The paper endeavours to debate the myth of total quality management (TQM) in knowledge management systems (KMS), i.e., the authors will demonstrate that KMS have not achieved total quality. The reasons for this claim are: (i) organisational knowledge management (OKM) (stricto sensu) comprises a blend between individual and collective sense making; (ii) their dialectic process raises ethical and social issues de...
The purpose of this paper is to investigate the usage of simulation/serious games in the University of Algarve (Portugal), because these novel learning environments are still on an early stage of adoption. Members of the Faculty of Economics (in a total 60 lecturers and their assistants) participated in this study through a mixed survey (closed and ask for agreement queries). The empirical evidences denote inte...
This paper endeavours to research about simulation/serious games exploration within University of Algarve (Portugal), namely Cesim SimBrandfor Marketing Simulation (course unit). A total amount of 30 learners participated in this study through a mixed survey (openended and closed-ended queries). The empirical evidences exhibit interesting outcomes: (i) a response rate of 50 percent; (ii) these tools increase...
Today, in order to people or organizations survive in a changing environment it is essential to adapt. Learning provided to people is a key feature for an active response since it implies acquiring knowledge, skills and competencies to cope successfully with different circumstances. Literature has focused on how digital games support education because simulators represent dynamic models of real situations; s...
This paper explores two hot topics in e-learning literature: moral reasoning (bond to ethical and social issues) and its generations. Future educational environments impose a dramatic shift regarding “educational actors”, since include non-human agents. These novel “educational agents” promote unforeseen ethical and moral dilemmas which e-learning literature seems to disregard. Recent e-le...
Novel educational environments promote an increasing use of technological mash-ups, which include serious games. These games purpose is to facilitate learning and promote behavioural change, so this contribution debates their potential role into education. Beyond this traditional analysis, the authors explore the overlap between serious games and positive psychology as a way to min...
Serious games are a key component within technological mashups that characterise future learning environments, namely in medicine. Recent empirical studies denote ambiguous results about their role or influence in education or training; however, this paper explores Portuguese doctors’ awareness regarding serious games, their advantages/disadvantages within training and probable ethic...
Assuming that violent computer games influence gamers’ moral reasoning is still a controversial assumption. The reason for this claim is quite simple: previous studies acknowledge paradoxical outcomes due to their nature (traditionall y quantitative vs. qualitative studies) and analytical aims. This manuscript sheds some light over Polish gamers’ retort regarding potential mayhem engagement (emotional bond ...
The 21 st century has produced novel perceptions for education based on autonomous and intelligent agents that web semantics commences and e-learning 4.0 acknowledges. Therefore, it is crucial to debate what ethical and moral dilemmas arise in regard to knowledge authoring since a major shift pertaining to the concept of knowledge author can occur through moving from individuals (coordinator, tutor, or even...
The present monograph confronts with complex problems of the modern civilization which is ever more often termed as an information society, a society based on knowledge or postmodern society. The discussed problems are the consequence of dynamic changes occurring in the sphere of communication which result in the transformations in the sphere of culture. A stimulus for this publication was an ever more clearly ...
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