Daniela Pedrosa

dblp:123/4141 · DBLP profile ↗
← Back
7ranked-venue papers
3as first author
5since 2021 · last 2024
0000-0001-9536-4234ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 7 · 3 first-author · 5 since 2021Applied, interdisciplinary, general and emerging computing · 7 · 3 first-author · 5 since 2021
YearPublicationVenuePosition
2024 Method for Evaluation and Classification of Self and Co-regulation of Learning in Immersive Narratives
Cristiane Bonfim, Leonel Morgado, Daniela Pedrosa
iLRN (1)3
2023 Immersive Learning Environments for Self-regulation of Learning: A Literature Review
Daniela Pedrosa, Leonel Morgado, Dennis Beck
iLRN1
2022 Anonymizing student team data of online collaborative learning in Slack
abstract
Research data on the activities of student teams in online learning environments are relevant for evaluating instructional methods, strategies, tools, and materials. For research data sharing and publication purposes, these personal data must be anonymized or pseudonymized as recommended by data protection and privacy policies. This paper addresses issues related to anonymizing and pseudonymizing student data on the Slack teamwork platform, one often employed in educational and business settings. Issues are discussed from two perspectives: data extraction and data transformation. Difficulties and challenges concerning data extraction and transformation are described. The complexities of these two processes are considered, and a starting point for developing more efficient methods is put forward.
Mario Madureira Fontes, Daniela Pedrosa, Leonel Morgado, José Paulo Cravino
ICALT2
2022 Work-in-Progress - The Role of Immersion When Designing Characters for Adapting Textual Narratives into Comic Strips for Online Higher Education: Trials Prototyping Characters
abstract
A critical factor in immersive educational narratives is identification by students with the characters. In this work-in-progress analyzes the process of rendering characters from textual narratives into visual form by non-artists (i.e., instructors). We tried to match archetypes with their visual representation through the platforms: Pixton, Powtoon (both 2D) and The Sims4 (3D). The limitations of characterization can impact students’ narrative immersion. As future work we intend to test with the target group and observe the improvements needed to increase identification and sense of immersion in the narrative.
Cristiane Bonfim, Demetrius Lacet, Leonel Morgado, Daniela Pedrosa
iLRN4
2021 Narrative-Driven Immersion and Students' Perceptions in an Online Software Programming Course
abstract
Learning software programming is challenging for software engineering students. In this paper, students' engagement in learning software engineering programming is considered under the SimProgramming approach using the OC2-RD2 narrative technique to create an immersive learning context. The objectives of this paper are twofold: presenting a narrative-driven immersive learning approach to introduce software engineering concepts and coding techniques to online undergraduate students; and analyzing the students' feedback on this approach. Thematic analysis of the metacognitive tasks was performed on the students' fortnightly reflections about their learning progress. Content analysis was based on interest categories, students' perceptions, metacognitive challenges, narratives, examples and aspects to be kept or to be improved. Data from the content analysis were organized into categories, subcategories, indicators, and recording units and their categorization was peer-reviewed. The narratives were considered by the students as interesting, appealing, akin to professional reality and promoting interaction. Most students thought the approach was helpful for learning software programming.
Mario Madureira Fontes, Daniela Pedrosa, Tânia Araújo, Ceres Morais, Aline Costa, José Paulo Cravino, Leonel Morgado
iLRN2
2020 Challenges Implementing the SimProgramming Approach in Online Software Engineering Education for Promoting Self and Co-regulation of Learning
abstract
High academic failure rates in computer programming are significant transitioning from initial to advanced stages. In online higher education, challenges are greater since students' autonomy requires greater skills for self-regulation and co-regulation of learning. The SimProgramming approach develops these skills and is being adapted to e-learning for this transitioning phase. In this paper, we describe the dynamics and outcomes of student participation and task development in a first iteration of the adapted e-SimProgramming approach, which took place during a 2nd year-2nd semester course for the Informatics Engineering program at Universidade Aberta in the 2018/2019 academic year. We identified pedagogical and technical challenges, requiring changes for subsequent attempts of adopting SimProgramming for online education contexts: target audience and teaching context aspects; self and co-regulation of learning dimensions of e-learning courses; pedagogical design recommendations; and requirements for software tools for learning management.
Daniela Pedrosa, Leonel Morgado, José Paulo Cravino, Mario Madureira Fontes, Maria Castelhano, Claudia Machado, Eliana Curado
iLRN1
2016 Self-regulated Learning in Computer Programming: Strategies Students Adopted During an Assignment
Daniela Pedrosa, José Paulo Cravino, Leonel Morgado, Carlos Barreira
iLRN1