Lúcia Pombo
Dados Biográficos
| ID | 6933358 |
|---|---|
| NOME | Lúcia Pombo |
| PRENOMES | Lúcia |
| SOBRENOME | Pombo |
| ASSINATURA | POMBO L |
| AFILIAÇÕES | University of Aveiro |
| ORCID | 0000-0001-5085-3974 |
| VERIFICADO | Sim |
| TOTAL DE OBRAS | 8 |
| TOTAL DE CITAÇÕES | 0 |
| TOTAL COMO AUTOR | 8 |
| TOTAL COMO EDITOR | 0 |
| PRIMEIRO ANO DE PUBLICAÇÃO | 2020 |
| ANO MAIS RECENTE DE PUBLICAÇÃO | 2026 |
| ÍNDICE H | 0 |
The Art Nouveau Path
Cultural heritage can strengthen urban resilience when mobilized as educational infrastructure that builds stewardship, place attachment, and civic agency. This study examines whether the Art Nouveau Path, an outdoor mobile augmented reality heritage game in Aveiro, Portugal, can function as a curriculum-aligned pathway for sustainability competences and resilience-relevant meaning-making in formal education. A curriculum translation matrix mappe…
The Art Nouveau Path
Urban heritage, when enhanced by digital technologies, can become a living laboratory. This study explores the Art Nouveau Path, a mobile augmented reality game implemented in Aveiro, Portugal, as part of the EduCITY Digital Teaching and Learning Ecosystem. Designed as a circular path of eight georeferenced points of interest, it integrates narrative cartography, multimodal media, and sustainability competences framed by GreenComp, the European S…
The Art Nouveau Path
Cultural heritage is framed as a living resource for citizenship and education, although evidence on how in situ augmented reality can cultivate sustainability competences remains limited. This study examines the Art Nouveau Path, a location-based mobile augmented reality game across eight points of interest in Aveiro, Portugal, aligned with the GreenComp framework. Within a design-based research case study, the analysis integrates repeated cross…
User Experience of a Mobile App in a City Tour Game for International Doctoral Students
Mobile augmented reality games (MARGs) offer exciting possibilities for enriching outdoor learning and enhancing tourism experiences. However, there is a notable gap in understanding the perspectives of doctoral students on these innovative approaches. This paper presents the results of a case study conducted during the 2023 EERA Summer School in Portugal, where PhD students in Education, from universities all around the globe, engaged in a MARG …
The Impact of Teacher Training Using Mobile Augmented Reality Games on Their Professional Development
Ongoing technology progress sustains innovative teaching approaches. Mobile devices, augmented reality (AR), and games are a few of the new resources that teachers have at their disposal to promote student learning. However, their effective integration into practices requires training, so there is a need to analyze the impact of training initiatives on teacher professional development. A case study is being conducted on the development process of…
Current Trends in Game-Based Learning—Introduction to a Special Collection of Research
The potential of digital games to promote learning is a growing field of research [...]
Guidelines for Teacher Training in Mobile Augmented Reality Games
Mobile augmented reality games (MARGs) can be leveraged for educational purposes, as there are several examples in the literature revealing their educational value. The supporting technologies for MARGs’ implementation in education are increasingly pervasive and popular, so it is time for their adoption in teacher practices. However, the integration of new practices in schools, with an impact on students’ learning, requires teacher training. For …
The Potential Educational Value of Mobile Augmented Reality Games
New teaching methodologies are nowadays integrating mobile devices, augmented reality (AR), and game-based learning in educational contexts. The combination of these three elements is considered highly innovative, and it allows learning to move beyond traditional classroom environments to nature spaces that students can physically explore. The literature does not present many studies of this approach’s educational value. The purpose of the study …
Sem obras proeminentes nesta página.
The Potential Educational Value of Mobile Augmented Reality Games
New teaching methodologies are nowadays integrating mobile devices, augmented reality (AR), and game-based learning in educational contexts. The combination of these three elements is considered highly innovative, and it allows learning to move beyond traditional classroom environments to nature spaces that students can physically explore. The literature does not present many studies of this approach’s educational value. The purpose of the study …
The Impact of Teacher Training Using Mobile Augmented Reality Games on Their Professional Development
Ongoing technology progress sustains innovative teaching approaches. Mobile devices, augmented reality (AR), and games are a few of the new resources that teachers have at their disposal to promote student learning. However, their effective integration into practices requires training, so there is a need to analyze the impact of training initiatives on teacher professional development. A case study is being conducted on the development process of…
Current Trends in Game-Based Learning—Introduction to a Special Collection of Research
The potential of digital games to promote learning is a growing field of research [...]
Guidelines for Teacher Training in Mobile Augmented Reality Games
Mobile augmented reality games (MARGs) can be leveraged for educational purposes, as there are several examples in the literature revealing their educational value. The supporting technologies for MARGs’ implementation in education are increasingly pervasive and popular, so it is time for their adoption in teacher practices. However, the integration of new practices in schools, with an impact on students’ learning, requires teacher training. For …
User Experience of a Mobile App in a City Tour Game for International Doctoral Students
Mobile augmented reality games (MARGs) offer exciting possibilities for enriching outdoor learning and enhancing tourism experiences. However, there is a notable gap in understanding the perspectives of doctoral students on these innovative approaches. This paper presents the results of a case study conducted during the 2023 EERA Summer School in Portugal, where PhD students in Education, from universities all around the globe, engaged in a MARG …
The Art Nouveau Path
Urban heritage, when enhanced by digital technologies, can become a living laboratory. This study explores the Art Nouveau Path, a mobile augmented reality game implemented in Aveiro, Portugal, as part of the EduCITY Digital Teaching and Learning Ecosystem. Designed as a circular path of eight georeferenced points of interest, it integrates narrative cartography, multimodal media, and sustainability competences framed by GreenComp, the European S…
The Art Nouveau Path
Cultural heritage is framed as a living resource for citizenship and education, although evidence on how in situ augmented reality can cultivate sustainability competences remains limited. This study examines the Art Nouveau Path, a location-based mobile augmented reality game across eight points of interest in Aveiro, Portugal, aligned with the GreenComp framework. Within a design-based research case study, the analysis integrates repeated cross…
The Art Nouveau Path
Cultural heritage can strengthen urban resilience when mobilized as educational infrastructure that builds stewardship, place attachment, and civic agency. This study examines whether the Art Nouveau Path, an outdoor mobile augmented reality heritage game in Aveiro, Portugal, can function as a curriculum-aligned pathway for sustainability competences and resilience-relevant meaning-making in formal education. A curriculum translation matrix mappe…
Augmented Reality Applications (6 obras) · Educational Games and Gamification (6 obras) · Computer Science (5 obras) · Augmented reality (4 obras) · Mathematics education (4 obras) · Mobile Learning in Education (4 obras) · Psychology (4 obras) · Medical education (3 obras) · Mobile device (3 obras) · Multimedia (3 obras)