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Madalena Ribeiro e Silva; Joana Carneiro Pinto – Journal of Workplace Learning, 2025
Purpose: The purpose of this study is to test and integrative model that forecasts a range of attributes as both antecedents and consequents of using a gamification app. Design/methodology/approach: The proposed model includes factors from the technology acceptance model (TAM) [perceived ease of use (PEU), perceived usefulness (PU) and attitude…
Descriptors: Gamification, Work Environment, Job Enrichment, Organizational Climate
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Lúcia Pombo; Margarida M. Marques – International Association for Development of the Information Society, 2022
This study used Bloom's Revised Taxonomy to examine 30 questions produced for a mobile quiz game with augmented reality contents to be explored in a formal learning context, in an urban green park, in Portugal. The game was co-created by 14 in-service teachers involved in a 50h training that aimed to promote the collaborative development of open…
Descriptors: Educational Games, Handheld Devices, Computer Oriented Programs, Open Educational Resources
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Rita Rodrigues; João Ferreira-Santos; Julia Draghi; Margarida M. Marques; Lúcia Pombo – International Association for Development of the Information Society, 2024
To drive effective change towards sustainable development, several courses of action have been devised, and education was pointed as a way to attain this goal. Recognizing the impact of learning in context, it is essential to develop innovative educational proposals that bring schools into other social contexts. This study aims to present, albeit…
Descriptors: Sustainable Development, Student Attitudes, Handheld Devices, Telecommunications
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Costa, Rosalina – Journal of Visual Literacy, 2019
Mobile phones are a characteristic artefact of contemporary societies, transversally present in both public and private spheres, including the students' daily life. This paper showcases an innovative teaching activity that takes advantage of this fact by promoting and valuing the use of smart phones in the university classrooms, specifically when…
Descriptors: Telecommunications, Handheld Devices, Educational Technology, Technology Uses in Education
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Pombo, Lúcia – Primary Science, 2018
This article describes how the EduPARK Research and Development Project promotes articulation between research, teachers, professional practice, and initial and advanced teacher training, constituting a very useful theoretical and practical framework, with impact not only in schools, but also in the community and in the tourism sector. The EduPARK…
Descriptors: Foreign Countries, Technology Uses in Education, Computer Oriented Programs, Handheld Devices
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Gomes, Nelson; Lopes, Sérgio; Araújo, Sílvia – Research-publishing.net, 2016
Mobile devices (smartphones, tablets, e-readers, etc.) have come to be used as tools for mobile learning. Several studies support the integration of such technological devices with learning, particularly with language learning. In this paper, we wish to present an Android app designed for the teaching and learning of Portuguese as a foreign…
Descriptors: Telecommunications, Handheld Devices, Educational Technology, Technology Uses in Education
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Pombo, Lúcia; Marques, Margarida M. – International Association for Development of the Information Society, 2019
Mobile devices are being intensively used by the Portuguese youth in their daily life, but not in school activities. Despite this gap, research shows that technology can promote student learning in non-high education contexts. This paper comprises a survey study where mobile learning is analyzed through the eyes of 244 students attending the 2nd…
Descriptors: Foreign Countries, Telecommunications, Handheld Devices, Educational Technology
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Pombo, Lúcia; Marques, Margarida Morais – International Association for Development of the Information Society, 2018
Augmented Reality (AR) technology and games can enhance motivation for learning. When combined with mobile devices, AR technology can promote authentic learning in outdoor environments, such as urban parks. These spaces can be used for Science Education, particularly, for environmental education and nature conservation. The EduPARK project…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Educational Games
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Cervini, Cristiana; Solovova, Olga; Jakkula, Annukka; Ruta, Karolina – Research-publishing.net, 2016
Learning has been moving out of classrooms into virtual and physical spaces for over a decade now (Naismith, Lonsdale, Vavoula, & Sharples, 2004). It is becoming mobile "in space", i.e. carried across various domains (workplace, home, places of leisure), "in time", as it encompasses different moments of the day, and in…
Descriptors: Uncommonly Taught Languages, Technology Uses in Education, Educational Technology, Telecommunications
Correia, Secundino; Medeiros, Paula; Mendes, Mafalda; Silva, Margarida – International Association for Development of the Information Society, 2013
We are in an innovation process for the development of a new generation of tools and resources for education and training throughout life, available in any platform, at anytime and place and in any language. The project TOPQX intends to congregate a set of theoretical and empirical resources that form a scientific base from which it will be…
Descriptors: Technology Uses in Education, Educational Technology, Electronic Learning, Telecommunications