The use of interactive communication technologies for collaborative E-mentoring

Detalhes bibliográficos
Autor(a) principal: Sousa, Duarte Luís de
Data de Publicação: 2022
Tipo de documento: Dissertação
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: http://hdl.handle.net/10400.13/4176
Resumo: This document investigates COVID-19’s impact on the education system by gathering data on how interactive digital technologies mitigated such disruption. Moreover, the study also analyses how and if education’s approaches were modified during the pandemic and what issue(s) arose in that process. The procedures consisted of the analysis of evidence retrieved from three surveys delivered to a broader group of teachers, students, and parents (N=215) crossed with an examination of a set of 5-week longitudinal interviews (30) with three stakeholder groups - teachers, students, and parents (N=6). Results of the analysis are used to derive a set of important design implications that: (1) highlights shortcomings of the distance learning strategies used during COVID-19 and how they can be mitigated; (2) empowers teachers, students and parents with innovative pedagogical approaches that can be fostered by interactive digital technologies that are optimized for distance learning; (3) promotes positive learning experiences supported with scientific evidence. The interactive system’s design derived from a collaborative reflection expressed on the stakeholders’ daily needs while teaching and learning during the unpredictable circumstances created by the pandemic. The OWL CLUB mobile app system seeks to curate the knowledge exchange in a more humane and positive digital experience among an education community. This application also allows the creation and growth of a space that encourages new genuine connections in a digital learning environment for students, with the pursuit of knowledge as their main objective.
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spelling The use of interactive communication technologies for collaborative E-mentoringResearch designHCI in the pandemicStudents’ learning variabilityUser experience-based approachesComputer-supported collaborative educatioTechnology-enhanced learning and HCIIHM na pandemiaVariabilidade de aprendizagem dos estudantesAbordagens baseadas na experiência do utilizadorEducação colaborativa suportada por computadorAprendizagem aperfeiçoada pela tecnologia e IHMInteractive Media Design.Faculdade de Ciências Exatas e da EngenhariaDomínio/Área Científica::Engenharia e Tecnologia::Engenharia Eletrotécnica, Eletrónica e InformáticaDomínio/Área Científica::Ciências Sociais::Ciências da EducaçãoThis document investigates COVID-19’s impact on the education system by gathering data on how interactive digital technologies mitigated such disruption. Moreover, the study also analyses how and if education’s approaches were modified during the pandemic and what issue(s) arose in that process. The procedures consisted of the analysis of evidence retrieved from three surveys delivered to a broader group of teachers, students, and parents (N=215) crossed with an examination of a set of 5-week longitudinal interviews (30) with three stakeholder groups - teachers, students, and parents (N=6). Results of the analysis are used to derive a set of important design implications that: (1) highlights shortcomings of the distance learning strategies used during COVID-19 and how they can be mitigated; (2) empowers teachers, students and parents with innovative pedagogical approaches that can be fostered by interactive digital technologies that are optimized for distance learning; (3) promotes positive learning experiences supported with scientific evidence. The interactive system’s design derived from a collaborative reflection expressed on the stakeholders’ daily needs while teaching and learning during the unpredictable circumstances created by the pandemic. The OWL CLUB mobile app system seeks to curate the knowledge exchange in a more humane and positive digital experience among an education community. This application also allows the creation and growth of a space that encourages new genuine connections in a digital learning environment for students, with the pursuit of knowledge as their main objective.Este documento investiga o impacto do COVID-19 no sistema educacional, reunindo dados sobre como as tecnologias digitais interativas mitigaram tal disrupção. Além disso, o estudo também analisa como e se as abordagens educativas foram modificadas durante a pandemia e qual ou quais as questões que surgiram nesse processo. Os procedimentos consistiram na análise de evidências obtidas através de três questionários feitos a um grupo mais amplo de professores, alunos e pais (N = 215) cruzadas com uma análise de um conjunto de entrevistas longitudinais de 5 semanas (30) com três grupos de atores - professores, alunos e pais (N = 6). Os resultados da análise são usados para obter um conjunto de importantes implicações de design que: (1) destacam as deficiências das estratégias de ensino à distância usadas durante o COVID-19 e como elas podem ser mitigadas; (2) capacita professores, alunos e pais com abordagens pedagógicas inovadoras que podem ser promovidas por tecnologias digitais interativas, otimizadas para o ensino à distância; (3) promove experiências de aprendizagem positivas apoiadas em evidências científicas. A criação do sistema interativo deriva de uma reflexão colaborativa expressa sobre as necessidades diárias das partes interessadas durante o ensino e a aprendizagem durante as circunstâncias imprevisíveis criadas pela pandemia. O sistema de aplicativos móveis OWL CLUB procura assegurar a troca de conhecimento numa experiência digital mais humana e positiva entre uma comunidade educativa. Esta aplicação também permite a criação e o crescimento de um espaço que estimula novas conexões genuínas num ambiente digital de aprendizagem para os estudantes, tendo a busca pelo conhecimento como objetivo principal.Campos, Pedro Filipe PereiraCesário, Vanessa QuintalDigitUMaSousa, Duarte Luís de2022-03-24T12:13:46Z2022-02-02T00:00:00Z2022-02-02T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisapplication/pdfhttp://hdl.handle.net/10400.13/4176202969649enginfo:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2022-09-05T12:57:23Zoai:digituma.uma.pt:10400.13/4176Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T15:08:05.810747Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv The use of interactive communication technologies for collaborative E-mentoring
title The use of interactive communication technologies for collaborative E-mentoring
spellingShingle The use of interactive communication technologies for collaborative E-mentoring
Sousa, Duarte Luís de
Research design
HCI in the pandemic
Students’ learning variability
User experience-based approaches
Computer-supported collaborative educatioTechnology-enhanced learning and HCI
IHM na pandemia
Variabilidade de aprendizagem dos estudantes
Abordagens baseadas na experiência do utilizador
Educação colaborativa suportada por computador
Aprendizagem aperfeiçoada pela tecnologia e IHM
Interactive Media Design
.
Faculdade de Ciências Exatas e da Engenharia
Domínio/Área Científica::Engenharia e Tecnologia::Engenharia Eletrotécnica, Eletrónica e Informática
Domínio/Área Científica::Ciências Sociais::Ciências da Educação
title_short The use of interactive communication technologies for collaborative E-mentoring
title_full The use of interactive communication technologies for collaborative E-mentoring
title_fullStr The use of interactive communication technologies for collaborative E-mentoring
title_full_unstemmed The use of interactive communication technologies for collaborative E-mentoring
title_sort The use of interactive communication technologies for collaborative E-mentoring
author Sousa, Duarte Luís de
author_facet Sousa, Duarte Luís de
author_role author
dc.contributor.none.fl_str_mv Campos, Pedro Filipe Pereira
Cesário, Vanessa Quintal
DigitUMa
dc.contributor.author.fl_str_mv Sousa, Duarte Luís de
dc.subject.por.fl_str_mv Research design
HCI in the pandemic
Students’ learning variability
User experience-based approaches
Computer-supported collaborative educatioTechnology-enhanced learning and HCI
IHM na pandemia
Variabilidade de aprendizagem dos estudantes
Abordagens baseadas na experiência do utilizador
Educação colaborativa suportada por computador
Aprendizagem aperfeiçoada pela tecnologia e IHM
Interactive Media Design
.
Faculdade de Ciências Exatas e da Engenharia
Domínio/Área Científica::Engenharia e Tecnologia::Engenharia Eletrotécnica, Eletrónica e Informática
Domínio/Área Científica::Ciências Sociais::Ciências da Educação
topic Research design
HCI in the pandemic
Students’ learning variability
User experience-based approaches
Computer-supported collaborative educatioTechnology-enhanced learning and HCI
IHM na pandemia
Variabilidade de aprendizagem dos estudantes
Abordagens baseadas na experiência do utilizador
Educação colaborativa suportada por computador
Aprendizagem aperfeiçoada pela tecnologia e IHM
Interactive Media Design
.
Faculdade de Ciências Exatas e da Engenharia
Domínio/Área Científica::Engenharia e Tecnologia::Engenharia Eletrotécnica, Eletrónica e Informática
Domínio/Área Científica::Ciências Sociais::Ciências da Educação
description This document investigates COVID-19’s impact on the education system by gathering data on how interactive digital technologies mitigated such disruption. Moreover, the study also analyses how and if education’s approaches were modified during the pandemic and what issue(s) arose in that process. The procedures consisted of the analysis of evidence retrieved from three surveys delivered to a broader group of teachers, students, and parents (N=215) crossed with an examination of a set of 5-week longitudinal interviews (30) with three stakeholder groups - teachers, students, and parents (N=6). Results of the analysis are used to derive a set of important design implications that: (1) highlights shortcomings of the distance learning strategies used during COVID-19 and how they can be mitigated; (2) empowers teachers, students and parents with innovative pedagogical approaches that can be fostered by interactive digital technologies that are optimized for distance learning; (3) promotes positive learning experiences supported with scientific evidence. The interactive system’s design derived from a collaborative reflection expressed on the stakeholders’ daily needs while teaching and learning during the unpredictable circumstances created by the pandemic. The OWL CLUB mobile app system seeks to curate the knowledge exchange in a more humane and positive digital experience among an education community. This application also allows the creation and growth of a space that encourages new genuine connections in a digital learning environment for students, with the pursuit of knowledge as their main objective.
publishDate 2022
dc.date.none.fl_str_mv 2022-03-24T12:13:46Z
2022-02-02T00:00:00Z
2022-02-02T00:00:00Z
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/masterThesis
format masterThesis
status_str publishedVersion
dc.identifier.uri.fl_str_mv http://hdl.handle.net/10400.13/4176
202969649
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identifier_str_mv 202969649
dc.language.iso.fl_str_mv eng
language eng
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dc.source.none.fl_str_mv reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
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instname_str Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação
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