Deep technologies combine engineering innovation and scientific findings to solve complex problems and are becoming particularly relevant to the gambling industry. With the global rise of gambling practices and the subsequent increase of gambling-related problems and disorders, deep technologies have emerged as a way to create safer online gambling environments. However, there is still limited knowledge regardi...
Este livro analisa criticamente a integração da Inteligência Artificial Generativa no ensino superior, assumindo-a como uma questão pedagógica, epistemológica e ética, e não apenas tecnológica. A obra problematiza discursos tecnodeterministas e abordagens instrumentais, propondo uma leitura informada e situada da IA enquanto fenómeno sociotécnico que intervém em práticas centrais da vida académica, como a escri...
This paper examines the various stages of the teaching-learning lifecycle, from initial planning to assessment and continuous refinement. Each phase - planning, creation of educational content, tutoring, assessment, and iteration - is discussed in the context of the increasing role of Artificial Intelligence (AI), emphasizing how it has been used to automate and streamline formerly manual pedagogical tasks. The...
This article presents the development and implementation of an educational plugin for the Moodle platform that integrates generative artificial intelligence through Retrieval-Augmented Generation (RAG). The developed system consists of a Moodle block that provides a conversational assistant, chatbot, based on the gemma3:12B model, complemented by gamification elements to increase student engagement. The solutio...
The combination of Artificial Intelligence (AI) and gamification emerges as an innovative approach to enhance both effectiveness and motivation in the educational process. This paper presents Gamibot, a gamified educational chatbot designed to integrate with the Moodle platform and support higher education students. Gamibot leverages large language models (LLMs) to provide personalized interactions, including f...
This article assumes that Learning Management Systems (LMS), such as Moodle or Blackboard, cannot respond to the current needs of our learners and fail to create bridges with Web 3.0. As such, through a literature review, we will seek on the one hand, to reflect on the need to resort to the Reflective and Participatory Approach to Design (RAPAD) methodology and the creation of Personal Learning Environments (PL...
As gamification spreads to new areas, new applications are being developed and the interest in evaluating gamified systems continues to grow. To date, however, no one has comprehensively approached this topic: multiple evaluation dimensions and measures have been proposed and applied without any effort to organize them into a full gamut of tools for the multi-dimensional evaluation of gamified systems. This pap...
This paper is poised to inform educators, policy makers and software developers about the untapped potential of PWAs in creating engaging, effective, and personalized learning experiences in the field of programming education. We aim to address a significant gap in the current understanding of the potential advantages and underutilisation of Progressive Web Applications (PWAs) within the education sector, speci...