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Moral reasoning in e-learning generations: from 1.0 to 4.0

Costa, Gonçalo Jorge Morais da; Silva, Nuno Sotero Alves da; Fonseca, Tiago Filipe Rodrigues

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...


Computer games in education: conflicts and overlaps!

Silva, Nuno Sotero Alves da; Costa, Gonçalo Jorge Morais da; Pawlak, Piotr; Fonseca, Tiago Filipe Rodrigues

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...


“Surgerious tweezers”: exploring doctors’ perception!

Fonseca, Tiago Filipe Rodrigues; Costa, Gonçalo Jorge Morais da; Silva, Nuno Sotero Alves da

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...


The ethics of mayhem: A cognitive bias in computer games!- act 2

Costa, Gonçalo Jorge Morais da; Pawlak, Piotr; Silva, Nuno Sotero Alves da; Pietrzykowski, Adam; Fonseca, Tiago Filipe Rodrigues da

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 ...


PKM: A pendulum for consultative-relational selling

Pinheiro, Aureliano João Branco; Costa, Gonçalo Jorge Morais da; Silva, Nuno Sotero Alves da

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...


To Be or Not to Be Ethiculturally Sensitive in E-Learning: An Analysis to Knowl...

Silva, Nuno Sotero Alves da; Costa, Gonçalo Jorge Morais da; Prior, Mary; Rogerson, Simon; Stahl, Bernd Carsten

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 Evolution of E-Learning Management Systems: An Ethical Approach

Silva, Nuno Sotero Alves da; Costa, Gonçalo Jorge Morais da; Prior, Mary; Rogerson, Simon

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...


The ethics of mayhem: A cognitive bias in computer games!- act 3

Costa, Gonçalo Jorge Morais da; Pawlak, Piotr; Silva, Nuno Sotero Alves da; Pietrzykowski, Adam; Fonseca, Tiago Filipe Rodrigues

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 ...


Controlling Informational Society: A Google Error Analysis!

Costa, Gonçalo Jorge Morais da; Silva, Nuno Sotero Alves da; Pawlak, Piotr

“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 ...


Knowledge versus content in e-learning: a philosophical discussion

Costa, Gonçalo Jorge Morais da; Silva, Nuno Sotero Alves da

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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    Financiadores do RCAAP

Fundação para a Ciência e a Tecnologia Universidade do Minho   Governo Português Ministério da Educação e Ciência Programa Operacional da Sociedade do Conhecimento União Europeia