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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.
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Education
Publications
Publications (16)
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...
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...
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...
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...
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...
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...
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...
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...
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...
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...
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)
I am looking for examples of gamification applied to ocean literacy and results of such applications. Does anyone know of any examples?
Projects
Projects (2)
• 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.
• 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