Leonel Morgado

Leonel Morgado
Universidade Aberta · Department of Sciences and Technology (DCeT)

PhD in Applied Informatics

About

245
Publications
66,423
Reads
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1,378
Citations
Introduction
Leonel Morgado is Associate Professor with Habilitation at Universidade Aberta, a public e-learning university, lecturing on research methods, programming, and immersive learning, and senior researcher at INESC TEC. Researching immersive learning since 2000, he authored over 200 papers. Pre-academic: MSOffice 97 terminologist, IBM/Lotus language quality consultant, manager of teams for Web development, software deployment, digital divide in rural villages, and business manager of hardware sales.
Additional affiliations
October 2013 - July 2020
Universidade Aberta
Position
  • Professor (Assistant)
Description
  • Full CV at: https://www.cienciavitae.pt/7119-981F-18A9
April 2012 - September 2013
Universidade de Trás-os-Montes e Alto Douro
Position
  • Professor (Assistant)
Description
  • Full CV: https://www.cienciavitae.pt/7119-981F-18A9
April 2006 - April 2012
Universidade de Trás-os-Montes e Alto Douro
Position
  • Professor (Assistant)
Description
  • Full CV: https://www.cienciavitae.pt/7119-981F-18A9
Education
January 2000 - April 2006
Universidade de Trás-os-Montes e Alto Douro
Field of study
  • Applied Computer Science
October 1988 - September 1994
University of Coimbra
Field of study
  • Electric Engineering - Informatics

Publications

Publications (245)
Conference Paper
Full-text available
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...
Article
Full-text available
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
Full-text available
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...
Conference Paper
Full-text available
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...
Conference Paper
Full-text available
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...
Conference Paper
Full-text available
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...
Article
Full-text available
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...
Conference Paper
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...
Article
Full-text available
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...
Conference Paper
Full-text available
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...
Conference Paper
Full-text available
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...
Article
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...
Article
Full-text available
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...
Article
Full-text available
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...
Conference Paper
Full-text available
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...
Conference Paper
Full-text available
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...
Conference Paper
Full-text available
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...
Article
Full-text available
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...
Chapter
Full-text available
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...
Chapter
Full-text available
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...
Chapter
Full-text available
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...
Conference Paper
Full-text available
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...
Poster
Full-text available
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...
Data
Scenario data evaluation data and outcomes regarding "The hybrid's journey" doctoral thesis Authors LIMA, SCHLEMMER, MORGADO, 2021
Preprint
Full-text available
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
Data from an inventive mobile gamified practice iteractions and evaluations. Used in the doctoral thesis The Hybrids Journey
Preprint
Full-text available
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...
Conference Paper
Full-text available
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...
Article
Full-text available
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...
Article
Full-text available
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...
Article
Full-text available
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...
Preprint
Full-text available
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...
Article
Full-text available
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...
Article
Full-text available
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...
Presentation
Full-text available
Apresentação de ponto de situação da tese A JORNADA DOS HÍBRIDOS: acompanhamento de atividades de aprendizagem em movimento no contexto da Internet das Coisas
Article
Full-text available
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...
Conference Paper
Full-text available
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
Full-text available
Presentation of paper "Detailing an e-learning course on software engineering and architecture using BPMN" International Computer Programming Education Conference - ICPEC 2020
Conference Paper
Full-text available
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...
Conference Paper
Full-text available
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...
Article
Full-text available
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...
Chapter
Full-text available
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...
Conference Paper
Full-text available
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...
Presentation
Full-text available
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...
Chapter
Full-text available
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.
Technical Report
Full-text available
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,...
Conference Paper
Full-text available
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...
Conference Paper
Full-text available
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...
Conference Paper
Full-text available
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...
Conference Paper
Full-text available
• 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...
Book
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...
Conference Paper
Full-text available
Complexity is core part of our lives. Aware or not, people need to understand and communicate complex ideas and perspectives. Understanding and communicating complexity can be facilitated through interactive simulations. Doing so in the physical world is often impractical, however. Users and developers are overloaded with information and ambiguity,...
Chapter
Full-text available
Higher education students exhibit difficulties in learning computer programming, particularly transitioning from initial programming to advanced programming, so it’s necessary to develop effective teaching strategies.
Article
Full-text available
Tele-media-art is a web-based asynchronous e-learning platform, enabling blind students to have dance and theatre classes remotely, using low-cost motion tracking technology feasible for home use. Teachers and students submit dance recordings augmented with sound synthesis of their motions. Sound synthesis is generated by processing Kinect motion c...
Chapter
This chapter presents how multimodal narratives were employed as a self-reflection tool within an online professional development program for in-service teacher training at Universidade Aberta, Portugal during two editions of a pedagogic practice course. The chapter includes the aspects that raised issues and those that trainees performed correctly...
Conference Paper
Full-text available
To host OpenSimulator virtual world servers at educational institutions, system administrators find at their disposal a diversity of web-based management systems with different sets of features. To support the selection among current management tools and provide a baseline from which to identify subsequent development needs, we installed and evalua...
Article
Full-text available
This paper presents a novel descriptive model for agency in videogames as communication. Literature pertaining to interactive works including videogames has identified the need to overcome dyadic perspectives of communication in such works. Research specifically to do with agency has called for agency to no longer be confused with freedom of action...
Conference Paper
Full-text available
Online distance learning introduces several challenges, such as the dependence of online tools, the asynchronous communication between teachers and students, and the lack of synchronous social engagement level that in-classroom teaching can leverage. The existence of an online tutor 24 hours/day would be an interesting asset to potentially work as...
Chapter
Full-text available
O Repositório Aberto da UAb, como polo de agregação de publicações científicas em acesso aberto, não pode deixar de albergar e divulgar a produção científica em língua portuguesa dos docentes e investigadores da UAb. Sendo que a maioria das publicações, e aquelas que efetivamente têm maior relevância no currículo dos autores, são escritas em língua...
Conference Paper
Full-text available
This paper provides an instrument for ascertaining researchers' perspectives on the relative relevance of technological challenges facing immersive environments in view of their adoption in learning contexts, along three dimensions: access, content production, and deployment. It described its theoretical grounding and expert-review process, from a...