FE - DI | Documentos por Auto-Depósito
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Browsing FE - DI | Documentos por Auto-Depósito by Field of Science and Technology (FOS) "Engenharia e Tecnologia::Engenharia Eletrotécnica, Eletrónica e Informática"
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- Learning through the dialogue with NPCs using generative AIPublication . Rodrigues, Vanessa; Silva, Frutuoso G. M.The rapid evolution of generative artificial intelligence (GenAI) is revolutionising various areas, including education and gaming industry. GenAI can create original content to enhance traditional teaching methods, making learning more interactive and personalised. These tools can significantly improve educational outcomes by providing personalised feedback to students and increasing their engagement and motivation. However, the integration of GenAI in education raises ethical concerns, particularly regarding privacy, bias, and the accuracy of AI-generated content, as well as the authenticity and authorship of the work. There is a strong emphasis on the need for robust guidelines and human oversight to mitigate these issues. We used GenAI to create an NPC with a unique personality and life background and enable learners to interact with the NPC without scripted dialogue, creating an engaging game-based learning environment to evaluate the perceptions of the students using GenAI as a learning tool. The prototype developed was evaluated by a group of sixteen students, and the main results are presented and discussed.
- Math-Masters: An Educational Game to Practice the Mathematical OperationsPublication . Marques, João A. B. T.; Ferreira, João L. A. P.; Silva, Frutuoso G. M.Educational games have gained significant popularity in recent years as an innovative and engaging means of enhancing learning. These games use technology and game design principles to create a fun learning environment. Educational games have changed how we learn by combining fun and learning goals. They offer an engaging, interactive, and personalized learning experience, promoting critical thinking, problem-solving, and collaboration. However, the design of educational games must combine the fun factor with the learning goals, which sometimes does not happen, creating the impression that educational games are not fun. In this paper, we describe an educational game to learn multiplication operations in a fun way. The game is a point-and-click deck-building and partially rogue-lite third-person educational game with the purpose of teaching multiplication operations in mathematics. It is themed around medieval fantasy, with monsters on one hand and magic spells on the other. The player has a card deck that he can use to solve the mathematical questions and defeat the monsters. Some preliminary tests were carried out with fifty-eight students, which showed the potential of this kind of tool. Most of the students agreed that the game helped them with the multiplication operation and that they would like to play more levels of the game.
- A scoping study of reviews on artificial intelligence in educationPublication . Gabriel, Graça; Ferrão, Maria Eugénia; Prata, PaulaThis scoping study synthesizes recent developments in artificial intelligence in education (AIEd), addressing knowledge structures, research priorities, learning theories, ethical considerations, and impact evaluation. A bibliometric analysis of 31 review articles (2019-2023) indexed in Scopus (Social Sciences) was conducted using VOSviewer and complementary statistical methods. The corpus is concentrated in the United Kingdom, Hong Kong, China, Germany, the United States, and Taiwan, with Asian countries accounting for 48.4%. Multidisciplinary journals attract 4.4 times more citations than education-only outlets. Findings indicate a marked rise in AIEd research, primarily led by education-affiliated scholars, yet often lacking robust pedagogical grounding and systematic impact assessment. The prevalence of small samples, limited quantitative rigor, and inconsistent contextual reporting constrain generalizability and inference. To enhance educational relevance and fairness, the field should be anchored in pedagogical frameworks and advanced through collaborative efforts that build stronger theories, methods, and practices responsive to diverse educational needs.
- A Virtual Reality Game as a Tool for Psychotherapy with oCd PatientsPublication . Torrão, André; Natário, João; Carvalho, Paula; Silva, Cláudia M.; Silva, Frutuoso G. M.The treatment of several types of obsessions/compulsions for people with Obsessive-Compulsive Disorders (OCD) can be done using virtual environments (VE). These people experience intrusive, unwanted thoughts that cause anxiety, which trigger intentional repetitive behaviors to decrease their anxiety. The advantage of using a VE to experience and challenge compulsions is that it allows the user to take the risk without taking a real risk asin digital games. This article presents a virtual reality serious game for OCD therapy, which will serve as a tool to expose the patients to stimuli that can trigger OCD symptoms, for example, tidying, cleaning, and checking. The game is more oriented for adolescents and younger adults because OCD usually starts to affect teenagers, accompanying them throughout adulthood, generating a very accentuated degree of disability in all areas of their lives. Despite Covid-19, a small group of specialists did a preliminary evaluation of the game, which has provided promising results on the feasibility of VR interventions for OCD in clinical practice.
