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- A realidade aumentada, a gamification e os dispositivos móveis como estratégias de promoção da literacia digital. Projeto “Livros com Voz”Publication . Gomes, Cristina; Gomes, José; Figueiredo, Mauro; Bidarra, JoséNa sociedade atual, a capacidade de usar a informação escrita de forma generalizada é essencial, tanto mais verificando-se com crescente acuidade serem o conhecimento e a informação fatoresdeterminantes da integração social. Neste sentido, a promoção da literacia, aqui entendida como um conceito que se aproxima do domínio psicolinguístico, destacando o uso do saber transmitido, “a capacidade de usar as competências (ensinadas e aprendidas) de leitura, escrita e cálculo” (Pinto, 2010), realiza e reforça a liberdade individual, permitindo a igualdade de acesso a todos os direitos humanos fundamentais. Recentemente, com o advento das novas tecnologias de informação, surgiu um novo tipo de iliteracia, aquela que se relaciona com a incapacidade de aceder aos fluxos informacionais virtuais, verificando-se, sobretudo entre as camadas mais jovens, a dissociação entre o livro impresso e a recolha de informação acrítica via Internet. É neste contexto que surge o projeto “Livros com Voz”, projeto implementado noagrupamento do ensino básicoe secundáriodo Concelho deMatosinhos, com a colaboração da biblioteca escolar (CRE-Centro de Recursos Educativos). “Livros com Voz” associaao livro em formato de papel camadas de informação digital (áudio, animações, jogo de conhecimento) através da tecnologia da realidade aumentada.Osconteúdos digitais foram realizados com a participação ativa dos jovens e podem ser acedidos a partir dos novos dispositivos de computação móvel.O presente artigo centra-se, essencialmente, na apresentação descritiva e interpretativa deste projeto, utilizando-se a metodologia de estudo de caso.
- Project "flappy crab": an edu-game for music learningPublication . Gomes, José; Gomes, Cristina; Figueiredo, Mauro; Bidarra, JoséThis paper discusses some possibilities of gamification and remixing process for music education.Analysesalsothe concepts of gamification, mashup, remix and presents its possible usage in education –music teaching -throughthe development of the project/educational game “Flappy Crab”.The article begins with a brief introduction to the concepts of education, gamification, remix and mashup and software development. After that, we will make the summarypresentation of the music edu-game “Flappy Crab”, a clone of the GEARS Studios Flappy Bird,developed for mobiles devices with the Unity3D game-engine.
- The development of an interactive mathematics app for mobile learningPublication . Figueiredo, Mauro; Godejord, Beata; Rodrigues, JoséLow achievement in mathematics education has been an increasing problem in the recent years in some countries. According to a 2010 study from the U.S. Department of Education, blended learning classes produce statistically better results than their face-to-face. There is also an increasing number of students using smartphones and tablets in schools. Mobile devices gained popularity as an educational tool and there are many schools that use them frequently in educational activities to improve learning. In this paper, we present the development of an application for smartphones and tablets to provide activities that students can do outside the classroom or at home and increase the time they spend learning and practicing mathematics. With this app students solve mathematic activities and are helped by the presentation of videos with the problems resolutions.
- Milage app: mobile learning of mathematicsPublication . Figueiredo, Mauro; Godejord, Beata; Rodrigues, José; Gozáles-Pérez, AliciaThis paper presents the novel app MILAGE Learn+ Launcher for smartphones and tablets where students can solve mathematical problems outside the classroom or at home and increase the time they spend learning and practicing mathematics. This app is a tool for learning mathematics that provides a set of problems organized according to the curriculum. It was designed for upper secondary schools but it can be used for other levels and subjects too. This tool is innovative in the introduction of self and peer evaluation for students of secondary schools in a gamification process of solving problems. With this app students solve mathematical problems and they have immediate feedback that is used for self-evaluation. After solving the problem and doing the self-evaluation the student can choose to watch a concise or detailed video to study the problem resolution. The concise video shows the steps need to solve the problem. The detailed video shows in more detail, including background information that may help low achiever students understand the resolution of that problem. In this way, the student can watch the video as many times as those needed to learn how to solve that problem. This is a step for the inclusion of low achiever students in the process of learning mathematics. This app also provides three levels of problems: beginners, intermediate and advanced to accommodate the low achievers and also motivate top performers students to use the app. The student can also at anytime evaluate his peers. In this way, the student can also study again problems of a certain topic when he is evaluating the resolution of a problem solved by another student. In this way, the teacher can also check the self and peer evaluation of his students and has feedback about students’ achievements.
- Musical journey: a virtual world gamification experience for music learningPublication . Gomes, José; Figueiredo, Mauro; Amante, LúciaGames are an integral part of the learning process of humans, in particular for children, who exploit the imagery as an intrinsic part of their lives. Features from games have been successfully implemented as a means to captivate and motivate students to perform learning at various levels of education in traditional schools. This paper presents a virtual world – Musical Journey – representing the Aesthetic Periods of Music History. This virtual environment allows students to freely explore and discover the most relevant sounds, musical instruments and composers, ranging from the first century to present time. Musical Journey is a three-dimensional space that simulates an area similar to a museum or art gallery. In that context, musical contents are grouped into thematic exhibition halls, where users can interact with the exhibition. Musical Journey was developed with the Vivaty Studio program, exported to the standard X3D and configured for local or remote access using X3DOM enrolled in HTML5 pages, displaying 3-D contents in a web browser without any plug-ins. In this paper, we explain how the introduction of the concept gamification, through a process whereby we insert elements of game mechanics and design in the virtual world, contributed to the learning and motivation of the study of these curricula. We conclude this paper by presenting a case-study conducted among a sample group of students from the 2nd Cycle of Basic Education contemplating the use of this Virtual world in an educational context.
- Projeto “Flappy Crab”. Um jogo educacional para o ensino da músicaPublication . Gomes, Cristina; Figueiredo, Mauro; Bidarra, José; Gomes, JoséEste artigo apresenta um jogo educacional, o projeto “Flappy Crab”, destinado ao ensino de conteúdos programáticos relacionados com a disciplina de Educação Musical. Fazendo uso de processos tais como a gamification e o remix, pretende avaliar os possíveis impactos que a sua utilização porventura possa ter na aprendizagem e desenvolvimento de competências relacionadas com a memória auditiva, a discriminação qualitativa de alturas de sons musicais (em uma tessitura de uma oitava com ponto central nos 440 Hz), a identificação visual dos símbolos da notação musical e respetiva organização segundo as regras gramaticais da grafia sonora. O jogo está a ser introduzido junto de um grupo de cerca de 30 adolescentes, durante um período de, aproximadamente, 6 meses, ao longo dos quais serão recolhidos dados; todavia, no presente artigo, far-se-á já a resenha dos dados preliminares até à data recolhidos. Neste artigo falaremos igualmente, ainda que de forma sucinta, do motor de jogo utilizado no desenvolvimento desta aplicação educativa, o UNITY.