There is a discussion on the potential of augmented reality (AR), mobile technologies to enhance ... more There is a discussion on the potential of augmented reality (AR), mobile technologies to enhance learning. This article presents: 1) the EduPARK project's first cycle of design-based research for the development of a mobile AR game-like app that aims to promote learning in an urban park, and 2) an experience of students using it in loco. The focus is the students' perceptions regarding the usability and functionality of the app. Data collection involved focus groups, questionnaires and app usage information. Data was submitted to content analysis and descriptive statistics. Results revealed an excellent usability of the EduPARK app, with an average system usability scale of 85.6. Overall, students reported that the app was enjoyable, easy to use and promoted learning; however, improvements and more evaluation experiences are needed to better understand mobile AR game-like learning in urban parks.
PurposeThis paper provides a general review related to a wider project, aimed at developing a mob... more PurposeThis paper provides a general review related to a wider project, aimed at developing a mobile game-based app on Education for Sustainable Development within a smart learning city environment. It aims to address guidelines for a new action-oriented transformative pedagogy that is essential for the development of key competencies for sustainable development based on literature review and on the exploration of a previously created mobile game-based app – the EduPARK app.Design/methodology/approachThis work gives continuity to the developed work, through a qualitative interpretive methodology of case study. Its main objective is to analyze the opinion of Higher Education students, who have experienced the EduPARK app, in what concerns the impact of the educational strategy into: (1) learning value, (2) authentic learning, (3) lifelong learning, and (4) conservation and sustainable habits. Data collection instruments involve students’ reflections triangulated to a questionnaire.FindingsThe study finds that the potential for promoting conservation and sustainable habits is widely recognized by app users, although they mention that this aspect can be further explored. This legitimates the relevance of the new mission – EduCITY, which focuses on enhancing sustainability key skills of citizens who participate in extension game-based activities on strategic paths in the city.Originality/valueThis paper comprises a set of guidelines and best practices for educational stakeholders and decision makers in order to enhance a wider integration of this outdoor mobile innovative approach in education, promoting smart and sustainable attitudes of citizens within the cities.
This paper presents the design of the curricular unit "Nature Integrated Sciences I” for the... more This paper presents the design of the curricular unit "Nature Integrated Sciences I” for the Course of Primary School Teachers of the 1st cycle of Higher Education at the University of Aveiro (Portugal). This curricular unit integrates a holistic approach to science based on the STS movement, where the activities promote collaborative work, such as study visits, field trips, laboratory classes, public presentations of works, discussion activities and self-and peer-assessment. It is intended to evaluate innovative teaching and learning strategies by hearing the students’ opinions about the proposed activities, their attitudes towards collaborative work and peer assessment. A questionnaire was applied online during the currilucar unit and the results show that most students felt that the teaching methodology was appropriate, group activities were relevant and assessment strategies contributed to the development of the targeted skills and building of knowledge. Key words: collabor...
O projeto AGIRE (Apoio à Gestão Integrada da Rede Escolar), resultante de uma parceria entre a Un... more O projeto AGIRE (Apoio à Gestão Integrada da Rede Escolar), resultante de uma parceria entre a Universidade de Aveiro, empresas ligadas ao ensino e à aprendizagem (consórcio e-xample), e o Agrupamento de Escolas da Gafanha da Nazaré, implementou o conceito Edulab visando a adoção de práticas pedagógicas inovadoras e a promoção da literacia digital de professores (e alunos). Para tal, implementou-se uma oferta formativa durante um ano letivo com 13 professores. No estudo, de natureza qualitativa, aplicaram-se vários instrumentos de recolha de dados, que revelaram: i) que o posicionamento face à integração das TIC na prática pedagógica, mudou de adoção para adaptação, segundo a TIM matrix; ii) que as tecnologias disponibilizadas transformaram as aulas em sessões mais dinâmicas, eficazes e motivadoras e contribuindo para aprendizagens ativas e significativas (segundo a análise SWOT); e iii) princípios de boas práticas, como implementar estratégias diversificadas de ensino e avaliação u...
Neste artigo apresenta-se uma revisão de literatura científica referente ao uso das Tecnologias d... more Neste artigo apresenta-se uma revisão de literatura científica referente ao uso das Tecnologias da Comunicação no Ensino Superior nos contextos nacional e internacional, realizada no âmbito do projeto TRACER, indica que é vasta a investigação nesta área, confirmando o uso e a exploração de uma grande diversidade de Tecnologias da Comunicação na atividade de docentes e estudantes, embora se observe grande disparidade em termos de frequência de uso dessas tecnologias.This paper presents a review of scientific literature on the use of Communication Technologies in higher education in national and international contexts. This review of literature, carried out under the TRACER project, indicates extensive research in this area, confirming the use and operation of a wide range of Communication Technologies in the activity of teachers and students, although there was wide disparity in terms of frequency of the use of these technologies
O modelo EduLab pretende promover um processo de ensino e aprendizagem dinâmico e motivador atrav... more O modelo EduLab pretende promover um processo de ensino e aprendizagem dinâmico e motivador através da implementação de práticas de ensino inovadoras. Para além do apetrechamento das salas de aulas com diversos recursos tecnológicos, a usar de forma integrada, pedagógica e inovadora, o modelo EduLab preconiza a formação e o acompanhamento dos docentes. Neste artigo pretende-se caraterizar as estratégias de ensino mediadas pelas tecnologias implementadas no Agrupamento de Escolas de Gafanha da Nazaré (Portugal), um dos dez agrupamentos de escolas onde foi implementado o projeto piloto EduLabs, no ano letivo 2014/2015. Com vista à concretização deste objetivo, recolheram-se dados através de grelhas de registo de aulas, diário de bordo da investigadora, inquéritos por questionário e relatórios reflexivos dos professores. Verifica-se que a implementação do modelo EduLab conduziu a uma utilização frequente dos recursos disponibilizados no contexto do projeto. A utilização destes recursos...
Ponencia presentada en: XXXII Jornadas Científicas de la AME y el XIII Encuentro Hispano Luso de ... more Ponencia presentada en: XXXII Jornadas Científicas de la AME y el XIII Encuentro Hispano Luso de Meteorología celebrado en Alcobendas (Madrid), del 28 al 30 de mayo de 2012
The EduPARK game is developed under a game-based learning methodology. It is designed for outdoor... more The EduPARK game is developed under a game-based learning methodology. It is designed for outdoor learning settings by employing geocaching principles and mobile Augmented Reality technologies. The game aims to develop users’ authentic and autonomous learning about diverse interdisciplinary themes in a smart urban park. It integrates learning guides for different target groups of basic education. The purpose of this paper is to present the game prototype development, and its first cycle of refinement, as the study followed a design-based research approach. The game evaluation involved 74 students from two school levels (aged 9-10 and 13-14). They explored and evaluated the game. Participant observation and focus groups were conducted. The evaluation allowed identifying positive characteristics of the game, such as immediate feedback and collaborative dynamics. Some questions included in the learning guides were perceived as difficult to understand and also some features came out to ...
The fish community and its spatial and temporal organization were studied in the Ria de Aveiro. T... more The fish community and its spatial and temporal organization were studied in the Ria de Aveiro. This lagoon system (43 km2 in area), has both marine and fluvial influences and is located between 40º30' - 40º52'N and 8º35' - 8º47'W on the central coast of Portugal. The ichthyofauna was sampled monthly, from December 1996 to November 1997, at nine selected stations, with "chincha", a traditionally-used beach-seine-type net of the region. A total of 14,598 specimens representing 43 species from 21 families were caught. The abiotic parameters (temperature, salinity and dissolved oxygen) showed significant seasonal variations, although only salinity and transparency showed statistically significant trends among sampling stations. The diversity and evenness were greater at the borders of the lagoon. The species richness, diversity and evenness peaked in mid-Summer. Marine seasonal migrant species were the most numerous, and the marine juvenile and estuarine resid...
There is a discussion on the potential of augmented reality (AR), mobile technologies to enhance ... more There is a discussion on the potential of augmented reality (AR), mobile technologies to enhance learning. This article presents: 1) the EduPARK project's first cycle of design-based research for the development of a mobile AR game-like app that aims to promote learning in an urban park, and 2) an experience of students using it in loco. The focus is the students' perceptions regarding the usability and functionality of the app. Data collection involved focus groups, questionnaires and app usage information. Data was submitted to content analysis and descriptive statistics. Results revealed an excellent usability of the EduPARK app, with an average system usability scale of 85.6. Overall, students reported that the app was enjoyable, easy to use and promoted learning; however, improvements and more evaluation experiences are needed to better understand mobile AR game-like learning in urban parks.
PurposeThis paper provides a general review related to a wider project, aimed at developing a mob... more PurposeThis paper provides a general review related to a wider project, aimed at developing a mobile game-based app on Education for Sustainable Development within a smart learning city environment. It aims to address guidelines for a new action-oriented transformative pedagogy that is essential for the development of key competencies for sustainable development based on literature review and on the exploration of a previously created mobile game-based app – the EduPARK app.Design/methodology/approachThis work gives continuity to the developed work, through a qualitative interpretive methodology of case study. Its main objective is to analyze the opinion of Higher Education students, who have experienced the EduPARK app, in what concerns the impact of the educational strategy into: (1) learning value, (2) authentic learning, (3) lifelong learning, and (4) conservation and sustainable habits. Data collection instruments involve students’ reflections triangulated to a questionnaire.FindingsThe study finds that the potential for promoting conservation and sustainable habits is widely recognized by app users, although they mention that this aspect can be further explored. This legitimates the relevance of the new mission – EduCITY, which focuses on enhancing sustainability key skills of citizens who participate in extension game-based activities on strategic paths in the city.Originality/valueThis paper comprises a set of guidelines and best practices for educational stakeholders and decision makers in order to enhance a wider integration of this outdoor mobile innovative approach in education, promoting smart and sustainable attitudes of citizens within the cities.
This paper presents the design of the curricular unit "Nature Integrated Sciences I” for the... more This paper presents the design of the curricular unit "Nature Integrated Sciences I” for the Course of Primary School Teachers of the 1st cycle of Higher Education at the University of Aveiro (Portugal). This curricular unit integrates a holistic approach to science based on the STS movement, where the activities promote collaborative work, such as study visits, field trips, laboratory classes, public presentations of works, discussion activities and self-and peer-assessment. It is intended to evaluate innovative teaching and learning strategies by hearing the students’ opinions about the proposed activities, their attitudes towards collaborative work and peer assessment. A questionnaire was applied online during the currilucar unit and the results show that most students felt that the teaching methodology was appropriate, group activities were relevant and assessment strategies contributed to the development of the targeted skills and building of knowledge. Key words: collabor...
O projeto AGIRE (Apoio à Gestão Integrada da Rede Escolar), resultante de uma parceria entre a Un... more O projeto AGIRE (Apoio à Gestão Integrada da Rede Escolar), resultante de uma parceria entre a Universidade de Aveiro, empresas ligadas ao ensino e à aprendizagem (consórcio e-xample), e o Agrupamento de Escolas da Gafanha da Nazaré, implementou o conceito Edulab visando a adoção de práticas pedagógicas inovadoras e a promoção da literacia digital de professores (e alunos). Para tal, implementou-se uma oferta formativa durante um ano letivo com 13 professores. No estudo, de natureza qualitativa, aplicaram-se vários instrumentos de recolha de dados, que revelaram: i) que o posicionamento face à integração das TIC na prática pedagógica, mudou de adoção para adaptação, segundo a TIM matrix; ii) que as tecnologias disponibilizadas transformaram as aulas em sessões mais dinâmicas, eficazes e motivadoras e contribuindo para aprendizagens ativas e significativas (segundo a análise SWOT); e iii) princípios de boas práticas, como implementar estratégias diversificadas de ensino e avaliação u...
Neste artigo apresenta-se uma revisão de literatura científica referente ao uso das Tecnologias d... more Neste artigo apresenta-se uma revisão de literatura científica referente ao uso das Tecnologias da Comunicação no Ensino Superior nos contextos nacional e internacional, realizada no âmbito do projeto TRACER, indica que é vasta a investigação nesta área, confirmando o uso e a exploração de uma grande diversidade de Tecnologias da Comunicação na atividade de docentes e estudantes, embora se observe grande disparidade em termos de frequência de uso dessas tecnologias.This paper presents a review of scientific literature on the use of Communication Technologies in higher education in national and international contexts. This review of literature, carried out under the TRACER project, indicates extensive research in this area, confirming the use and operation of a wide range of Communication Technologies in the activity of teachers and students, although there was wide disparity in terms of frequency of the use of these technologies
O modelo EduLab pretende promover um processo de ensino e aprendizagem dinâmico e motivador atrav... more O modelo EduLab pretende promover um processo de ensino e aprendizagem dinâmico e motivador através da implementação de práticas de ensino inovadoras. Para além do apetrechamento das salas de aulas com diversos recursos tecnológicos, a usar de forma integrada, pedagógica e inovadora, o modelo EduLab preconiza a formação e o acompanhamento dos docentes. Neste artigo pretende-se caraterizar as estratégias de ensino mediadas pelas tecnologias implementadas no Agrupamento de Escolas de Gafanha da Nazaré (Portugal), um dos dez agrupamentos de escolas onde foi implementado o projeto piloto EduLabs, no ano letivo 2014/2015. Com vista à concretização deste objetivo, recolheram-se dados através de grelhas de registo de aulas, diário de bordo da investigadora, inquéritos por questionário e relatórios reflexivos dos professores. Verifica-se que a implementação do modelo EduLab conduziu a uma utilização frequente dos recursos disponibilizados no contexto do projeto. A utilização destes recursos...
Ponencia presentada en: XXXII Jornadas Científicas de la AME y el XIII Encuentro Hispano Luso de ... more Ponencia presentada en: XXXII Jornadas Científicas de la AME y el XIII Encuentro Hispano Luso de Meteorología celebrado en Alcobendas (Madrid), del 28 al 30 de mayo de 2012
The EduPARK game is developed under a game-based learning methodology. It is designed for outdoor... more The EduPARK game is developed under a game-based learning methodology. It is designed for outdoor learning settings by employing geocaching principles and mobile Augmented Reality technologies. The game aims to develop users’ authentic and autonomous learning about diverse interdisciplinary themes in a smart urban park. It integrates learning guides for different target groups of basic education. The purpose of this paper is to present the game prototype development, and its first cycle of refinement, as the study followed a design-based research approach. The game evaluation involved 74 students from two school levels (aged 9-10 and 13-14). They explored and evaluated the game. Participant observation and focus groups were conducted. The evaluation allowed identifying positive characteristics of the game, such as immediate feedback and collaborative dynamics. Some questions included in the learning guides were perceived as difficult to understand and also some features came out to ...
The fish community and its spatial and temporal organization were studied in the Ria de Aveiro. T... more The fish community and its spatial and temporal organization were studied in the Ria de Aveiro. This lagoon system (43 km2 in area), has both marine and fluvial influences and is located between 40º30' - 40º52'N and 8º35' - 8º47'W on the central coast of Portugal. The ichthyofauna was sampled monthly, from December 1996 to November 1997, at nine selected stations, with "chincha", a traditionally-used beach-seine-type net of the region. A total of 14,598 specimens representing 43 species from 21 families were caught. The abiotic parameters (temperature, salinity and dissolved oxygen) showed significant seasonal variations, although only salinity and transparency showed statistically significant trends among sampling stations. The diversity and evenness were greater at the borders of the lagoon. The species richness, diversity and evenness peaked in mid-Summer. Marine seasonal migrant species were the most numerous, and the marine juvenile and estuarine resid...
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