Leonel Morgado

dblp:62/5886 · DBLP profile ↗
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24ranked-venue papers
5as first author
11since 2021 · last 2024
0000-0001-5517-644XORCID · verified

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

Human-computer interaction and ubiquitous computing · 21 · 5 first-author · 11 since 2021Applied, interdisciplinary, general and emerging computing · 19 · 4 first-author · 11 since 2021Databases, data management, data science and information retrieval · 1
YearPublicationVenuePosition
2024 Describing and Interpreting an Immersive Learning Case with the Immersion Cube and the Immersive Learning Brain
Dennis Beck, Leonel Morgado
iLRN (1)2
2024 Method for Evaluation and Classification of Self and Co-regulation of Learning in Immersive Narratives
Cristiane Bonfim, Leonel Morgado, Daniela Pedrosa
iLRN (1)2
2023 Research Agenda 2030: The Great Questions of Immersive Learning Research
Andreas Dengel 0002, Alexander Steinmaurer, Lea Marie Mueller, Melanie Platz, Minjuan Wang, Christian Gütl, Andreas Pester, Leonel Morgado
iLRN8
2023 Immersive Learning Research from the Perspective of Its Researchers and Practitioners: Questionnaire Validation and Early Results from a Survey on a Conceptual Framework for the Field
Leonel Morgado, Dennis Beck, Christian Gütl, Teresa Oliveira, Jonathon Richter
iLRN1
2023 Immersive Learning Environments for Self-regulation of Learning: A Literature Review
Daniela Pedrosa, Leonel Morgado, Dennis Beck
iLRN2
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
ICALT3
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
iLRN3
2022 Recommendation Tool for Use of Immersive Learning Environments
abstract
In the field of immersive learning, instructors often find it challenging to match their pedagogical approaches and content knowledge with specific technologies. Unfortunately, this usually results in either a lack of technology use or inappropriate use of some technologies. Teachers and trainers wishing to use immersive learning environments face a diversity of technological and pedagogical alternatives. To scaffold educators in their planning of immersive learning educational activities, we devised a recommendation tool, which maps educational context variables to the dimensions of immersion and uses educators’ contexts to identify the closest educational uses. Sample educational activities for those uses are then presented, for various types of educational methodologies. Educators can use these samples to plan their educational activities in line with their current resources or to innovate by pursuing entirely different approaches.
Leonel Morgado, Manuel Torres 0004, Dennis Beck, Fernanda Torres, António Almeida, Ana Cristina Correia Simões, Filipa Ramalho, António Coelho 0001
iLRN1
2021 Towards an Immersive Learning Knowledge Tree - a Conceptual Framework for Mapping Knowledge and Tools in the Field
abstract
The interdisciplinary field of immersive learning research is scattered. Combining efforts for better exploration of this field from the different disciplines requires researchers to communicate and coordinate effectively. We call upon the community of immersive learning researchers for planting the Knowledge Tree of Immersive Learning Research, a proposal for a systematization effort for this field, combining both scholarly and practical knowledge, cultivating a robust and ever-growing knowledge base and methodological toolbox for immersive learning. This endeavor aims at promoting evidence-informed practice and guiding future research in the field. This paper contributes with the rationale for three objectives: 1) Developing common scientific terminology amidst the community of researchers; 2) Cultivating a common understanding of methodology, and 3) Advancing common use of theoretical approaches, frameworks, and models.
Dennis Beck, Leonel Morgado, Mark J. W. Lee, Christian Gütl, Andreas Dengel 0002, Minjuan Wang, Scott J. Warren, Jonathon Richter
iLRN2
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
iLRN7
2021 Work-in-Progress-Immersing E-facilitators in Training: The Perspective of Project FAVILLE - Facilitators of Virtual Learning
abstract
The paper presents the e-facilitator concept and explores the perspective of some professionals in the field (stakeholders) on this role and its competencies. Facilitation in virtual learning environments is a growing challenge when more and more learners find their way to online learning platforms and many universities adapt their courses to digital environments since the global pandemic forced many people to stay at home.
Susanne Lattke, Leonel Morgado, Ana Paula Afonso 0003, Filipe Penicheiro, Lina Morgado, José António Moreira
iLRN2
2020 Unifying Protocols for Conducting Systematic Scoping Reviews with Application to Immersive Learning Research
abstract
The progress of immersive learning research as a field requires a clear vision of its status, of the current knowledge being produced and of the open problems and gaps. Typical survey efforts however suffer from lack of systematization, providing a scattered perspective of the field. We have combined the literature on conducting systematic scoping reviews and applied it to the field, presenting the resulting protocol. It contributes a clarification on the sequence of steps and processes for delineating a gap, finding the evidence and depart from it to conduct literature reviews.
Leonel Morgado, Dennis Beck
iLRN1
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
iLRN2
2017 UPPERCARE: A community aware environment for post-surgical musculoskeletal recovery of elderly patients
abstract
Disability from musculoskeletal diseases and co-morbidities may lead to the worsening of social and economic well-being through a multitude of paths. Moreover since in European Union (EU) Member States it is projected that those aged 65 and over will become a much larger share (rising from 17% to 30% of the population), and those aged 80 and over (rising from 5% to 12%) will almost become as numerous as the young population in 2060, there is a great potential for Information and Communication Technologies (ICT) solutions for addressing the present and future living arrangements in older people. The UPPERCARE system is meant to affect positively both the intergenerational and partners care since it contributes to decrease usability barriers and promote collaborative environments for informal and self-care. UPPERCARE is a new approach for integrated care supported by ICT systems and services, focusing on post-operative rehabilitation of musculoskeletal pathologies, having as a case study the knee post-operative scenarios of prosthetic care. This paper presents the UPPERCARE system, that provides an integrated care solution, supported ICT, for empowering self-care and adherence to rehabilitation plans through natural interfaces, gamification and cross-modal paths for community care collaboration. The system addresses current barriers from technological, clinical, social and organisational perspectives in a multidisciplinary environment. Special attention is given to the patients' needs and behaviours entailing the participation of a wide care community, including clinical and non-clinical people, associations, institutions and authorities) through an user driven interaction within the system.
Hugo Paredes, João Barroso 0001, Leonel Morgado, Rogerio Pereira, Ana Leal, Fausto de Carvalho, Fabio Casati, Romain Gaillard
CSCWD3
2017 Impact of Non-verbal Communication on Collaboration in 3D Virtual Worlds: Case Study Research in Learning of Aircraft Maintenance Practices
Gustavo Silva, Leonel Morgado, Armando Cruz
iLRN2
2017 Integration scenarios of virtual worlds in learning management systems using the MULTIS approach
Leonel Morgado, Hugo Paredes, Benjamim Fonseca, Paulo Martins 0001, Álvaro Almeida, Andreas Vilela, Bruno Pires, Márcio Cardoso, Filipe Peixinho, Arnaldo Manuel Pinto Santos
Pers. Ubiquitous Comput.1
2016 Self-regulated Learning in Computer Programming: Strategies Students Adopted During an Assignment
Daniela Pedrosa, José Paulo Cravino, Leonel Morgado, Carlos Barreira
iLRN3
2016 Exploring educational immersive videogames: an empirical study with a 3D multimodal interaction prototype
abstract
Gestural interaction devices emerged and originated various studies on multimodal human–computer interaction to improve user experience (UX). However, there is a knowledge gap regarding the use of these devices to enhance learning. We present an exploratory study which analysed the UX with a multimodal immersive videogame prototype, based on a Portuguese historical/cultural episode. Evaluation tests took place in high school environments and public videogaming events. Two users would be present simultaneously in the same virtual reality (VR) environment: one as the helmsman aboard Vasco da Gama’s fifteenth-century Portuguese ship and the other as the mythical Adamastor stone giant at the Cape of Good Hope. The helmsman player wore a VR headset to explore the environment, whereas the giant player used body motion to control the giant, and observed results on a screen, with no headset. This allowed a preliminary characterisation of UX, identifying challenges and potential use of these devices in multi-user virtual learning contexts. We also discuss the combined use of such devices, towards future development of similar systems, and its implications on learning improvement through multimodal human–computer interaction.
Luis Fernandes, Gonçalo Cruz Matos, Diogo Azevedo, Ricardo Rodrigues Nunes, Hugo Paredes, Leonel Morgado, Luís Barbosa, Paulo Martins 0001, Benjamim Fonseca, Paulo Cristóvão, Fausto de Carvalho, Bernardo Cardoso
Behav. Inf. Technol.6
2015 Fitting three dimensional virtual worlds into CSCW
abstract
Three dimensional virtual worlds (3DVW) have experienced a large growth in number of users, and are being used for collaboration activities. In parallel, the research field of Computer Supported Cooperative Work (CSCW) has developed taxonomies to classify systems that support collaboration. However, the CSCW perspective presents a bias towards traditional user interface paradigms, whose affordances are quite distinct from those of 3DVW, which include features such as the spatial environment, embodiment, and their dynamics. These are features which are regarded as significant factors in the research field of Presence, and yet, in our opinion, are not well appreciated from the perspective of CSCW analysis. Because of this, we question of the ability of CSCW taxonomies to properly describe the collaboration characteristics of 3DVW. By “properly”, we mean to say that 3DVW bring to fore collaboration characteristics that are in fact distinctive of them as collaboration tools, impacting collaboration in ways that are seldom found in usual groupware, and yet CSCW taxonomies do not distinguish them. We posit that these features should be contemplated in CSCW taxonomies and their usefulness taken into account in the development of future systems that aim to support collaboration.
Armando Cruz, Leonel Morgado, Hugo Paredes, Benjamim Fonseca, Paulo Martins 0001
CSCWD2
2014 Exploring the Usage of 3D Virtual Worlds and Kinect Interaction in Exergames with Elderly
Hugo Paredes, Fernando Cassola, Leonel Morgado, Fausto de Carvalho, Silvia Ala, Francisco Cardoso, Benjamim Fonseca, Paulo Martins 0001
ICCHP (1)3
2014 Model-Driven Generation of Multi-user and Multi-domain Choreographies for Staging in Multiple Virtual World Platforms
Emanuel Silva, Nuno Silva 0001, Leonel Morgado
MEDI3
2013 Designing User Learning Experience in Virtual Worlds: The Young Europeans for Democracy Serious Application
Gonçalo Cruz, Ana Margarida Maia, Leonel Morgado, Benjamim Fonseca, Hugo Paredes, Fernando Bessa, Clara Rodrigues, Paulo Martins 0001
WorldCIST3
2012 Social networks, microblogging, virtual worlds, and Web 2.0 in the teaching of programming techniques for software engineering: A trial combining collaboration and social interaction beyond college
abstract
With the goal of lessening barriers to the learning of advanced programming techniques, we put into place a trial which required students to get involved with online communities of programmers. Using a course assignment on software architecture styles, students had study a problem, find basis for a tentative approach, and discuss it online with programmers. The expectation was that students would find motivation for their studies from both the contact with communities of programmers, and from having to study and reflect upon their problem well enough to be able to draw the interest of members of those communities. We present the strategy we used, the developments and outcomes, and ideas for further application of this approach.
Leonel Morgado, Benjamim Fonseca, Paulo Martins 0001, Hugo Paredes, Gonçalo Cruz, Ana Margarida Maia, Ricardo Rodrigues Nunes, Arnaldo Manuel Pinto Santos
EDUCON1
2012 Development of platform-independent multi-user choreographies for virtual worlds based on ontology combination and mapping
abstract
This paper presents two contributions: (i) a system architecture capable of staging platform-independent choreographies within different virtual worlds, and (ii) an ontology-based solution for capturing and representing multi-user choreographies with reduced time/effort. We argue that choreographies for virtual worlds should be clearly separated from the technical characteristics of their execution in virtual world technological platforms. Due to the heterogeneity of the various virtual worlds and their domain requirements, we propose exploiting the modularity, generality, and granularity dimensions of ontologies to simplify and empower the choreography modeling capabilities. Instead of a unique ontology, several ontologies with different levels of generality and granularity can be progressively combined to support the modeling requirements of a given choreography. Because these ontologies are aligned with the ontology of each specific virtual world platform, the mapping and transformation between the core ontology is simplified and automated, thus reducing the development and time-to-market.
Emanuel Silva, Nuno Silva 0001, Hugo Paredes, Paulo Martins 0001, Benjamim Fonseca, Leonel Morgado
VL/HCC6