ESS - LRP - Livro, parte de livro ou capítulo de livro
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Browsing ESS - LRP - Livro, parte de livro ou capítulo de livro by Author "Donga, João"
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- Autonomous creative learning strategy directed to higher education students in health areaPublication . Gomes, Paulo Veloso; Magalhães, Renato; Donga, João; Sá, Vítor J.; Ferreira, SandraAs digital native learners, Z and Alpha generation students upcoming new challenges for Higher Education Institutions. Their early contact with technological devices does not in itself confer the necessary digital skills to correctly apply technology in academic or professional contexts. Digital skills are fundamental to the future health professionals, improving their academic performance and prepares them for their integration into the labor market. The integration of information and communication technologies in the curricula of higher education courses in the health area is a differentiating factor for academic and professional enhancement. The Autonomous Creative Learning Strategy directed to higher education students in the health area is based on project-oriented approaches, combined with interactive and immersive based-gaming learning activities that appeal to creativity, autonomy and encourage proactivity, self-learning, and the constant search for continuous improvement.
- Creating emotions through digital media art: building empathy in immersive environmentsPublication . Gomes, Paulo Veloso; Sá, Vítor J.; Marques, António; Donga, João; Correia, António; Loureiro, Javier PereiraArt has a power different from all other human actions; it can produce a variety of human emotions like nothing else. The main purpose of this chapter is to study the relation between media arts and emotions. Virtual environments are increasingly being used by artists; the use of immersive environments allows the media art artist to go further than express himself, allows that through contemplation and interaction the participant also becomes part of the artistic artefact. Immersive environments can induce emotional changes capable of generating states of empathy. Considering an immersive environment as a socio-technical system, where human and non-human elements interact, establishing strong relationships, the authors used actor-network theory as an approach to design an immersive artifact of digital media art. The use of neurofeedback mechanisms during the participant's exposure to immersive environments opens doors to new types of interaction, allowing to explore emotional states to generate empathy.