Browsing by Author "Carapito, Nuno"
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- Learning with a Newborn Bee - Design and Development of a VideogamePublication . Alves, Valter; Carapito, Nuno; Sousa, Catarina; P. Duarte, Rui; Braguez, Joana Rita Cerieira; Fonseca, F.; Pereira Cardoso, José Carlos; Lamelas, Bruno; Costa, Cristina Amaro DaIn Europe, there are several challenges for beekeeping, such as low level of professionalism and the general public unfamiliarity with bees. Given the importance of beekeeping for rural development and of bees themselves for the preservation of biodiversity and the sustainability of the planet, knowledge promotion about bees and beekeeping is of utmost importance. The project “beeB – Foster for beekeeping bridges through innovative and participative training” (2019-1-PT01-KA202-60782) was developed with the contribution of six countries (Portugal, Spain, Italy, Croatia, Norway, and Estonia) and created tools to allow family beekeepers, or any other non-professional beekeepers, to acquire skills in this area by using innovative and adaptive forms of training that are based on ecological and good practices. The project also set out to create innovative ways of disseminating knowledge associated with the world of bees and its wonders, raising a general interest that might contribute to value the beekeeping sector and to stimulate novel beekeeping pathways. One of the outputs of the project was Ba-Bee-Bee, a videogame that develops as an interactive narrative. The plot is based on the discoveries of a newborn bee inside the hive. The bee can move through scenarios and trigger conversations with other characters. Along the dialogues, when some key concepts are introduced, the game unlocks collectible cards that can be revisited at any moment via the game inventory. In the back of each card, players can find a short paragraph systematizing or adding some more information on the topic. Players can roam freely through the world game, making it possible to repeat interactions and unlock cards that they might have missed. The game runs in desktop computers and mobile devices. All the text presented, in the dialogues, cards, and interface was localized for the partner languages. The process of developing the game was a combination between game design decisions and integration of scientific knowledge targeting the intended public. It implied to distil pieces of information about bees and beehives and translate them into a narrative that led the game environment, the plot and character actions, and the gameplay itself. Developing games that promote learning but are not strictly didactical is a challenge for interdisciplinary teams. The paper intends to contribute with the analysis of the experience of Ba-Bee-Bee, starting with the description of its design and development, followed by a critical discussion of the solutions found for combining playfulness, flow, and learning
- Project-based learning in Design and Multimedia in Higher Education: An interactive timeline developed in collaborationPublication . Figueiredo, Maria Pacheco; Alves, Valter; Lourenço, Carolina; Alves, Vitória; Bernardo, Marco; Carapito, NunoIn recent years, institutions of higher education have been trying to provide students with both hard skills, namely cognitive knowledge and professional skills (Vogler et al., 2018), and soft skills, such as problem-solving and teamwork (Casner-Lotto & Barrington, 2006). An important contribution to these is providing students with opportunities to participate in real problem-solving and knowledge construction in authentic professional contexts. One way to achieve this approach is through project-based learning (PjBL). The paper will present an instance of project-based learning in a specific degree – Technologies of Design and Multimedia (TDM). The project was connected to the celebration of the 40th anniversary of the Polytechnic Institute of Viseu. The challenge was to develop an interactive timeline that would represent the history of the institution in the cities of Viseu and Lamego. The process of integrating that challenge in the program was managed in one of the courses titled “Interactive Contents” as Project-Based Learning since it was a learning process in which students were engaged in working on an authentic project and the development of a product (Chen & Yang, 2019). The students developed their proposals in close communication with the clients and with several rounds of feedback and development. This paper reports on that process looking into records and artifacts produced by students, teachers, and clients throughout the semester. Semi-structured interviews with the participants (teaching staff, students, and clients) complement the data. The content analysis is guided by the objective of describing a process of project-based learning in the area of Design and Multimedia including the voices of several participants. The results were analyzed considering Krajcik and Shin’s (2014) six hallmarks of Project-Based Learning: a driving question, the focus on learning goals, participation in educational activities, collaboration among students, the use of scaffolding technologies, and the creation of tangible artifacts. The creation of artifacts that solve authentic problems distinguishes Project-Based Learning from other student-centered pedagogies and requires learners to work together to find solutions to authentic problems in the process of knowledge integration, application, and construction (Helle, Tynjälä, & Olkinuora, 2006). The specificity of this feature in the area of Design and Multimedia will also be addressed.