Rui Leitão

Rui Leitão
University of Leeds · School of Design

Doctor of Philosophy
DESIGN FOR THE OCEAN

About

16
Publications
8,742
Reads
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61
Citations
Introduction
I am a communication designer and researcher working from print to interactive displays. I am concerned with how media communicate with people in order to inform, educate, and engage them.
Additional affiliations
January 2020 - June 2021
Loughborough University
Position
  • Research Associate
Description
  • User-centred design
December 2017 - present
University of Porto
Position
  • Research Collaborator
January 2014 - March 2015
University of Porto
Position
  • Research Assistant
Description
  • Interface design for mobile applications, in particular educational games
Education
October 2016 - October 2020
Loughborough University
Field of study
  • Design > User experience; motivation; engagement; educational technologies; Ocean Literacy
October 2013 - December 2014
University of Porto
Field of study
  • Doctoral Program - Third Cycle of Studies - 1st Level (Advanced Studies)
September 2011 - November 2013
Universidade Aberta
Field of study
  • Design > Educational technologies, mobile learning, usability, augmented reality

Publications

Publications (16)
Article
Full-text available
Low levels of concern about anthropogenic climate change have been attributed to a range of factors, some of which relate to education. These include people’s lack of understanding and engagement with the multifaceted nature and extent of the problem that it presents to current and future generations. Limited knowledge is also known to be an obstac...
Article
Full-text available
Motivation theory is indispensable when discussing processes of learning. Learners who are motivated can learn almost everything. Students' motivation is probably one of the most important factors for teacher effectiveness both for engagement in the learning process and high academic performance. To have effective environmental education, it is not...
Conference Paper
Full-text available
Gamification is increasingly used in the education context due to its engaging and motivating features that could enhance the learning/teaching process. While there is rich and growing work on game-like applications across fields, there is little multidisciplinary dialogue between pupils, researchers and game designers about how to design them for...
Conference Paper
Full-text available
Gamification is an umbrella term, meaning the implementation of video game elements in a non-video game environment in order to improve the user experience and increase the user’s motivation and engagement. When gamification is applied to education, it refers to ‘making learning experiences more engaging and game-like by using game design elements...
Chapter
Full-text available
As a consequence of the technological advances and the widespread use of mobile devices to access information and communication in the last decades, mobile learning has become a spontaneous learning model, providing a more flexible and collaborative technology-based learning. Thus, mobile technologies can create new opportunities for enhancing the...
Conference Paper
Full-text available
Manifestations of climate change can be found in subtle shifts in environmental conditions, such as sea level rise, melting glaciers or changing oceanic acidity due to atmospheric CO 2 uptake. Over the past two decades, a great deal of media production has focused on informing the public about scientific discoveries about the health of the ocean an...
Conference Paper
Full-text available
As mobile technology develops, it creates new opportunities for enhancing the learning and teaching experience. In this paper, the results of a comparative study between two countries (Portugal and UK) will be described, regarding the relationship between technologies and the teaching-learning process in science. Specifically, the paper investigate...
Conference Paper
Resumo: A criação de aplicações para dispositivos móveis aumenta o acesso à informação, promovendo a literacia em saúde, nomeadamente entre os jovens. Dado que os jovens têm uma grande apetência pelas TIC e por actividades lúdicas, desenvolvemos um jogo interativo para plataformas móveis para incrementar a literacia em nutrição. Esperamos com esta...
Conference Paper
Full-text available
A videoarte, ou vídeo arte ou vídeo-arte é uma forma de expressão artística que utiliza a tecnologia do vídeo em artes visuais. Numa ligação estreita com o universo das Artes Digitais, este artigo pretende relacionar práticas definidas entre o video e a instalação, numa procura constante de novos modos de expressão artística com interfaces naturais...
Article
Full-text available
In teaching, the use of virtual and augmented reality has been on the rise, exploring different means of interaction and student engagement. Based on constructivist pedagogic principles, augmented reality pretends to provide the learner/user with effective access to information through real-time immersive experiences. Game-based learning is one of...
Poster
O mercado das aplicações móveis está em expansão em Portugal. Uma nova geração de jovens já nasceu na era da internet e interage, desde muito cedo, com tablets e smartphones. Neste contexto, urge aproveitar as oportunidades oferecidas pelos dispositivos móveis, e utilizá-los como estratégia para atrair os jovens para áreas científicas. O jogo "Lab...

Questions

Question (1)
Question
I am looking for examples of gamification applied to ocean literacy and results of such applications. Does anyone know of any examples?

Network

Cited By

Projects

Projects (2)
Project
• To develop strategies and design research tools to stimulate people to act sustainably. • to bridge the knowledge of citizens and their behaviours towards the ocean through a design-based approach. • to advance in Nature-centred Design methods and develop design strategies to mitigate the human impact on nature.
Project
• Determine the extent to which pupils and teachers employ technology in learning and, respectively, teaching processes • Investigate which digital media sources of information, like internet and mobile platforms, are associated with higher levels of ocean literacy knowledge. • Investigate pupils’ knowledge about the ocean; • Understand the sources from which students get information about the ocean; Sub-objectives • Understand the relationship between media sources of information and levels of ocean literacy; • Understand the relationship between ocean literacy levels and personal responsibility for, and the importance that the ocean has for pupils. • Evaluate the end-user experience and the usability of an existing game in the market and to explore pupils’ experiences concerning recycling and ocean protection • Understand the effect that playing an educational mobile game can have in stimulating children to engage in learning about recycling • Compare the effectiveness of three game elements in promoting learning about the ocean and how it relates to people’s behaviour • Compare the game elements for enhancing ocean literacy • Evaluate which game elements allow better integration with educational content and have better impact on learning • Understand which of the game elements affect the different motivation layers • Compare the game elements for enhancing the motivation to recycle • Evaluate which game elements are better at motivating and engaging learners