Leonel MorgadoOpen University · Department of Sciences and Technology (DCeT)
Leonel Morgado
PhD in Applied Informatics
About
270
Publications
91,267
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Introduction
Full Professor at the Portuguese Open University, lecturing on research methods and programming, and Senior Researcher at INESC TEC. Vice-President of the Audit Board of the Portuguese Society of Videogame Sciences, Vice-President for Scientific Quality and board member of the Immersive Learning Research Network, and Standards Liaison Co-Chair of the IEEE Education Society Technical Committee on Immersive Learning Environments.
Full CV: https://www.cienciavitae.pt//pt/7119-981F-18A9
Additional affiliations
June 1997 - March 2002
Alfarroba Localização de Software Lda.
Position
- Consultant
Description
- Founder and manager. Technical translations, software localization, and IT consultancy. Including products from Oracle (InterOffice), Microsoft (Windows 2000), Daikin, Epson, nVidia, and others. Language Quality Specialist for IBM/Lotus. Software deployment national team leader for managing Surgery Waiting Lists at 100 public hospitals and monthly monitoring at Regional Health Directorates and General Health Directorate. Regional team leader of Trás-os-Montes Digital (digital divide, extension).
May 1996 - December 1996
IDOC Localização de Softwares Lda.
Position
- Microsoft Office 97 Terminologist
Description
- Terminologist for the localization of Microsoft Office 97 into "Portuguse (Iberian)", i.e., "Portuguese (Portugal)", leading team of translators and reviewers.
January 1997 - June 1997
Independent Consultant
Position
- Consultant
Description
- Software translations and localization, including Microsoft Access 97 book. Web development of Museums and Nature Parks sites for UTAD - Universidade de Trás-os-Montes e Alto Douro (GeIRA project).
Education
January 2000 - April 2006
October 1988 - September 1994
Publications
Publications (270)
This paper presents an approach that enables the staging of choreographies for education and training purposes in multiple virtual world platforms. Choreography is the description of a set of actions that must or may be executed by a group of participants, including the goals to be achieved and any restrictions that may exist. For capturing and rep...
Mechanical maintenance of F-16 engines is carried out as a team effort involving 3–4 skilled engine technicians, but the details of its procedures and requisites change constantly, to improve safety, optimize resources, and respond to knowledge learned from field outcomes. This provides a challenge for development of training simulators, since simu...
article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/3.0/). Selection and peer-review under responsibility of the University of Tras-os-Montes e Alto Douro (UTAD) Abstract Synchronized online gymnastics may provide new possibilities for enhancing the physical and social well-being of people with restricted mobility. W...
Gesture-based interfaces to control systems using full body or upper torso motions are becoming more common, particularly in the entertainment industry but increasingly in other domains. These interfaces may represent significant hurdles for individuals with motion or balance impairments. Even for non-impaired users, commands which are not readily...
Research on virtual world use in education and training has focused on the current state of these technologies. In this paper, an overview of the current technological challenges that are faced in this context is provided, along with research directions towards the development of more advanced systems which can render virtual world use more widespr...
This study aimed to test an Instructional Design model prototype for Virtual Reality (VR) in Higher Education. A qualitative research methodology was used, employing questionnaires and observations for data collection. The research had three main objectives: (1) to identify the applicability and effectiveness of the VR Instructional Design model, (...
There is evidence that some outdoor events may have contributed to the spread of COVID-19. We updated an empirical methodology based on regression modeling and hypothesis testing to analyze the potential impact of a demonstration that took place in Lisbon, within the scope of the 'Black Lives Matter' context, on the contagion pattern in the region...
O desenvolvimento tecnológico transforma a sociedade, alterando o viver e conviver humano. Na educação, a presença do digital foi impulsionada na pandemia da COVID-19, evidenciando barreiras à transformação. Uma delas refere-se à circunstância de as plataformas digitais atuais reproduzirem ou encorajarem processos pré-digitais de ensino e de aprend...
The social transformations empowered by technological development were further accelerated by the COVID-19 pandemic and the rapid expansion of generative artificial intelligence. In education, these drivers have highlighted barriers to the acknowledgment and embracing of such transformations. One such barrier is the circumstance that current digita...
The Puzzle-based Learning approach has been applied to several fields of knowledge. In education research papers, the instructional usage of puzzles is considered to improve learners' motivation and engagement and help them to develop critical skills but difficulties concerning learners' interaction with puzzles have also been pointed out. Our pape...
The educational metaverse promises fulfilling ambitions of immersive learning, leveraging technology-based presence alongside narrative and/or challenge-based deep mental absorption. Most reviews of immersive learning research were outcomes-focused, few considered the educational practices and strategies. These are necessary to provide theoretical...
Uma narrativa imersiva deve prover a imersão do público-alvo considerando três dimensões de imersão narrativa: temporal, espacial e emocional. Apresentamos e exemplificamos o uso de um método que avalia e classifica estas dimensões em narrativas, apoiando reflexões para a sua alteração, de acordo com os objetivos pedagógicos almejados pelo docente....
As atividades assíncronas no ensino online requerem um acompanhamento regular por parte dos docentes. Esse acompanhamento acompanha duas dimensões: a de grupo, atendendo às dinâmicas globais da turma; e a individual, atendendo às ações de cada estudante. Estando habitualmente estruturadas em tópicos com duração limitada no tempo, a preponderância d...
Self-regulation of learning (SRL) plays a decisive role in learning success but characterizing learning environments that facilitate development of SRL skills constitutes a great challenge. Given the growing interest in Immersive Learning Environments (ILE), we sought to understand how ILE are built with attention to SRL, via a literature review of...
Immersive learning research is a field of study that emphasizes diversity of scholarship and subject areas. This diversity presents a challenge for understanding the breadth and depth of the field of immersive learning, a challenge that led to the Immersive Learning Research Network’s call for the community of immersive learning researchers to deve...
The research areas of the Immersive Learning community cover many different interests and perspectives on teaching and learning with immersive technologies. Based on existing efforts to map the field of research, we gathered 35 participants at the iLRN 2022 conference during an open hybrid workshop. These volunteers formed expert groups focusing on...
Dashboard for online higher education support monitoring and evaluation of students’ interactions, but mostly limited to interaction occurring within learning management systems. In this study, we sought to find which collaborative learning activities and tools in online higher education are included in teaching dashboards. By following Kitchenham’...
During a pandemic, public discussion and decision-making may be required in face of limited evidence. Data-grounded analysis can support decision-makers in such contexts, contributing to inform public policies. We present an empirical analysis method based on regression modelling and hypotheses testing to assess events for the possibility of occurr...
O conceito de narrativa imersiva enfoca narrativas enquanto forma de promover o estado psicológico de imersão do público-alvo. Este artigo apresenta o resultado de uma revisão de revisões de literatura que objetivou identificar os principais métodos para concepção e criação de narrativas imersivas, considerando aspectos estruturais e elementos espe...
The objective of this work was to support the sustainable deployment of immersive learning environments, which face varied obstacles, including the lack of support infrastructures for active learning pedagogies. Sustainability from the perspective of the integration of these environments in educational practice entails situational awareness, worklo...
The emergence of accessible virtual reality headsets in the past decade multiplied educational uses of immersive virtual reality. Higher education, in particular, has seen many such reports emerge. However, there are scarce frameworks for higher education professionals to plan and deploy immersive virtual reality within their pedagogical practice....
Os ambientes de aprendizagem imersivos são espaços onde se coocorrem dois fenómenos complexos: a aprendizagem e a imersão, levantando dificuldades de interpretação e, consequentemente, da liberdade de decisão dos participantes para sua orquestração pedagógica ou de aprendizagem. Neste trabalho apresenta-se uma conceptualização teórica que combina e...
Museums have the mission of promoting and safeguarding objects of historical value and have undergone several modifications over time to take the focus off the object and give more importance to information and the visitor. Currently they encompass different types of experiences, either through digital and interactive elements, or through new appro...
In view of the strong market presence and leverage of major corporations involved in this topic, the most straightforward answer to the questions above is “No”. Nevertheless, multiple perspectives should be considered. Thus, along this article we reflect about the concept of “metaverse”, what parts of it exist today, and what is foreseen that makes...
Chairing online Master Programmes requires constant monitoring and decision-making, amidst diversified data and ongoing processes. If misunderstood or misinterpreted, poor decisions may result, as well as lost opportunities to support enrolled students. Decision-making can be supported by dashboards, but there are few prototypes which underwent lim...
As narrativas textuais têm sido utilizadas de diversas formas na educação. Analisámos as narrativas empregues num caso de abordagem didática baseada em aprendizagem situada, autorregulação e corregulação das aprendizagens, e avaliação formativa, designada e-SimProgramming,
numa unidade curricular (UC) de Engenharia Informática do ensino superior po...
The use of virtual reality (VR) for industrial training helps minimize risks and costs by allowing more frequent and varied use of experiential learning activities, leading to active and improved learning. However, creating VR training experiences is costly and time-consuming, requiring software development experts. Additionally, current authoring...
It is increasingly required that Engineering Education courses include activities that promote the development of cognitive skills, such as metacognition. However, including such activities is challenging for lecturers, particularly in Distance Learning contexts. It is also complex, when working online, for teaching staff to carry out monitoring of...
A critical factor in immersive educational narratives is identification by students with the characters. In this work-in-progress analyzes the process of rendering characters from textual narratives into visual form by non-artists (i.e., instructors). We tried to match archetypes with their visual representation through the platforms: Pixton, Powto...
Research data on the activities of student teams in online learning environments are relevant for evaluating instructional methods, strategies, tools, and materials. For research data sharing and publication purposes, these personal data must be anonymized or pseudonymized as recommended by data protection and privacy policies. This paper addresses...
Reducing office buildings’ energy consumption can contribute significantly towards carbon reduction commitments since it represents ∼40% of total energy consumption. Major components of this are lighting, electrical equipment, heating, and central cooling systems. Solid evidence demonstrates that individual occupants’ behaviors impact these energy...
Interactive storytelling uses in education are limited by the time required for its production and the ephemeral nature of interaction systems, leading interactive stories to have a short usefulness life. We have developed the concept of platform-independent interactive stories, called virtual choreographies, enabling interactive stories to be repl...
O trabalho desenvolvido tem como objetivos identificar e compreender que estratégias de autorregulação e corregulação das aprendizagens foram adotadas pelos estudantes de programação de computadores no ensino a distância na transição entre iniciantes e proficientes. Este estudo decorreu na Unidade Curricular “Laboratório de Desenvolvimento de Softw...
Physical and cognitive rehabilitation based on natural interaction and VR has been on our horizon for several years, and we have been conducting experimentation towards that goal through several exploratory research initiatives.This article addresses some aspects of the state-of-the-art of VR in healthcare and well-being, with opportunities in the...
Virtual worlds, particularly those able to provide a three-dimensional physical space, have features that make them suitable to support collaborative activities. These features distinguish virtual worlds from other collaboration tools, but current taxonomies of the field of Computer-Supported Cooperative Work do not account for several distinctive...
The paper presents the e-facilitator concept and explores the perspective of some professionals in the field (stakeholders) on this role and its competencies. Facilitation in virtual learning environments is a growing challenge when more and more learners find their way to online learning platforms and many universities adapt their courses to digit...
The interdisciplinary field of immersive learning research is scattered. Combining efforts for better exploration of this field from the different disciplines requires researchers to communicate and coordinate effectively. We call upon the community of immersive learning researchers for planting the Knowledge Tree of Immersive Learning Research, a...
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 narrati...
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 s...
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 a...
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...
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...
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 wh...
The use of VR in industrial training contributes to reduce costs and risks, supporting more frequent and diversified use of experiential learning activities, an approach with proven results. In this work,we present an innovative immersive authoring tool for experiential learning in VR-based training. It enables a trainer to structure an entire VR t...
Scenario data evaluation data and outcomes regarding "The hybrid's journey" doctoral thesis
Authors LIMA, SCHLEMMER, MORGADO, 2021
The pedagogical monitoring of activities involving spatial movement of students represents a teaching challenge due to events taking place outside the visual reach of the teacher. We present a literature review in which observational aspects are relevant to promote teacher awareness in these activities, from a perspective of awareness within the fi...
Data from an inventive mobile gamified practice iteractions and evaluations. Used in the doctoral thesis The Hybrids Journey
Interactive storytelling uses in education are limited by the time required for its production and the ephemeral nature of interaction systems, leading interactive stories to have a short usefulness life. We have developed the concept of platform-independent interactive stories, called virtual choreographies, enabling interactive stories to be repl...
Este estudo desenvolveu-se numa Unidade Curricular da Licenciatura em Engenharia Informática, no contexto de ensino superior português a distância, com alunos maiores de 23 anos, na qual se adotou a abordagem pedagógica e-SimProgramming. Esta abordagem situada em ambiente empresarial simulado recorre a narrativas imersivas desenvolvidas através da...
This article addresses some aspects of the potential of Extended Reality (XR) technologies in the context of the accelerated ongoing digital transformation, with public awareness and wider acceptance being prompted by current pandemic, due to the widespread adoption of teleworking, distance learning, and virtual conferences.
The state-of-the-art of...
A Internet das Coisas (IoT ou Internet of Things) tem se revelado uma tecnologia potencialmente disruptiva em vários campos da atividade humana, o que inclui os processos educacionais. O processamento de dados produzidos e armazenados por objetos cotidianos e sensores e processados na web pode potencializar a análise pedagógica do professor e confe...
Os espaços contemporâneos desafiam constantemente o setor educacional a ressignificar epistemologias e práticas que promovam a aprendizagem emancipatória e cidadã. Nessa reconfiguração, a aprendizagem em movimento apresenta potencial pedagógico nos aspectos físico e no desenvolvimento de habilidades interpessoais, mas apresenta desafios no acompanh...
Contemporary spaces constantly challenge the educational area to reinvent epistemologies and practices that promote emancipatory and citizen learning. In this reconfiguration, the mobile learning presents pedagogical potential in physical and soft skills development aspects, but presents challenges in the monitoring of this process in wide geograph...
Advancing the field of research in Immersive Learning Environments requires avoiding the pitfalls of previous educational technologies. Studies must consider the actual use of these environments and the context where it occurs, not simply the technocentric perspectives on these environments. This paper provides an overview and analysis of surveys o...
Serious Pervasive Games extend the magic circle (Huizinga, 1938) to the players' context and surrounding environment. The blend of both physical and fictive game worlds provides a push in player engagement and promotes situated learning approaches. Space and time, as well as social context, acquire a more meaningful impact on the gameplay. From per...
Apresentação de ponto de situação da tese A JORNADA DOS HÍBRIDOS: acompanhamento de atividades de aprendizagem em movimento no contexto da Internet das Coisas
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...
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 teach...
Presentation of paper "Detailing an e-learning course on software engineering and architecture using BPMN"
International Computer Programming Education Conference - ICPEC 2020
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...
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...
This paper presents the perspectives of the immersive learning research network community on the relevance of various challenges to the adoption of immersive learning technology, along three dimensions: access, content production, and deployment. Using a previously validated questionnaire, we surveyed this community of 622 researchers and practitio...
Apesar do valor em si que um aluno pode vivenciar com algo dinâmico e interativo como um videojogo, esta aplicação é um desaproveitamento das potencialidades do meio. De facto, numa visita de estudo não é possível parar o tempo ou congelar o espaço, pela necessidade de desfrutar da experiência ao vivo, enquanto ela está a decorrer; mas um videojogo...
Educational activities where students do not stay at a fixed, predetermined location, has been growing in research output. The pedagogies and processes for these environments where students move are typically less documented than those of traditional classrooms. We have surveyed the areas of problems addressed by the literature on the field, and th...
Educational activities where students do not stay at a fixed, predetermined location, has been growing in research output. The pedagogies and processes for these mobile environments are typically less documented than those of traditional classrooms. We have surveyed the areas of problems addressed by the literature on the field, and the areas of it...
Apresenta as conclusões do Seminário e os textos das comunicações dos participantes sobre práticas bem-sucedidas e reflexões sobre o tema dos videojogos e o seu ensino.
A pandemia em curso do vírus corona já levou ao encerramento de várias universidades e politécnicos do país, com recomendações aos colegas para substituírem as aulas por meios online. Já fui contactado por alguns colegas a pedirem-me sugestões e indicações. Assim, pese as inevitáveis imprecisões de algo escrito ao correr da pena e bater de teclas,...
Data from mobile learning management literature survey. Used in EJML 2020 paper submission.
O uso regular de jogos nas organizações requer integração destes nos
processos e sistemas de gestão. Esta integração tem vindo a ser explorada a nível de
investigação mas não é habitualmente trabalhada no ensino de desenvolvimento de
videojogos. Pretende-se nesta apresentação resumir o conceito, apresentar
potencialidades e expor formas de incluir...
Com o objetivo de ajudar os alunos a superarem as dificuldades de aprendizagem na transição da programação básica para a programação avançada de computadores, desenvolvemos a primeira iteração de adaptação da abordagem SimProgramming para o contexto de e-learning (e-SimProgramming). Um dos ajustes ocorreu ao nível da adaptação das reflexões quinzen...
This article presents an approach that allows the reuse of choreographies of digital stories, regardless of the platform for which they have been developed. Nowadays, story choreographies are linked to either game technology, simulations or interactive animations for which they have been implemented, so they become unavailable as these platforms be...
• Contexto em que surge a prática pedagógica / razões para a sua realização;
O insucesso académico em programação de computadores no Ensino Superior é elevado, particularmente na transição da programação inicial para programação avançada. No ensino à distância acresce a necessidade de os alunos terem maiores capacidades de autorregulação e de corre...
This volume constitutes the refereed proceedings of the 5th International Conference of the Immersive Learning Network, iLRN 2019, held in London, UK, in June 2019.
The 18 revised full papers and presented in this volume were carefully reviewed and selected from 60 submissions. The papers are organized in topical sections on science, technology, e...