The July 2025 issue of Indagatio Didactica magazine includes 11 articles covering the sections Didactics and Curriculum Development (5); (Digital) Technologies in Education (4) and Education Policy and Assessment (2). The various articles cover topics from different fields of action and research, produced by authors from Portuguese, Brazilian and Angolan institutions.; O número de julho de 2025 da Revista Indag...
O número de dezembro de 2025 da Revista Indagatio Didactica inclui 21 artigos que se enquadram nas secções Desenvolvimento Curricular e Didática (12); Políticas e Avaliação em Educação (4); Tecnologias Digitais em Educação (3) e Supervisão em Educação (2). Os diversos artigos abraçam temáticas de diferentes campos de ação e de investigação, encontrando-se artigos produzidos por autores de instituições portugues...
The integration of mobile and game-based technologies in teaching practices is challenging for teachers, as they have both pedagogical and technological issues to tackle and, frequently, do not have or have insufficient training in this specific area. The analysis of the literature in this field is relevant for sustaining decisions regarding both pre-service and in-service teacher training in mobile and game-ba...
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, in natural spaces. This paper presents a pilot case study of a ...
Mobile devices, augmented reality (AR), and outdoor games can be mobilized to promote Education for Sustainable Development and, thus, to sensitize to nature conservation. The EduCITY project combines mobile learning, AR, and environmental sensors towards sustainability education and creates opportunities for citizens to contribute to their city's sustainability. This paper presents a study that articulates the...
Educational research has been showing a growing interest in the field of Linguistic Landscapes (LL) with numerous studies highlighting the pedagogical potential of LL in developing pupils’ and teachers’ competences at different levels. Yet, despite the pervasive role new technologies are taking in education, research bridging LL and digital tools is slim and mostly focused on the use of mobile devices for metho...
Education for sustainability is a relevant goal worldwide. One way to promote it, according to the literature, is to explore emergent active learning approaches, such as mobile learning, augmented reality, and games. This work-in-progress study presents an approach to develop a smart learning city environment towards changes in citizens’ sustainable development competences, the EduCITY. Its innovation is to add...
This study used Bloom's Revised Taxonomy to examine 30 questions produced for a mobile quiz game with augmented reality contents to be explored in a formal learning context, in an urban green park, in Portugal. The game was co-created by 14 in-service teachers involved in a 50h training that aimed to promote the collaborative development of open digital educational resources that foster Science, Technology, Eng...
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 activities for the community, to promote the image of the University o...
To progress towards the goals of the 2030 Agenda, citizens must have opportunities to develop key competences in sustainability. Mobile devices, augmented reality and outdoor games can be mobilized to promote education for Sustainable Development for diverse target publics. Thus, there is a need of research changes in sustainable development competences in citizens brought about by the exploration of a smart le...