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 ...
Marketing and knowledge management convergence is a key trend of 21st century competitive business environment, in which, key account managers play an important strategic organisational role due to their blended expertise: technical (organisational and personal knowledge) and relational (trust and ethical behaviour). Although it remains a mystery how their personal knowledge is a key assumption for achieving lo...
Using as a starting point Shakespeare’s quotation, to be or not be, this paper aims to underline if higher education knowledge authors within distributed learning environments assume an ethical and cultural sensitivity. This research question reflects the existing ethical and social dilemmas that e-learning evolution imposes to knowledge “creators” (coordinators and tutors); although, the straightforward answer...
The development of educational technologies is enhancing a distinctive feature of learning environments: the learner’s personalized environment. However, the current literature in e-learning seems to neglect an important discussion: will individuals (learners and lecturers) and organizations face an enhancement concerning ethical dilemmas due to this evolution? To promote this discussion, this paper builds on a...
Assume 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. Therefore, this manuscript sheds some light over Portuguese and Polish gamers’ retort regarding potential mayhem engagement and cognitive bias feedback. Likewise, the paper is divided into five ...
“Informational Society” is unceasingly discussed by all societies’ quadrants. Nevertheless, in spite of illustrating the most recent progress of western societies the complexity to characterize it is well-known. In this societal evolution the “leading role” goes to information, as a polymorphic phenomenon and a polysemantic concept. Given such claim and the need for a multidimensional approach, the overall ...
Historically education has been supported by technology; however, during the past three decades electronic technologies for educational purposes have been used to achieve better learning outcomes. There are two propositions regarding the use of computers for educational purposes; that is, people can learn“from”technologies or people can learn “with” technologies. The, e-learning literature reveals that technolo...
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