Presentation
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Num tempo de incerteza e mudança surgem novas convergências da imagem com o imaginário, ancoradas na multimédia e nas inovações tecnológicas. Este é o tempo das narrativas híbridas e do remix audiovisual, buscando novas linguagens audiovisuais a partir de configurações estabelecidas por características dos meios de comunicação, enfatizando o papel...
Conference Paper
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Artificial Intelligence in Education (AIED) may be described as the next big disruptor in higher education, however, AIED still only remains “evidence of a potential” Balslev (2020). Practical experience with AI in higher education is very limited and potential pedagogical applications of AI has so far not been given much attention. The objective o...
Article
Full-text available
Artificial Intelligence in Education (AIED) may be described as the next big disruptor in higher education, however, AIED still only remains “evidence of a potential” Balslev (2020). Practical experience with AI in higher education is very limited and potential pedagogical applications of AI has so far not been given much attention. The objective o...
Presentation
Full-text available
The AIT project started in 2019 and aims to identify and analyse AI best practices in HE in three countries to develop a road map for future developments and use of AI. The AIT project will investigate three dimensions of AI in education: learning ‘for’ AI, learning ‘about’ AI, learning ‘with’ AI. The focus will be on identifying examples and best...
Chapter
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Learning Management Systems (LMSs) under a blended (b-) learning modality can efficiently support online learning environments at Higher Education Institutions (HEIs). Thus, mining of LMS users’ data, involving Artificial Intelligence (AI) and incertitude modelling, e.g., via fuzzy logic, is a fundamental challenge (e.g., Dias et al., 2017). In add...
Presentation
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Nesta comunicação procuramos contribuir para um corpus de investigação sobre o uso de média digitais e da rede social Facebook, ao longo de um semestre letivo, no contexto de uma oficina lecionada na licenciatura em Cinema e Audiovisual, numa instituição de ensino público, na capital de Moçambique. Esta rede social serviu de elemento facilitador da...
Article
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This article is a study on the immersive sound installation “Backyard Sounds”. The union of our artistic practice to theoretical research resulted on the birth of this project. One of the main objectives of “Backyard Sounds” was the consideration of the sounds of contemporaneity. Seeking to lead users to experience videos and sounds in a dark room,...
Chapter
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Resumo Os sistemas de formação e ensino servem primordialmente para formar cidadãos completos, capazes de se adaptarem a contextos de inovação e mudança. Assim sendo, o estado evolutivo da sociedade contemporânea compele-nos a reorganizar o conhecimento em novos moldes, formatos e propostas, nomeadamente através de estratégias de conhecimento em re...
Chapter
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Resumo Considerando que a aprendizagem tradicional é extensivamente baseada na memorização de conhecimentos e na realização de atividades com avaliação, hoje verifica-se uma rotura com este contexto, os jogos digitais, as narrativas interativas e os ambientes virtuais tornaram-se plataformas ideais para a experimentação científica, e para as mais v...
Presentation
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Comunicação apresentada no seminário sobre MOOCs, organizado pela Citeforma em colaboração com a NOVA IMS e o IEFP, em 28 de novembro de 2019.
Conference Paper
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This article intends to establish a transformative relationship between digital narratives and audiovisual content based on digital archives and the possible synergies with digital media art. It originates from aesthetic and functional experimentation, based on emerging digital technologies involving the manipulation and re-editing of images,-what...
Conference Paper
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This paper sets out to address the gap in current research with respect to the application of transmedia storytelling in educational settings by reporting on the use of a transmedia storyworld in English as a Second Language (ESL) formal learning environments. It zooms in on students' experiences and perceptions of the transmedia storyworld to take...
Presentation
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Presentation at OOFHEC 2019, an EADTU international conference on blended and online education within European university networks.
Conference Paper
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This paper discusses the use of mobile technologies and social networks in the context of higher education. It states that the integration of teaching and learning methodologies and practices with new social resources are not yet a current and widespread practice in Mozambican educational institutions. In this perspective, the study seeks to contri...
Presentation
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Apresentação no âmbito do retiro do Doutoramento em Média-Arte Digital (DMAD), curso em associação da Universidade Aberta com a Universidade do Algarve. Este evento teve lugar em Óbidos de 22 a 26 de julho de 2019.
Chapter
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INTRODUÇÃO Nesta segunda década do século XXI colocam-se desafios fundamen-tais aos educadores, professores e pedagogos, especificamente, a velocidade com que ocorrem as mudanças tecnológicas e sociais podem ser fonte de incertezas para todos os intervenientes no processo educativo e para o sistema educativo em si mesmo. Nesse sentido, urge "[...]...
Article
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Despite all the potential of augmented reality to improve the human-computer interface (HCI) and the user experience, it's still below the expected usage. The reason may be related to the fact that until recently the AR implementation was mostly marker-based or GPS-based to trigger additional content (video, 3D, or other) to the reality identified...
Presentation
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Presentation at an EMPOWER/EADTU Webinar introducing a PhD programme on Digital Media Arts (DMAD), by Universidade Aberta and Universidade do Algarve, supported by the Research Center in Arts and Communication (CIAC), and explaining how expressiveness is explored to its maximum extent through computer graphics, digital sound and music, computer vis...
Chapter
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Neste capítulo procuramos contextualizar a emergência de ebooks interativos e multimédia no Ensino a Distância, com o objetivo de selecionar e desenvolver aplicações que proporcionem boas práticas, e com a possibilidade de melhorar as aprendizagens em determinados contextos. As experiências que aqui relatamos, ocorridas em Portugal e no Brasil, mos...
Chapter
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Artificial Intelligence, in general, and more specifically Machine Learning are the hottest jobs in the IT industry right now, and it is expected AI to grow exponentially in the next five years. In education it will include looking at new models of teaching. Online courses have raised the possibility of changing the business of learning, while AI m...
Presentation
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Current trends in distance education point to changing patterns in business models and in learning design, these being clearly interconnected, and the solutions reside in both high level and low level decisions. The higher level decisions are related to personalised learning, practical subjects, shorter programme cycles, partnerships for face-to-fa...
Conference Paper
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The purpose of the present conference paper is to describe the conceptual framework underpinning the design of a mobile app to teach and learn math in secondary schools. The mobile learning concept is part of a societal model that assumes digital skills as vital in the ability to analyze and produce digital information, apply creative skills and in...
Presentation
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Communication presented at the 10th International Workshop on Mathematics e-Learning (e-math 2018), an international meeting point for online instructors and researchers in e-learning of mathematics, both at the undergraduate and post-graduate levels. Site: https://eventos.uab.pt/10emath2018/en/
Presentation
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Comunicação recentemente apresentada na Universidade Federal de Rio Grande do Norte (UFRN), Brasil.
Article
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FeelOpo is an interactive art installation that allows contact with fragments of the immaterial heritage of the Oporto City in the North of Portugal. Through location-based storytelling of the living city, this interactive installation allows visitors to explore, at different levels, several typical characteristics of this city, addressing aspects...
Presentation
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Seminar for Erasmus students in a Master's Programme at the University of Algarve.
Chapter
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This article discusses the use of Transmedia Storytelling in blended learning, based on recent research and the need for an effective learning design. The interest in digital storytelling for educational purposes has increased over the last few years, with researchers also identifying key pedagogical features of new media that make these inherently...
Presentation
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Presentation delivered at an Erasmus+ Intensive Programme session. Venue: Universidade Aberta, Lisbon, Portugal.
Article
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Este artigo apresenta um estudo sobre as narrativas em videoclipes. Discute-se os ar- ranjos das linguagens audiovisuais a partir de configurações estabelecidas por características dos meios de comunicação, enfatizando o papel das plataformas de difusão de informação e entretenimento como o YouTube. Sublinha-se ainda um diálogo com a linguagem do c...
Article
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This paper presents a study about narratives in music videos. It discusses the arrangements of audio-visual languages from settings established by characteristics of the media, emphasizing the role of platforms for the diffusion of information and entertainment such as YouTube. It highlights a dialogue within cinema's own language and shows that, i...
Conference Paper
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This paper discusses the future of MOOCs based on recent research and acknowledged affordances of videogame's design. The interest in MOOCS for educational purposes has increased over the last few years, with researchers identifying key pedagogical features that make the success of these inherently powerful learning tools. However, low student moti...
Presentation
Full-text available
Presentation based on the paper ”Once upon a tip... A story of MOOCs and Gamification”.
Conference Paper
This digital art installation has as main goal to introduce an interface through which the image of the city of Oporto (in Northern Portugal) is designed and activated by the presence of one or more people standing in the exhibition space. It brings up the metaphor of the city as a living organism allowing visitors to explore, at different levels,...
Conference Paper
This paper presents Blendwave, an online sound design application inspired by the ease of use of samplers and the "sfxr family" of sound creation software. Starting from the hypothesis where current software tools have made the creation of sound inaccessible for non-specialist users, we analyze the problems with the musical bias ingrained in DAWs a...
Conference Paper
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Transmedia storyworlds allow students to express themselves and take part in a shared culture while developing learning paths. Whilst the use of transmedia storytelling in formal learning environments has been steadily gaining ground among educators, documented cases of its application are still sparse. This paper reports on a transmedia learning s...
Presentation
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Objectives: Learn to be more productive with current digital media, using tools for concept mapping, content creation and publishing with digital media. Description: Today we face complex changes in society, for instance, high turnover rate of scientific knowledge, changing labour market, fast pace of technology renewal, which require a more effect...
Presentation
Full-text available
Objectives: Learn to be more productive with current digital media, using tools for concept mapping, content creation and publishing with digital media. Description: Today we face complex changes in society, for instance, high turnover rate of scientific knowledge, changing labour market, fast pace of technology renewal, which require a more effect...
Presentation
Full-text available
O projeto MILAGE, MathematIcs bLended Augmented GamE, visa melhorar o desempenho na disciplina de matemática de todos alunos, incluindo aqueles com pior e melhor desempenho, estendendo o ambiente de aprendizagem da sala de aula tradicional para uma sala de aula virtual, num sistema de aprendizagem misto (blended-learning) que combina aulas presenci...
Chapter
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This is a report by the expert pools of the EMPOWER programme established by EADTU to cover the latest trends and developments in new modes of teaching. New modes of teaching and learning create new opportunities for enhancing the quality of the learning experience in on campus programmes, reaching out to new target groups off campus and offering f...
Data
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Research seminar communication presented at Graz University of Technology (TU Graz, Austria) on 17 November 2016
Data
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Com base em dois projetos de arte digital interativa, desenvolvidos por estudantes russos na Universidade Aberta em Lisboa, apresentam-se dois novos espaços de apreensão da realidade que configuram universos culturais de Portugal e da Rússia. Esta comunicação procura ainda mostrar como diferentes padrões culturais se integram através de novas persp...
Data
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Presentation delivered in a MILAGE Erasmus+ project meeting at University of Extremadura, Caceres, Spain.
Chapter
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Existe hoje finalmente a perceção de que a aplicação das tecnologias digitais em educação começa a traduzir-se em resultados efetivos e globais. Estes resultados não se limitam a meras situações experimentais, como até aqui, existem tendências e vias de progresso evidentes: o controlo da aprendizagem passou do professor para o aluno, os materiais “...
Chapter
This chapter discusses some possibilities of gamification and remixing processes for music education. It also analyzes the concepts of gamification, mashup/remix and presents its possible usage in education—music teaching—through the development of the project/educational game FLAPPY CRAB. The chapter begins with a brief introduction to the concept...
Conference Paper
Mobile devices, smartphones, phablets and tablets, are widely available. This is a generation of digital natives. We cannot ignore that they are no longer the same students for which the education system was designed traditionally. Studying math is many times a cumbersome task. But this can be changed if the teacher takes advantage of the technolog...
Conference Paper
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As we look toward the future of education in the 21st century, the prominence of a robust STEM (Science, Technology, Engineering, and Mathematics) curriculum is unquestioned. However, low achievement in mathematics education has been an increasing problem in several countries. Mobile devices, smartphones, phablets and tablets, are widely available....
Chapter
As Human Computer Interaction technologies evolve, they are supporting the generation of innovative solutions in a broad range of domains. Among them, Serious Games are defined as new type of computer game that is capable of stimulating users to learn, by playing and competing against themselves, against other users or against a computer applicatio...
Data
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Verifica-se hoje uma rotura no que respeita aos hábitos e modos de leitura, em parte porque os ambientes virtuais e os tablets se tornaram plataformas ideais para as mais variadas formas de consumo de media, marcadamente através de uma postura interativa e proativa. Também a relação entre tecnologia e pedagogia mudou substancialmente e deve ser con...
Conference Paper
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O tema proposto nesta comunicação versa a problemática da introdução de estratégias de gamificação em contextos de aprendizagem formal por meio de objetos didáticos tecnológicos mediados por livros aumentados, sugerindo uma parceria simbiótica entre o livro tradicional em formato de papel e uma abordagem pedagógica que se atualiza ao incorporar os...
Data
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O termo “serious game” é utilizado para explicar a utilização de jogos com qualquer outra finalidade que não a de entretenimento, misturando a necessidade de passar uma mensagem com um ambiente mais lúdico. Nesta comunicação é apresentado o contexto atual das tecnologias na formação e no ensino, com especial incidência nos elementos disruptivos exi...
Chapter
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In Project TEMPUS: "Enhancement of Russian creative education: new Master Programme in Digital Arts in line with EU standards" (2014-2016) the Russian students had the opportunity to study in EU Universities for one semester. The Universidade Aberta in Portugal didn't have a Master degree in Digital Arts, so a pilot programme had to be created: a n...
Article
Full-text available
Mobile technologies are becoming very accessible to students, due to advances in the development of technology and a simultaneous decline in hardware costs. In this way, it is relevant to consider the potential of these devices in teaching and learning. Our research was designed to evaluate the possibility of creating gamebooks (gamified books) tha...
Conference Paper
In this paper we present an overview of a transmedia learning project. As part of an ongoing research project, Connecting Cat provides glimpses of a story taking place in the material, physical world, and the imaginary world through image, sound and text. Specifically targeted to English as Second Language students, the project supports entry point...
Data
Full-text available
Comunicação apresentada no seminário "O Ensino/Formação e a Internet das Coisas (IoT), organizadp pela Citeforma. Em contextos de mudança e de rápida evolução tecnológica importa que os sistemas de ensino e formação possam estar atentos às evoluções que vão surgindo, de modo a serem tomadas as decisões sobre o que delas incorporar para as prática...
Conference Paper
Full-text available
This paper proposes a framework to support science education through blended learning, based on a participatory and interactive approach supported by ICT-based tools, called Science Learning Activities Model (SLAM). The study constitutes a work in progress and started as a response to complex societal developments such as a changing labour market,...