Leonel Morgado
Biographic Data
| ID | 8988192 |
|---|---|
| NAME | Leonel Morgado |
| GIVEN NAMES | Leonel |
| FAMILY NAME | Morgado |
| SIGNATURE | MORGADO L |
| AFFILIATIONS | Universidade Aberta |
| VERIFIED | No |
| TOTAL WORKS | 8 |
| TOTAL CITATIONS | 0 |
| AUTHOR COUNT | 8 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2009 |
| LATEST PUBLICATION YEAR | 2023 |
| H-INDEX | 0 |
Métodos para criação de narrativas imersivas: Uma revisão de revisões da literatura
O conceito de narrativa imersiva enfoca narrativas enquanto forma de promover o estado psicológico de imersão do público-alvo. Este artigo apresenta o resultado de uma revisão de revisões de literatura que objetivou identificar os principais métodos para concepção e criação de narrativas imersivas, considerando aspectos estruturais e elementos específicos, como personagens e cenários. Os resultados revelaram cinco clusters com características dif…
Meta-theoretic Assumptions and Bibliometric Evidence Assessment on 3-D Virtual Worlds as Collaborative Learning Ecosystems
Computer-supported online 3-D virtual world environments have been waxed and waned in interest and representativeness for supporting collaborative- and simulation-based practices. In a post-modern societal framework that requires inexpensive solutions for high-risk situations, research efforts in virtual worlds have developed a basis for understanding the use of virtual reality for multidisciplinary scenarios such as distance learning, training, …
ArchHouseGenerator – A Framework for House Generation
The manual creation of virtual environments is a demanding and costly task. With the increasing demand for more complex models in different areas, such as the design of virtual worlds, video games and computer animated movies the need to generate them automatically has become more necessary than ever.This paper presents a framework for the automatic generation of houses based on architectural rules. This approach has some innovating features, inc…
Preschool cookbook of computer programming topics
A common problem in computer programming use for education in general, not simply as a technical skill, is that children and teachers find themselves constrained by what is possible through limited expertise in computer programming techniques. This is particularly noticeable at the preliterate level, where constructs tend to be limited to extremely simple elements. Having worked for 4 years with over 150 children, aged 3 to 5, we present age-appr…
A virtual environment study in entrepreneurship education of young children
In this article, we present an exploratory study on the use of 3-D virtual worlds in entrepreneurship education for children of primary school in a virtual world from the Activeworlds Educational Universe: “Entrepreneurship in Basic Education – 1st cycle.” This study allowed us to identify a set of technological problems in the use of these environments for teaching entrepreneurship to children. It allowed us to define a range of requirements tha…
Using Second Life for Problem Based Learning in computer science programming
A large number of students fail when beginning the study of computer programming, and withdraw from courses because of the many difficulties they face while trying to grasp the basic concepts. Programming education is typically based on putting problem-solving skills to use, by identifying a problem, developing an algorithm to tackle it, and coding that algorithm with some programming language, whose syntax and semantics must be learned. Extant r…
Interconnecting virtual worlds
The argument is put forward that current virtual worlds find themselves in a situation akin to that of BBS systems in the 1980s and 1990s vis-à-vis the Internet. A reflection from the technical viewpoint on the similarities between Web browsing and virtual world navigation is made, and to conclude a set of requirements for interconnection of virtual worlds and what that may achieve are made
Use of a virtual world system in sports coach education for reproducing team handball movements
The continuous need for education and the significant changes in European policies and regulations overseeing sports coaching and training require the adjustment of teaching models and methods to the needs and potential of teachers, students, and technology. In educational and training programmes for team sports coaching, it is common to use a group of athletes or video to demonstrate physical, technical, and tactical procedures. This requires si…
No prominent works on this page.
A virtual environment study in entrepreneurship education of young children
In this article, we present an exploratory study on the use of 3-D virtual worlds in entrepreneurship education for children of primary school in a virtual world from the Activeworlds Educational Universe: “Entrepreneurship in Basic Education – 1st cycle.” This study allowed us to identify a set of technological problems in the use of these environments for teaching entrepreneurship to children. It allowed us to define a range of requirements tha…
Using Second Life for Problem Based Learning in computer science programming
A large number of students fail when beginning the study of computer programming, and withdraw from courses because of the many difficulties they face while trying to grasp the basic concepts. Programming education is typically based on putting problem-solving skills to use, by identifying a problem, developing an algorithm to tackle it, and coding that algorithm with some programming language, whose syntax and semantics must be learned. Extant r…
Interconnecting virtual worlds
The argument is put forward that current virtual worlds find themselves in a situation akin to that of BBS systems in the 1980s and 1990s vis-à-vis the Internet. A reflection from the technical viewpoint on the similarities between Web browsing and virtual world navigation is made, and to conclude a set of requirements for interconnection of virtual worlds and what that may achieve are made
Use of a virtual world system in sports coach education for reproducing team handball movements
The continuous need for education and the significant changes in European policies and regulations overseeing sports coaching and training require the adjustment of teaching models and methods to the needs and potential of teachers, students, and technology. In educational and training programmes for team sports coaching, it is common to use a group of athletes or video to demonstrate physical, technical, and tactical procedures. This requires si…
ArchHouseGenerator – A Framework for House Generation
The manual creation of virtual environments is a demanding and costly task. With the increasing demand for more complex models in different areas, such as the design of virtual worlds, video games and computer animated movies the need to generate them automatically has become more necessary than ever.This paper presents a framework for the automatic generation of houses based on architectural rules. This approach has some innovating features, inc…
Preschool cookbook of computer programming topics
A common problem in computer programming use for education in general, not simply as a technical skill, is that children and teachers find themselves constrained by what is possible through limited expertise in computer programming techniques. This is particularly noticeable at the preliterate level, where constructs tend to be limited to extremely simple elements. Having worked for 4 years with over 150 children, aged 3 to 5, we present age-appr…
Meta-theoretic Assumptions and Bibliometric Evidence Assessment on 3-D Virtual Worlds as Collaborative Learning Ecosystems
Computer-supported online 3-D virtual world environments have been waxed and waned in interest and representativeness for supporting collaborative- and simulation-based practices. In a post-modern societal framework that requires inexpensive solutions for high-risk situations, research efforts in virtual worlds have developed a basis for understanding the use of virtual reality for multidisciplinary scenarios such as distance learning, training, …
Métodos para criação de narrativas imersivas: Uma revisão de revisões da literatura
O conceito de narrativa imersiva enfoca narrativas enquanto forma de promover o estado psicológico de imersão do público-alvo. Este artigo apresenta o resultado de uma revisão de revisões de literatura que objetivou identificar os principais métodos para concepção e criação de narrativas imersivas, considerando aspectos estruturais e elementos específicos, como personagens e cenários. Os resultados revelaram cinco clusters com características dif…
Computer Science (7 works) · Psychology (6 works) · Educational Games and Gamification (4 works) · Human–computer interaction (4 works) · Metaverse (4 works) · Virtual reality (4 works) · Artificial Intelligence (3 works) · Mathematics education (3 works) · Programming language (3 works) · Sociology (3 works)