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Identifying hand configuration is a critical feature of sign language translation. In this paper, we describe our approach to recognize hand configurations in real time with the purpose of providing accurate predictions to be used in automatic sign language translation. To capture the hand configuration we rely on data gloves with 14 sensors that measure finger joints bending. These inputs are sampled...
The work described in this paper addresses the development of a game focused on a teaching strategy in the context of action-research study. The strategy established aimed at testing the impact of the student's participation in í collaborative project. The project aimed to motivate students t(use and learn foreign languages and also to develop their intercultural communicative competence. The team...
The Open Educational Resources (OER) model was presented as the best way to reinforce the production, sharing and reuse of educational resources in an economically effective way. Educational organizations, content providers, teachers and, in particular, students would be able to benefit from the open and/or free access to these resources. However, OER do cost money to develop, to curate, to maintain...
The promotion of Open Educational Resources (OER) as reusable tools for teachers and students is highly relevant but the nature of the income model requires specific strategies to maintain and update those resources. eCity is a city simulation game that supports a Problem Based Learning (PBL) pedagogical methodology in secondary schools and, at the same time, fosters the interest of students in following...
The possibilities of using the Scratch programming language, in order to develop competencies and skills required for the new national profile operating in the XXI century, can now be exploited by education professionals who want to meet and work with tools that allow collaborative learning, interactive, functional, constructive and meaningful, focusing on the role and autonomy of the student. Several...
Promoting equity, equal opportunities to all and social inclusion of people with disabilities is a concern of modern societies at large and a key topic in the agenda of European Higher Education. Despite all the progress, we cannot ignore the fact that the conditions provided by the society for the deaf are still far from being perfect. The communication with deaf by means of written text is not as...
Project/Internship activities are probably the most remarkable and natural bridge between the worlds of work and education. Exploiting its full potential opens the doors to efficient transfer of knowledge, raises awareness of the needs and interests of institutions, creates opportunities for cooperation and promotes students employability in a global market. Despite the significant added value to...
The present work was developed in an educational context and was introduced into the theme of the practical application in a classroom setting of the subject Tecnologias da Informação e Comunicação — TIC (Information and Communication Technologies — ICT) with 5th and 6th grade students. All the work presented here was based on two premises: the use of Scratch as a tool and the students as producers...
The ICTWays Network focuses on the use of ICT to support Science teaching classrooms. After identifying existing hardware and software resources in European schools, existing ICT training procedures for teachers, available software for science teaching and current best practices, the partners are working on the development of a Community of Practice for Teachers, as well as providing local workshops...
Virtual and Augmented Reality systems offer different ways to immerse users in educational simulations, where they can apply and practice theoretical concepts by interacting with the environment. Therefore these systems can support the Experiential Learning theory that proposes using experiences as the basis for observation, reflection, abstract conceptualization and knowledge construction. In this...
In this paper we propose a model for assessing the quality of educational collaborative virtual environments. The objective is to establish a theoretical model that highlights a number of relevant sets of requirements in relation to the quality in educational collaborative virtual environments. It is intended to apply the model during the lifecycle of product development and in the selection of the...
The paper presents a proposal high-level model for the development of Educational Collaborative virtual Environments based on engineering software and quality concepts for software development. A life cycle was identified, which was detailed the phases of development, taking into account different techniques and methods and related documentation. The main goal of this research is to demonstrate how...
In this paper we present the overall evaluation of the Quantitative Evaluation Framework (QEF) approach which has been applied in an operational teaching environment for the last year. This environment includes the development of a serious game, supported by a web platform and extended to mobile platforms, which is being supervised by the research group GILT (Graphics, interaction &, learning...
The use of Mobile Technologies opens new possibilities for the teaching and learning processes, taking us to a new reality, called Mobile Learning or m-Learning. The m-learning in this work is defined" as learning processes that occur, necessarily supported by the use of mobile technologies and that has mobility as a fundamental characteristic of human actors, who may be physically / geographically...
Our society is experiencing sudden changes in work organization in part due to the growing ease with which people can collaborate. Many successful cases of peer-to-peer models of organization arise and assume leading positions in world economy replacing, in many cases, the traditional hierarchical organization. People are evolving and interacting within heterogeneous teams composed by members from...
The use of Information and Communication Technologies (ICT) in primary schools allowed to exploit the potential of these technologies as a means of assisting students in their learning process. Nowadays, with the use of ICT, the student is becoming aware of the processes and strategies that use. The present work has the main purpose to improve the teaching/learning process. Thus, the student with...
This paper presents a comparative analysis between a set of virtual worlds in order to facilitate the process of selecting a virtual world to serve as a platform for application development. Based on exhaustive research in the area, we selected a set of criteria, based on the work of Mannien in 2004 and Robbins in 2009. After this identification we applied the Quantitative Evaluation Framework (QEF)...
Over the last decade the interest in social virtual worlds as tools to improve the teaching/learning process and to stimulate knowledge, including the development of learning to learn autonomy, has greatly increased as a result of their promising potential. In the current work we introduce a concise definition of a social virtual world and make a comparative analysis between different virtual worlds...
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