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Publications (168)
Esta semana en espores os presentamos un innovador proyecto de educación ambiental desarrollado por la Universidad de Aveiro. EduCITY utiliza la tecnología móvil para involucrar y capacitar los ciudadanos en la preservación del medio ambiente y ha contado con el apoyo de un amplio equipo multidisciplinario. Tres de las impulsoras de esta aplicación...
Mobile augmented reality games (MARGs) offer exciting possibilities for enriching outdoor learning and enhancing tourism experiences. However, there is a notable gap in understanding the perspectives of doctoral students on these innovative approaches. This paper presents the results of a case study conducted during the 2023 EERA Summer School in P...
Abstract presented to the "The International Conference – The Future of UNESCO Chapters: Culture, Education and Sustainable Development. The first edition: Culture as a Global Public Good", held at University of Bucharest, 2nd October 2023.
The local environment can be explored to sustain effective sustainability learning. With this aim, new learning methodologies can be fostered, namely mobile and game-based learning, as is the case of the EduPARK app. This app supports innovative learning strategies through treasure hunt games, integrating multimedia and augmented reality resources,...
Looking at heritage and considering it as a relevant piece for education is currently part of different narratives, whether of educational, cultural, political, or even legal nature. The aim of this paper is to explore the concept of heritage and its implications for education for sustainability, using technology as a facilitator. Through a narrati...
Graphical Abstract of "Art Nouveau heritage towards Education for Sustainable Development: a mobile augmented reality game under the EduCITY App"
Atualmente, a elevada concentração de pessoas que residem em cidades, geram impactos negativos no estilo de vida e qualidade de vida dos seus habitantes World Economic Forum, 2022; United Nation, 2020). Por estas razões, nota se um distanciamento dos cidadã os urbanos, sendo pouco participativos na tomada de decisões públicas e, com reduzido contac...
Poster presented at VIII Jornadas do Programa Doutoral em Educação, in University of Aveiro.
Los dispositivos móviles han adquirido un gran protagonismo en la educación en los últimos años. Además, su uso se ha intensificado a raíz de la pandemia por Covid-19. En este sentido, ante la multitud de experiencias educativas cabe discernir entre un buen uso del dispositivo móvil para llevar a cabo la práctica docente. El objetivo de este trabaj...
Purpose
This paper provides a general review related to a wider project, aimed at developing a mobile game-based app on Education for Sustainable Development within a smart learning city environment. It aims to address guidelines for a new action-oriented transformative pedagogy that is essential for the development of key competencies for sustaina...
Student recruitment rates are essential for Higher Education institutions’ sustainability. Universities may try to attract prospective students by providing information in their institutional website, advertising or offering campus visits, among other initiatives. In this line, the “UA Informa” is a project towards the promotion of extension activi...
Mobile devices are part of modern societies’ day-to-day life. They have been explored for learning purposes with positive results, both at cognitive and emotional levels, in several subject areas. One of the most valued features in these devices, pointed by literature, is their potential in promoting contextual and situated learning. However, the l...
There is a discussion on the potential of augmented reality (AR), mobile technologies to enhance learning. This article presents: 1) the EduPARK project's first cycle of design-based research for the development of a mobile AR game-like app that aims to promote learning in an urban park, and 2) an experience of students using it in loco. The focus...
The potential of digital games to promote learning is a growing field of research [...]
Mobile augmented reality games (MARGs) can be leveraged for educational purposes, as there are several examples in the literature revealing their educational value. The supporting technologies for MARGs’ implementation in education are increasingly pervasive and popular, so it is time for their adoption in teacher practices. However, the integratio...
AEducação para o Desenvolvimento Sustentável (EDS) constitui-se num grande desafio
para o Ensino, pressupondo abordagens flexíveis do currículo e centradas na interdisciplinaridade. O presente trabalho de investigação, integrado no projeto EduPARK pretende contribuir para a inovação na educação através da exploração de estratégias de game-based le...
Ongoing technology progress sustains innovative teaching approaches. Mobile devices, augmented reality (AR), and games are a few of the new resources that teachers have at their disposal to promote student learning. However, their effective integration into practices requires training, so there is a need to analyze the impact of training initiative...
Over the last years, there has been much interest in mobile technologies for teaching and learning. Despite the focus on these emerging and innovative tools, mobile learning (mLearning) is facing many challenges. In response to the spread of the COVID-19 pandemic, many schools implemented eLearning or mLearning during school closures. However, mobi...
The literature has been recognizing the potential of mobile technologies, augmented reality (AR) and
game-based approaches in Education and recommends its adoption. Considering the scarcity of this
type of educational resources in the Portuguese context, it is relevant to create opportunities for
teachers and researchers to collaborate in the devel...
The initial teacher training currently comprises the development of crucial teaching skills for the promotion of models for interdisciplinary education, emphasizing and promoting the convergence of knowledge from various disciplinary areas. This paper presents an experience of interdisciplinary training, within the scope of initial teacher training...
A formação inicial de professores na atualidade deve contemplar o desenvolvimento de competências docentes fundamentais para a promoção de modelos de educação interdisciplinar, enfatizando e promovendo a convergência de conhecimentos de várias áreas disciplinares. Neste artigo apresenta-se uma experiência de formação interdisciplinar, no âmbito da...
The purpose of this paper is to analyse the internal consistency of an Educational Value Scale (EVS) to be used to assess individuals’ subjective perception of an educational app ability to support relevant learning in green outdoor settings. In this work, the EVS is presented as a scale with 12 items and data is aggregated and analysed to contribu...
New teaching methodologies are nowadays integrating mobile devices, augmented reality (AR), and game-based learning in educational contexts. The combination of these three elements is considered highly innovative, and it allows learning to move beyond traditional classroom environments to nature spaces that students can physically explore. The lite...
Este artigo sintetiza a investigação que envolve o desenvolvimento do guião educativo «Para uma geração mais verde» integrado na app EduPARK. O guião visa promover nos alunos atitudes positivas face à conservação da natureza, com recurso a um jogo interativo com realidade aumentada para exploração no parque da cidade.
A educação tem vindo a ser reconstruída com novas metodologias e dinâmicas que integram dispositivos móveis. A presente investigação faz parte de um projeto de tese de Doutoramento em Multimédia em Educação, que se articula com o projeto EduPARK, defende a exploração de mobile learning, sob a forma de jogo em ambiente outdoor, como estratégia de en...
Mobile augmented reality (AR) games have potential in Education, as they can enhance learning experiences, by offering to learners contextualized information. This study aim is to reveal teachers’ readiness to adopt these strategies, after training. Hence, this is a case study of two editions of a workshop under the EduPARK project, designed to sup...
Book compiling all the information about the funded period of the EduPARK project.
There is a discussion on the potential of augmented reality (AR), mobile technologies to enhance
learning. This article presents: 1) the EduPARK project’s first cycle of design-based research for
the development of a mobile AR game-like app that aims to promote learning in an urban park, and
2) an experience of students using it in loco. The focus...
With the mobile technology widespread, new functionalities are being integrated in devices, namely augmented reality (AR), which can be used to enhance learning. Combining mobile AR learning with game-based approaches supports new forms of instruction in the outdoors and students'engagement and motivation for learning are enhanced. However, new pra...
Purpose
The purpose of this paper is to present a survey study that analyzes mobile learning through students’ opinion regarding the use of mobile devices for learning, including their advantages and difficulties, as well as the educational value of a specific mobile learning strategy, reified in the EduPARK game, after an experience of exploring i...
A gamificação tem sido explorada na educação com vista a proporcionar
aprendizagens originais e atrativas atendendo ao seu potencial na
consolidação de conhecimentos e desenvolvimento de várias competências.
Este estudo nasce na sequência da investigação realizada em Mestrado
onde se desenvolveu uma experiência com alunos, em contextos de
educa...
The EduPARK is a research and development project that intends to promote interdisciplinary mobile learning, supported by the development of an application to be used in an urban park, providing students’ involvement, motivation and engagement to enhance authentic and contextualized learning. The EduPARK project follows a qualitative interpretative...
Proposta de projeto submetido à coordenação do CIDTFF/UA 1 Rede de apoio à Supervisão da Investigação e Desenvolvimento em Educação Setembro de 2011 O presente documento apresenta a proposta de criação de uma rede/comunidade de apoio à supervisão da investigação em Educação envolvendo docentes, investigadores (supervisores de investigação) e estuda...
This short paper presents a network to support the supervision of research and development projects in Education, which aims to facilitate supervision of research processes, involving actors of postgraduate studies, both students and supervisors, and establish a research community. The online platform, that supports the network, provides research r...
The public usually associates mobile devices to distraction and learning disruption, and they are not frequently used in formal education. Additionally, games and parks are both associated with play and leisure time, and not to learn. This study shows that the combination of mobiles, games, and parks can promote authentic learning and contributes t...
The public usually associates mobile devices to distraction and learning disruption, and they are not frequently used in formal education. Additionally, games and parks are both associated with play and leisure time, and not to learn. This study shows that the combination of mobiles, games, and parks can promote authentic learning and contributes t...
With the mobile technology widespread, new functionalities are being integrated in devices, namely augmented reality (AR), which can be used to enhance learning. Combining mobile AR learning with game-based approaches supports new forms of instruction in the outdoors and students’ engagement and motivation for learning are enhanced. However, new pr...
Lúcia Pombo explains how learning can take place whilst enjoying a walk in a park using EduPARK: an educational mobile Augmented Reality App for students, teachers and tourists
Resumo O projeto AGIRE (Apoio à Gestão Integrada da Rede Escolar), resultante de uma parceria entre a Universidade de Aveiro, empresas ligadas ao ensino e à aprendizagem (consórcio example), e o Agrupamento de Escolas da Gafanha da Nazaré, implementou o conceito Edulab visando a adoção de práticas pedagógicas inovadoras e a promoção da literacia di...
Mobile devices are pervasive and can be used to promote learning in a contextual way. When combined with innovative technologies, such as augmented reality (AR), and game-based approaches, mobile devices can boost engagement with learning. Giving continuity to previous work, this paper presents the EduPARK game-like application (app) that is an int...
The EduPARK game is developed under a game-based learning methodology. It is designed for outdoor learning settings by employing geocaching principles and mobile Augmented Reality technologies. The game aims to develop users' authentic and autonomous learning about diverse interdisciplinary themes in a smart urban park. It integrates learning guide...
Augmented Reality (AR) technology and games can enhance motivation for learning. When combined with mobile devices, AR technology can promote authentic learning in outdoor environments, such as urban parks. These spaces can be used for Science Education, particularly, for environmental education and nature conservation. The EduPARK project combines...
In the last few years, several projects that promote the integration of digital technologies in educational contexts have been implemented. However, its benefits and contributions for the improvement of teaching and learning process are not consensual. This chapter aims to present some results about the learning impact of new technologies-integrati...
The AGIRE project (Apoio à Gestão Integrada da Rede Escolar), resulting from a partnership between the University of Aveiro, companies linked to teaching and learning (e-xample consortium), and Gafanha da Nazaré School Grouping, implemented the Edulab concept, which aims to adopt innovative pedagogical practices and promote the digital literacy of...
The AGIRE project, under the Edulab concept, aims to promote the adoption of innovative teaching practices. This paper reports the support strategies used to evaluate the teacher practices at the end of a teacher training course (TTC) and analyse its impact on teacher technology integration, using a design-based methodology. Teachers’ initial perce...
I Fórum CIDTFF, 5 de julho de 2017, Universidade de Aveiro
The EduPARK game is developed under a game-based learning methodology. It is designed for outdoor learning settings by employing geocaching principles and mobile Augmented Reality technologies. The game aims to develop users’ authentic and autonomous learning about diverse interdisciplinary themes in a smart urban park. It integrates learning guide...
This article theorises the functional relationship between the human components (i.e., scholars) and non-human components (i.e., structural configurations) of academic domains. It is organised around the following question: in what ways have scholars formed and been formed by the structural configurations of their academic domain? The article uses...
X Conferência Internacional de TIC na Educação – Challenges 2017, 8 a 10 de maio de 2017, Universidade do Minho
The EduLab model is a " new " educational model that integrates technologies in educational contexts comprising full equipped classrooms with attractive and easy-to-use technological resources. This model tries to promote a dynamic and more effective teaching and learning process. For this purpose, the model provides teachers training and monitorin...
This chapter presents a framework that aims to support the implementation of technological projects in educational contexts. This framework is structured in three domains: "Institutional Policies", "Teacher Professional Development" and "Teaching and Learning", each of them divided into three subdomains. Based on these topics, this chapter intends...
Pretende-se apresentar projetos desenvolvidos a nível local e nacional que visam a integração de tecnologias em contexto educativo, nomeadamente a utilização de tablets enquanto mediadores de processos de ensino e aprendizagem inovadores. Apresentar-se-ão os âmbitos, objetivos e investigações desenvolvidas em contexto escolar a partir dos projetos...
O projeto piloto Academia de Código Júnior visa generalizar o ensino de programação e código nas
escolas em Portugal, promovendo o letramento digital e desenvolvendo a capacidade de resolução de
problemas dos alunos. O estudo piloto de índole qualitativa que se apresenta envolve alunos do 1.º Ciclo do
Ensino Básico em três escolas do município de L...
O modelo EduLab pretende promover um processo de ensino e aprendizagem dinâmico e motivador através da implementação de práticas de ensino inovadoras. Para além do apetrechamento das salas de aulas com diversos recursos tecnológicos, a usar de forma integrada, pedagógica e inovadora, o modelo EduLab preconiza a formação e o acompanhamento dos docen...
This article theorizes the functional relationship between the human components (i.e., scholars) and non- human components (i.e., structural configurations) of academic domains. It is organized around the following question: in what ways have scholars formed and been formed by the structural configurations of their academic domain? The article uses...
This article theorizes the functional relationship between the human components (i.e., scholars) and non-human components (i.e., structural configurations) of academic domains. It is organized around the following question: in what ways have scholars formed and been formed by the structural configurations of their academic domain? The article uses...
This chapter presents and discusses best practices and future trends in the use of Communication Technologies (CT) in Portuguese public Higher Education Institutions (HEI), from a literature review between 2008 and 2013, triangulated with the opinion of Higher Education teachers, using interviews. This contribution emerges from the project “TRACER—...
With this article we intend to lengthen the understanding of Distance Education in Higher Education using Internet. Thus, based on Literature Review, it was made an extended research of support tools, interaction and communication processes, planning methodologies, content types, and assessment tools in Distance Education using Internet. From the a...
With this article we intend to lengthen the understanding of Distance Education in Higher Education using Internet. Thus, based on Literature Review, it was made an extended research of support tools, interaction and communication processes, planning methodologies, content types, and assessment tools in Distance Education using Internet. From the a...
This chapter presents a comprehensive view of the main activities and findings of a research project entitled TRACER-Portuguese Public Higher Education Use of Communication Technologies, which focused on how the information about the use of Communication Technologies in Higher Education Institutions can be collected, systematized, processed, and de...
No âmbito do projeto Euro4Science foi criado um kit forense educativo que propõe diversas
atividades experimentais atrativas, que inclui os principais tópicos: Biodiversidade, Ciências Químicas
e Identificação Individual Humana.
O kit forense educativo está projetado para ser utilizado pelos alunos do secundário sob supervisão
dos professores. Base...
Apresentação da Academia de Código Júnior
With this paper we intend to present a proposal for a Distance Education training module in Information Literacy – Research and selection of scienti c information sources for Higher Education students of 1st year of 2nd Cycle. Thus, it was applied a questionnaire to a team of training on Infor- mation Literacy of a Portuguese University Academic Li...
The Junior Code Academy is a pilot project that aims to generalize the teaching of programming and code in schools in Portugal, promoting digital literacy and developing skills of problem solving. The presented qualitative pilot study involves students from the 1st cycle of basic education in three schools of Lisbon Municipality, comprising partner...
The AGIRE project is a partnership between the University of Aveiro, a consortium comprising 26 companies related to teaching and learning, and one School Grouping, with the financial support of QREN. The project is embedded into the Edulab concept (school laboratories with technological equipments, as tablets, laptops, whiteboards, and educational...
Apresentação do projeto piloto desenvolvido pela Academia de Código Júnior, em parceria, entre
outros, com a Universidade de Aveiro. O projeto visa a introdução do código no primeiro ciclo.
Para além de desenvolver competências de programação, procura-se desenvolver competências transversais, designadamente ao nível da resolução de problemas, colab...
This article is based on the Multimedia in Education PhD project, from one of the authores, whose investigation intends to evaluate the impact of the Agrupamento de Escolas de Gafanha da Nazaré’s (Aveiro) EduLab model implementation on Maths and Natural Sciences subjects in a 5th grade class in the teaching and learning process improvement. The Edu...
The Junior Code Academy is a project that aims to generalize the teaching of programming and code in schools in Portugal, promoting digital literacy and developing skills of problem solving. The presented qualitative pilot study involves students from the 1st cycle of basic education in three schools of Lisbon Municipality, comprising partnership w...
This article is based on the Multimedia in Education PhD project, from the first author, whose investigation intends to evaluate the impact of the Agrupamento de Escolas de Gafanha da Nazaré’s (Aveiro) EduLab model implementation on Maths and Natural Sciences subjects in a 5th grade class.
EduLab model assumes creation of educational laboratories,...
The Academia de Código Júnior began in 3 schools in the municipality of Lisbon, in January of
2015. Involves, at this stage, 75 students of the primary school and aims to develop the ability to
solve problems through the programming.
Poster presented at Congresso Nacional “Tablets na Educação - A Educação Móvel”. University of Aveiro, 31st January
Este artigo incide sobre uma proposta de desenvolvimento de instrumentos simples e didáticos, por estudantes, como ferramenta fundamental para o Ensino da Meteorologia. A principal finalidade desta investigação é contribuir para uma aprendizagem ativa e construção do conhecimento em Meteorologia nos estudantes da unidade curricular “Ciências Integr...
This paper discusses the process of evaluation in blended Learning (bLearning) courses, offering an evaluation framework, discussing its relevance according to the opinion of national and international experts in Online Teaching and Learning, taking into account the Higher Education curricular proposals. Questions like ‘what is evaluation for?’, ‘w...