Motivada pelas mudanças no contexto de ensino e apren- dizagem resultantes da situação pandémica por COVID-19 e da declaração do estado de emergência em Portugal a 18 de março de 2020, a reflexão que apresentamos tem como objetivo compre- ender os efeitos e desafios dos cenários mediados pela tecnologia digital. Neste sentido, a análise passa por aferir (i) a dimensão da ubiquidade na gestão quer dos espaços pr...
Seeking to capitalize the interest of younger audiences in game creation activities, the Gamers4Nature project aims to develop a toolkit designed to support game design by allowing the manipulation of the several elements that compose a game. Prior to the toolkit’s development, there was the need to establish the respective conceptual framework. This paper describes the process of defining the project’s concept...
Seeking to capitalize the interest of younger audiences in game creation activities, the Gamers4Nature project aims to develop a toolkit designed to support game design by allowing the manipulation of the several elements that compose a game. Prior to the toolkit’s development, there was the need to establish the respective conceptual framework. This paper describes the process of defining the project’s concept...
As technological development eased the access to information, ubiquitous learning - technologically mediated learning that occurs regardless of time and space - provides learning able to overcome geographical barriers and to level the field for students generally disadvantaged in access to education. The particular needs and contexts of educational agents – teachers, students and parents –, however, and their a...
The Gamers4Nature project aims to deliver a set of strategies to empower and en-courage youngsters (upper-secondary and undergraduate students) to actively participate in games creation while raising knowledge about environmental preservation and biodiversity conservation. To accomplish these goals, a Toolkit to Game Design is being created, containing a set of resources and tools aiming to help in the creation...
As technological devices surrounding the television are changing, so are viewers’ habits. When the interactive Television industry turns its focus to the development of second-screen applications, this paper reports on a study aiming to analyse the impact, on users, of notifications in second-screen scenarios. As part of the study, the research team developed a prototype that simulated an application able to de...
The recognition of the creative, participatory and social dimensions of the Web brought profound changes to the way individuals approach education, identity, practice and knowledge. When it is almost impossible to stay out of the digital world, this paper addresses issues related with the importance of having an online identity, both to individuals and Higher Education Institutions. Presenting the main results ...
Social media is changing the way individuals learn, collaborate and express themselves, fostering the construction of an identity and reputation available to almost everyone. More than Curriculum Vitae, the construction of an online identity may reveal the sum of the learners’ skills and experiences. Introducing online identity as a concept that reflects the path of the learner’s person...
Com o desenvolvimento das ferramentas Web 2.0 a Internet assume‐se como uma plataforma onde os conteúdos, mais que transmitidos e consumidos, são criados, partilhados e transformados. Ao facilitar os processos de comunicação, interacção e criação de grupos, o software social potencia o desenvolvimento de novos ambientes de aprendizagem onde a comunidade se define como centro de construção de conhecimento. Num n...