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- The Use of Digital Technologies to Develop Girls' Creativity: Paths and Practices in Greece, Lithuania, Portugal, and SloveniaPublication . Marques, C. G.; Manso, António; Grineviciute, Laura; Danieliene, RenataThe presence (or lack thereof) of women in STEM and ICT has become a key issue for the industry and for policy makers, as complex and nuanced questions of gender are brought to the centerstage of public discussion. As part of this effort, this research aims to shine a light on the factors that keep girls and young women from pursuing careers in the field of ICT and provide tools and orientations to tackle these issues. A two-fold analysis was conducted, with interviews with experts in the sector, in the format of four round-table discussions, and an analysis of 30 case studies of projects/initiatives across four countries: Lithuania, Greece, Slovenia and Portugal. The collected insights point to the persistence of gendered stereotypes, as well as prevailing misconceptions on the nature of ICT work. Furthermore, it points to the importance of teachers and educators, as well as the visibility of female role models in the industry. The investment in concrete and creative pursuits in ICT also appears as a defining factor to spark the interest of girls in the field.
- Promoção do ensino aberto e flexível no Instituto Politécnico de Tomar: Projeto NAUPublication . Marques, C. G.; Nata, Ana; Manso, António; Araújo, InêsOs cursos online, dada a sua crescente procura, têm sido abordados de uma forma crescente nas últimas décadas, sobretudo a partir de 2019. Com este artigo pretende-se descrever e analisar os resultados associados a dois MOOC (Massive Open Online Courses), desenvolvidos pelo Laboratório de Inovação Pedagógica e Educação a Distância do Instituto Politécnico de Tomar (LIED). Começa-se por apresentar algumas reflexões relativas ao enquadramento dos MOOC, analisando as suas vantagens e situando-os no contexto da educação a distância acessível a grandes audiências. De seguida, descreve-se a visão e os objetivos da plataforma NAU na qual estão alojados os dois MOOC em análise. Finaliza-se com a descrição da estratégia adotada na criação dos MOOC, assim como os objetivos, a estrutura e a análise dos resultados, decorrentes da primeira edição de cada MOOC. A experiência realizada ajudou a compreender algumas necessidades por parte dos participantes, como a atribuição de ECTS ou a disponibilização de conteúdo complementar em texto. Novos MOOC estão em processo de criação e outros estão também previstos para 2023. É reconhecido internamente o impacto positivo que os MOOC têm na divulgação do ensino que é realizado no IPT, mas também como recursos que podem ser acedidos pelos/as alunos/as para nivelamento dos conhecimentos.
- Plagiarism Detection in Algorithms - a Case Study using AlgorithmiPublication . Manso, António; Marques, C. G.; Santos, Paulo; Alencar, VitorLearning to program is crucial in computer science degree programmes. For students to gain this skill, they need to practise a lot, since programming is a difficult and complex process and practice improves it. The courses "Algorithmics" and "Introduction to programming" have therefore become almost insurmountable barriers with high failure rates. To overcome these barriers, researchers have sought to find new ways of teaching. For their part, students have looked for ways to succeed with less effort by repeatedly resorting to plagiarism. The need for classes to be taught remotely due to the pandemic has further aggravated this problem. To fight it, we created the Algorithmi tool and equipped it with a plagiarism detection module. This tool promotes stand-alone study by allowing self-correction of the exercises whilst validating authorship. This paper presents a case study on the application of the plagiarism module to the exercise resolutions submitted by the students in their personal repository. Through the analysis of the results obtained we can conclude that there was a high rate of plagiarism. The current version of the tool needs to be extended with new features, not only to become more accurate, but above all to prevent plagiarism from happening.
- NFTs and the Danger of LossPublication . Nogueira, Andreia; Marques, C. G.; Manso, António; Almeida, PaulaThis research contributes to the discussion around the importance of the long-term preservation of non-fungible tokens (NFTs) and minted digital artworks. The paper is based on a review of the literature on blockchain in art and heritage management and conservation, with particular attention to references related to the production, marketing, maintenance, and distribution of NFT-based digital art. The aims of this paper involve anticipating potential problems in the oversight of NFTs and setting out good long-term management principles and practices as well as specific preservation strategies. Despite the fact that it also discusses issues over authorship, copyright, creative commons, and open access, the paper is particularly devoted to raising concerns about the high energy consumption associated with blockchain technology and its impact on climate change. It also highlights how the preservation of NFTs cannot be neglected, despite the belief that they last forever. Most studies dedicated to analysing the impact of blockchain technology on the cultural heritage sector ignore the most important issue: preserving not only the minted digital artworks themselves but also the respective blockchain networks. Overall, this paper seeks to foster a collective awareness of the need to reflect on blockchain-related art practices and their implications for the long-term protection of cultural property.
- VITASENIOR–MT: Architecture of a Telehealth SolutionPublication . Pires, Gabriel; Lopes, Ana; Manso, António; Jorge, Dário; Mendes, Diogo; Almeida, Luis; Lopes de Oliveira, Luís Miguel; Gomes, Nelson; Dias, Pedro; Panda, Renato; Pereira, Telmo; Monteiro, Paulo; Grácio, CarlaVITASENIOR-MT is a telehealth solution under development that aims to monitor and improve the healthcare of elderly people living in the region of Médio Tejo. This solution performs both remote and local monitoring of biometric parameters of the elderly, and also of environmental parameters of their homes. The biometric variables include heart rate and temperature measurements collected automatically, by means of a bracelet, throughout the day. Blood pressure, body weight, and other biometric parameters are measured on a daily basis by the senior’s own initiative, and automatically recorded. The environmental parameters include temperature, carbon monoxide and carbon dioxide measurements. A TV set is used as a mean of interaction between the user and the medical devices. The TV set is also used to receive medical warnings and recommendations according to clinical profiles, and to receive environmental alerts. All data and alerts can be accessible to senior’s family and healthcare providers. In alarm situations, an automatic operational procedure will be triggered establishing communication to predefined entities.
- VITASENIOR-MT: a telehealth solution for the elderly focused on the interaction with TVPublication . Pires, Gabriel; Frazão Correia, Pedro; Jorge, Dário; Mendes, Diogo; Gomes, Nelson; Dias, Pedro; Ferreira, Pedro; Lopes, Ana; Manso, António; Almeida, Luis; Lopes de Oliveira, Luís Miguel; Panda, Renato; Monteiro, Paulo; Grácio, Carla; Pereira, TelmoRemote monitoring of health parameters is a promising approach to improve the health condition and quality of life of particular groups of the population, which can also alleviate the current expenditure and demands of healthcare systems. The elderly, usually affected by chronic comorbidities, are a specific group of the population that can strongly benefit from telehealth technologies, allowing them to reach a more independent life, by living longer in their own homes. Usability of telehealth technologies and their acceptance by end-users are essential requirements for the success of telehealth implementation. Older people are resistant to new technologies or have difficulty in using them due to vision, hearing, sensory and cognition impairments. In this paper, we describe the implementation of an IoT-based telehealth solution designed specifically to address the elderly needs. The end-user interacts with a TV-set to record biometric parameters, and to receive warning and recommendations related to health and environmental sensor recordings. The familiarization of older people with the TV is expected to provide a more user-friendly interaction ensuring the effectiveness integration of the end-user in the overall telehealth solution.
- Using Mobile Technologies in Education: A New Pedagogical Approach to Promote Reading LiteracyPublication . Marques, C. G.; Manso, António; Ferreira, Ana Paula; Morgado, FelisbelaThe acquisition of reading skills is decisive for the academic achievement of students. However, learning to read is a complex process. With this in mind, several attempts have been made to find new educational approaches to enhance students' reading motivation. Considering the enormous potential of ICT for education and training, we have developed a digital repository of teaching and learning materials and a multiplatform application that runs on mobile devices: Letrinhas. This information system was designed to promote the development of reading and to provide tools for monitoring and assessing reading skills against the curricular targets set by the Ministry of Education. Letrinhas was evaluated by specialists and users and a high level of satisfaction was observed among students and teachers as time and effort spent to consolidate reading is considerably reduced with this application. This evaluation also enabled to identify features that will be available in the future.
- Inovar em Tempos de Pandemia: Criação de um Curso de Inovação Pedagógica no Ensino SuperiorPublication . Marques, C. G.; Nata, Ana; Manso, António; Pestana, Hélder; Ferreira, Luis Miguel; Nunes, Maria; Santos, PauloNeste artigo descrevemos o Curso de Inovação Pedagógica desenvolvido pelo Laboratório de Inovação Pedagógica e Educação a Distância do Instituto Politécnico de Tomar (LIED) que teve como ponto de partida a pandemia do coronavírus SARS-COV-2. Neste artigo, começamos por apresentar algumas reflexões relativas ao ato de ensinar a distância e da importância que as novas tecnologias tiveram na transição, com caráter de emergência, para o ensino virtual durante o período de confinamento geral de Portugal que teve início a 16 de março de 2020. Seguidamente, apresentamos os objetivos e a estrutura do Curso de Inovação Pedagógica criado pelo LIED, assim como uma análise dos resultados decorrentes da primeira edição do curso que se realizou na modalidade on-line, com sessões síncronas e assíncronas. Na parte final deste artigo, apresentamos algumas considerações finais que relacionam as novas formas de educar com o Curso de Inovação Pedagógica do LIED.
- Design of a Mobile Augmented Reality Platform with Game-Based Learning PurposesPublication . Costa, Maria Cristina; Manso, António; Patrício, JoãoAugmented reality (AR) is an emergent technology that overlays virtual objects into the real environment. Lately, AR is gaining prominence in education because of its increasing affordability through computers or mobile technologies. In addition, research sustaining the benefits of AR to promote student’s engagement to learn is increasing every day. However, the literature identifies lack of studies about the use of AR in education, namely, studies focused on the development of AR games designed over specific learning objectives (game-based learning). This paper presents a mobile augmented reality platform with learning purposes. The platform includes a mobile application that consists of a location-based game targeted to promote learning about the universe. Furthermore, it includes a back-office that allows teachers to introduce information about celestial bodies and also develop a set of multiple-choice questions to assess student’s learning about the subject matters they teach. The mobile application provides the users with physical movement and social interaction in the real world, while playing the game and for this reason it is included in the pervasive games’ paradigm. Besides engaging the students to play the game, we argue that this platform may be used as a resource to be implemented in informal and formal learning environments.