Benjamim Fonseca
Biographic Data
| ID | 9013900 |
|---|---|
| NAME | Benjamim Fonseca |
| GIVEN NAMES | Benjamim |
| FAMILY NAME | Fonseca |
| SIGNATURE | FONSECA B |
| AFFILIATIONS | University of Trás-os-Montes and Alto Douro |
| ORCID | 0000-0002-0850-9755 |
| VERIFIED | Yes |
| TOTAL WORKS | 4 |
| TOTAL CITATIONS | 0 |
| WORKS AS AUTHOR | 4 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2009 |
| LATEST PUBLICATION YEAR | 2021 |
| H-INDEX | 0 |
Fostering Computational Thinking Skills
There is a growing presence of technology in the daily lives of elementary school students, with a recent exponential rise due to the constraints of remote teaching during the COVID-19 pandemic. It is important to understand how the education system can contribute to helping students develop the required skills for technological careers, without neglecting its obligation to create conditions that allow them to acquire transversal skills and to en…
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, …
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…
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…
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, …
Fostering Computational Thinking Skills
There is a growing presence of technology in the daily lives of elementary school students, with a recent exponential rise due to the constraints of remote teaching during the COVID-19 pandemic. It is important to understand how the education system can contribute to helping students develop the required skills for technological careers, without neglecting its obligation to create conditions that allow them to acquire transversal skills and to en…
Computer Science (4 works) · Psychology (4 works) · Mathematics education (3 works) · Sociology (3 works) · Artificial Intelligence (2 works) · Educational Games and Gamification (2 works) · Human–computer interaction (2 works) · Mathematics (2 works) · Metaverse (2 works) · Social science (2 works)