Daily tasks like reading the news or just saying hello to a friend or family member is through te... more Daily tasks like reading the news or just saying hello to a friend or family member is through technologies, online applications in the mobile devices. Being online is a natural way of life, but those how did not grow with these new technologies and the internet feel outcast from the new online world. Senior citizens are looking to get themselves an update, connect with this online world, to be closer to family and friend members. It is simple as that, but is it? No. Without the fundamental knowledge on how to be safe on online browsing or using social media applications are the personal data of senior citizen safe and their own life safe? No. Through serious games, one can help them to learn all the matters in digital skills and more importantly in online web browsing.
International Journal of Art, Culture, Design, and Technology
The performance “Assum Livre” integrates a sequence of artifacts first presented for a PhD thesis... more The performance “Assum Livre” integrates a sequence of artifacts first presented for a PhD thesis, “Backyard of Sounds: A Path to Sound Immersion.” It was recently recreated in a cyberspace event, hence its transcription as a cyberperformance. It consists of an artistic proposal that seeks to reflect on freedom and imprisonment, evoking a metaphor that recreates the experience of the lockdown in 2020–2021. The performance is based on streaming a video recorded with the author and singer performing part of Teixeira's and Gonzaga's song, “Assum Preto,” simultaneously with the live performance of the other stanzas of the song. These alternate with the presentation of the lyrics and the materialization of the performer. As a backdrop, the authors have a projection of natural scenery representing freedom, depicting the natural habitat threatened by human intervention, enhanced by the natural soundscapes, and integrating the hybridization of image, sound, and live performance. Dis...
In Project TEMPUS “Enhancement of Russian Creative Education: new Master Programme in Digital Art... more In Project TEMPUS “Enhancement of Russian Creative Education: new Master Programme in Digital Arts in line with EU standards” (2014-2016) the Russian students had the opportunity to study in EU Universities for one semester. The Universidade Aberta, in Portugal, didn’t have a master degree in Digital Arts so a pilot programme had to be created: a new postgraduation in Digital Art Practice. This new curriculum, using blearning (based on online and face to face activities) with transdisciplinary methods, aims a practice oriented training on digital art. It started with a deep understanding of Lisbon, the relationship between people, cultural and artistic spaces and their environments. This knowledge inspired the students to produce and to create an artistic artefact presented in exhibition to an audience. With this postgraduation new possibilities started for reflection about global challenges for education in the millennium.info:eu-repo/semantics/publishedVersio
International Journal of Creative Interfaces and Computer Graphics, 2019
Despite all the potential of augmented reality to improve the human-computer interface (HCI) and ... more Despite all the potential of augmented reality to improve the human-computer interface (HCI) and the user experience, it's still below the expected usage. The reason may be related to the fact that until recently the AR implementation was mostly marker-based or GPS-based to trigger additional content (video, 3D, or other) to the reality identified with the camera. The research in this paper is focused on AR marker-less solutions that allows sharing AR content between users across the Cloud, based on the anchor identification. With this technological paradigm shift, the potential for use of new functional environments and an unprecedented status of HCI enrichment is achieved. In addition to the operations related to the applications functionality, the door opens for media-art artists to create AR models that can be shared in a multiple user environment across the Cloud.
International Journal of Creative Interfaces and Computer Graphics, 2018
FeelOpo is an interactive art installation that allows contact with fragments of the immaterial h... more FeelOpo is an interactive art installation that allows contact with fragments of the immaterial heritage of the Oporto City in the North of Portugal. Through location-based storytelling of the living city, this interactive installation allows visitors to explore, at different levels, several typical characteristics of this city, addressing aspects of cultural identity based on contrasting images and videos. The visitors feel and explore visual stories of the live city, through a process of appropriation and articulation of these narratives, generating an expansion of this intangible heritage.
The potential of electronic books (ebooks) has been discussed widely, due mainly to their role in... more The potential of electronic books (ebooks) has been discussed widely, due mainly to their role in helping the user transform passive reading into interactive and dynamic learning, while promoting better retention and appropriation of materials. Taking this premise, the present study follows an exploratory and qualitative approach, discussing how the use of ebooks can improve learning, motivation, dynamism and interactivity in Distance Education. This study was supported by a bibliographic review and a survey method through an online questionnaire used as data collection instruments. The sample consisted of students who attended distance courses taught by the Open University ISCED-UnISCED in Mozambique. The scientific literature studied, and the results from the field research, show the practicality of using ebook as a learning resource and they facility the interactivity.
Daily tasks like reading the news or just saying hello to a friend or family member is through te... more Daily tasks like reading the news or just saying hello to a friend or family member is through technologies, online applications in the mobile devices. Being online is a natural way of life, but those how did not grow with these new technologies and the internet feel outcast from the new online world. Senior citizens are looking to get themselves an update, connect with this online world, to be closer to family and friend members. It is simple as that, but is it? No. Without the fundamental knowledge on how to be safe on online browsing or using social media applications are the personal data of senior citizen safe and their own life safe? No. Through serious games, one can help them to learn all the matters in digital skills and more importantly in online web browsing.
International Journal of Art, Culture, Design, and Technology
The performance “Assum Livre” integrates a sequence of artifacts first presented for a PhD thesis... more The performance “Assum Livre” integrates a sequence of artifacts first presented for a PhD thesis, “Backyard of Sounds: A Path to Sound Immersion.” It was recently recreated in a cyberspace event, hence its transcription as a cyberperformance. It consists of an artistic proposal that seeks to reflect on freedom and imprisonment, evoking a metaphor that recreates the experience of the lockdown in 2020–2021. The performance is based on streaming a video recorded with the author and singer performing part of Teixeira's and Gonzaga's song, “Assum Preto,” simultaneously with the live performance of the other stanzas of the song. These alternate with the presentation of the lyrics and the materialization of the performer. As a backdrop, the authors have a projection of natural scenery representing freedom, depicting the natural habitat threatened by human intervention, enhanced by the natural soundscapes, and integrating the hybridization of image, sound, and live performance. Dis...
In Project TEMPUS “Enhancement of Russian Creative Education: new Master Programme in Digital Art... more In Project TEMPUS “Enhancement of Russian Creative Education: new Master Programme in Digital Arts in line with EU standards” (2014-2016) the Russian students had the opportunity to study in EU Universities for one semester. The Universidade Aberta, in Portugal, didn’t have a master degree in Digital Arts so a pilot programme had to be created: a new postgraduation in Digital Art Practice. This new curriculum, using blearning (based on online and face to face activities) with transdisciplinary methods, aims a practice oriented training on digital art. It started with a deep understanding of Lisbon, the relationship between people, cultural and artistic spaces and their environments. This knowledge inspired the students to produce and to create an artistic artefact presented in exhibition to an audience. With this postgraduation new possibilities started for reflection about global challenges for education in the millennium.info:eu-repo/semantics/publishedVersio
International Journal of Creative Interfaces and Computer Graphics, 2019
Despite all the potential of augmented reality to improve the human-computer interface (HCI) and ... more Despite all the potential of augmented reality to improve the human-computer interface (HCI) and the user experience, it's still below the expected usage. The reason may be related to the fact that until recently the AR implementation was mostly marker-based or GPS-based to trigger additional content (video, 3D, or other) to the reality identified with the camera. The research in this paper is focused on AR marker-less solutions that allows sharing AR content between users across the Cloud, based on the anchor identification. With this technological paradigm shift, the potential for use of new functional environments and an unprecedented status of HCI enrichment is achieved. In addition to the operations related to the applications functionality, the door opens for media-art artists to create AR models that can be shared in a multiple user environment across the Cloud.
International Journal of Creative Interfaces and Computer Graphics, 2018
FeelOpo is an interactive art installation that allows contact with fragments of the immaterial h... more FeelOpo is an interactive art installation that allows contact with fragments of the immaterial heritage of the Oporto City in the North of Portugal. Through location-based storytelling of the living city, this interactive installation allows visitors to explore, at different levels, several typical characteristics of this city, addressing aspects of cultural identity based on contrasting images and videos. The visitors feel and explore visual stories of the live city, through a process of appropriation and articulation of these narratives, generating an expansion of this intangible heritage.
The potential of electronic books (ebooks) has been discussed widely, due mainly to their role in... more The potential of electronic books (ebooks) has been discussed widely, due mainly to their role in helping the user transform passive reading into interactive and dynamic learning, while promoting better retention and appropriation of materials. Taking this premise, the present study follows an exploratory and qualitative approach, discussing how the use of ebooks can improve learning, motivation, dynamism and interactivity in Distance Education. This study was supported by a bibliographic review and a survey method through an online questionnaire used as data collection instruments. The sample consisted of students who attended distance courses taught by the Open University ISCED-UnISCED in Mozambique. The scientific literature studied, and the results from the field research, show the practicality of using ebook as a learning resource and they facility the interactivity.
Innovative impact In recent years there have been several commercial products designated as "augm... more Innovative impact In recent years there have been several commercial products designated as "augmented books". These use gamification and augmented reality technologies to provide the reader with more layers of information, thereby fostering the use of the book in new ways. So, in this article we describe part of the research and outcomes of the Portuguese project CHIC-C3, aimed at designing and developing a platform for managing the production of digital content connected with printed books. Furthermore, we developed a model for the gamification of digital content based on the printed book, mainly aimed at educational purposes. A proof of concept for the model was built in the form of a companion platform, supported by the Moodle LMS, fully integrated with the main CHIC website. Readers were able to access the platform, engage in several content related games, and interact with other readers.
The Envisioning Report for Empowering Universities, 2021
This chapter outlines an AI Pedagogy Planner combining six suggestions of learning activities wit... more This chapter outlines an AI Pedagogy Planner combining six suggestions of learning activities with eight types of AI applications that may be used by instructional designers. We contend that the decision support tool based on a picker wheel approach to AIED could be used in practice by instructional designers to facilitate pedagogically based decisions in the process of building the curriculum in higher education.
The Envisioning Report for Empowering Universities - 4th edition, 2020
Learning Management Systems (LMSs) under a blended (b-) learning modality can efficiently support... more Learning Management Systems (LMSs) under a blended (b-) learning modality can efficiently support online learning environments at Higher Education Institutions (HEIs). Thus, mining of LMS users’ data, involving Artificial Intelligence (AI) and incertitude modelling, e.g., via fuzzy logic, is a fundamental challenge (e.g., Dias et al., 2017). In addition, LMSs like Moodle, despite their proliferation, are commonly used as educational material repositories, solely providing some basic analytics that are not integrated as constructive feedback within the educational process. A/B/C-TEACH (http://abcteach.fmh.ulisboa.pt/) attempts to renovate this status by proposing a holistic educational approach, which integrates affective (a-), blended (b-), and collaborative (c-) learning within an intelligent LMS (iLMS) environment, by providing tangible, dynamic and personalized indices, i.e., quality of interaction (QoI), quality of collaboration (QoC) and affective state (AS) of the LMS users, as novel tools for rethinking the way knowledge is delivered.
Nesta segunda década do século XXI colocam-se desafios fundamentais aos educadores, professores e... more Nesta segunda década do século XXI colocam-se desafios fundamentais aos educadores, professores e pedagogos, especificamente, a velocidade com que ocorrem as mudanças tecnológicas e sociais podem ser fonte de incertezas para todos os intervenientes no processo educativo e para o sistema educativo em si mesmo. Nesse sentido, urge "[...] criar «espaço-tempo» de formação" nos quais as crianças têm de "[...] aprender a servir-se dos saberes adquiridos para enfrentar situações novas e singulares" (PERRENOUD, 2002, p. 142-143). Um dos principais desafios prende-se à relação entre o acesso ao conhecimento, que estava centralizado nas instituições escolares e na figura do professor, "o mestre", e a partilha de conhecimento, que é construído diariamente na internet através de diferentes médias. As mudanças tecnológicas e sociais, decorrentes, sobretudo, do relacionamento dos indivíduos com a internet, colocam ainda mais pressão nos profissionais da educação no sentido de colmatarem algumas lacunas.
The Envisioning Report for Empowering Universities, 2019
Artificial Intelligence, in general, and more specifically Machine Learning are the hottest jobs ... more Artificial Intelligence, in general, and more specifically Machine Learning are the hottest jobs in the IT industry right now, and it is expected AI to grow exponentially in the next five years. In education it will include looking at new models of teaching. Online courses have raised the possibility of changing the business of learning, while AI may be able to change the nature of teaching, providing more personalised platforms and free teachers to spend their time more effectively.
The learning environment isn’t fixed and technology is far from static, so instead of developing new digital learning spaces, perhaps universities may be better off embedding digital technologies across the spaces they already have. This means that spaces and application interfaces won’t be as important as “smart” solutions - such as AI and blockchain - that can respond in real-time based on the analysis of data and the patterns of personalized use.
Neste capítulo procuramos contextualizar a emergência de ebooks interativos e multimédia no Ensin... more Neste capítulo procuramos contextualizar a emergência de ebooks interativos e multimédia no Ensino a Distância, com o objetivo de selecionar e desenvolver aplicações que proporcionem boas práticas, e com a possibilidade de melhorar as aprendizagens em determinados contextos. As experiências que aqui relatamos, ocorridas em Portugal e no Brasil, mostram que os ebooks apresentam várias vantagens, comparativamente com o livro em papel, mas as suas virtualidades têm de ser realizadas em termos de aplicação eficaz num determinado domínio, com objetivos bem definidos e apoio numa estratégia pedagógica adequada. A literatura científica estudada e as experiências no terreno mostram que estratégias como "content gamification" e "digital storytelling", apoiadas na realização de projetos multimédia interativos, podem ter grande sucesso. Palavras-chave: ebooks interativos, ensino a distância, mobile learning, gamification ABSTRACT In this chapter we provide some background on the emergence of interactive and multimedia ebooks in Distance Learning with the objective of selecting and developing applications that provide good practices, and with the perspective of improving learning in certain contexts. The experiences we report took place in Portugal and Brazil and show that ebooks have several advantages compared to the printed book, but their potential has to be realized in terms of effective application in a given domain, with well-defined objectives and an appropriate pedagogical strategy. The scientific literature studied and the field work show that strategies such as "content gamification" and "digital storytelling", supported in the context of interactive multimedia projects, can achieve great success.
The Envisioning Report for Empowering Universities, 2nd edition, 2018
This article discusses the use of Transmedia Storytelling in blended learning, based on recent re... more This article discusses the use of Transmedia Storytelling in blended learning, based on recent research and the need for an effective learning design. The interest in digital storytelling for educational purposes has increased over the last few years, with researchers also identifying key pedagogical features of new media that make these inherently powerful learning tools. Stories may have high impact in the development of resources for blended learning, and could well replace some forms of traditional teaching (such as expository lectures) but more likely they will remain just an alternative to other more conventional education methods. The trend towards learner centred strategies and collaborative learning shows the way to learning designs that should incorporate factors of knowledge construction (predominantly in group activities), authentic learning, and personalized learning experience, which merges agreeably with the integration of other factors such as games, digital storytelling, science inquiry, and technologies that are able to engage “Millennial” students.
Existe hoje finalmente a perceção de que a aplicação das tecnologias digitais em educação começa ... more Existe hoje finalmente a perceção de que a aplicação das tecnologias digitais em educação começa a traduzir-se em resultados efetivos e globais. Estes resultados não se limitam a meras situações experimentais, como até aqui, existem tendências e vias de progresso evidentes: o controlo da aprendizagem passou do professor para o aluno, os materiais “livrescos” cederam lugar aos recursos digitais, a informação passou a estar disponível online em vez de offline, e as atividades tornaram-se sessões interativas partilhadas em comunidades de aprendizagem. Mas, talvez mais importante, os aprendentes deixaram de ser simples utilizadores e passaram a ser produtores de materiais multimédia, jogadores em ambientes virtuais, detentores de informação atualizada e incansáveis comunicadores em permanente mobilidade. Neste contexto, o modelo AIDLET (Availability and cost, Interaction and comunication capabilities, Distance Education workflow integration, Learning design potential, Engagement and ease of play, Thematic value and adequacy), foi desenvolvido para permitir aos autores e professores, mas também a tecnólogos e tutores, tomarem decisões sustentadas acerca da aplicação de jogos, simulações e realidade aumentada em ambientes de aprendizagem virtual, para poderem acompanhar e orientar pedagogicamente toda uma geração de estudantes que cresceu com as consolas de jogos e com a Internet.
Mobile devices, smartphones, phablets and tablets, are widely avail‐ able. This is a generation o... more Mobile devices, smartphones, phablets and tablets, are widely avail‐ able. This is a generation of digital natives. We cannot ignore that they are no longer the same students for which the education system was designed tradition‐ ally. Studying math is many times a cumbersome task. But this can be changed if the teacher takes advantage of the technology that is currently available. We are working in the use of different tools to extend the classroom in a blended learning model. In this paper, it is presented the development of an eBook for teaching mathematics to secondary students. It is developed with the free and open standard EPUB 3 that is available for Android and iOS platforms. This specification supports video embedded in the eBook. In this paper it is shown how to take advantage of this feature, making videos available about lectures and problems resolutions, which is especially interesting for learning mathematics.
CISTI 2021 - 16th Iberian Conference on Information Systems and Technologies, 2021
In a modern society, seniors want to be a part of the digital world and the research in progress ... more In a modern society, seniors want to be a part of the digital world and the research in progress seeks to present whether through Serious Games can help their learning process and understanding of cybersecurity when online browsing, namely, deciding which actions to make when facing an eminent threat.
Artificial Intelligence in Education (AIED) may be described as the next big disruptor in higher ... more Artificial Intelligence in Education (AIED) may be described as the next big disruptor in higher education, however, AIED still only remains "evidence of a potential" Balslev (2020). Practical experience with AI in higher education is very limited and potential pedagogical applications of AI has so far not been given much attention. The objective of this paper is to analyse and discuss concrete applications of AI to support different learning activities in higher education using the ABC Learning Design approach Young & Perovic (2016). The purpose of the paper is to contribute to research in the practical use of AI in higher education by presenting the AI Pedagogy Planner and to start the important theoretical discussion of AI applications from a pedagogical point of view. The paper is based on empirical data from nine selected cases of AI use in higher education in Portugal, the United Kingdom and Denmark, respectively. The analysis demonstrated that there is a need for new views on the pedagogical use of AI in higher education. However, the paper goes further and outlines an AI Pedagogy Planner combining six overall learning activities with eight types of AI applications.
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Papers by José Bidarra
The learning environment isn’t fixed and technology is far from static, so instead of developing new digital learning spaces, perhaps universities may be better off embedding digital technologies across the spaces they already have. This means that spaces and application interfaces won’t be as important as “smart” solutions - such as AI and blockchain - that can respond in real-time based on the analysis of data and the patterns of personalized use.
Stories may have high impact in the development of resources for blended learning, and could well replace some forms of traditional teaching (such as expository lectures) but more likely they will remain just an alternative to other more conventional education methods.
The trend towards learner centred strategies and collaborative learning shows the way to learning designs that should incorporate factors of knowledge construction (predominantly in group activities), authentic learning, and personalized learning experience, which merges agreeably with the integration of other factors such as games, digital storytelling, science inquiry, and technologies that are able to engage “Millennial” students.