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- Addressing the Gender Gap in Computer Programming Through the Design and Development of Serious GamesPublication . Vaz de Carvalho, Carlos; Cerar, Spela; Rugelj, Joze; Tsalapatas, Hariklia; Heidmann, OlivierThe gap between male and female participation in computer science education and careers is a worldwide issue that must be addressed by introducing early methodological learning interventions that make computer science attractive to all, that is by answering the following issues: a) misperception among educators, learners, parents and youngsters on the suitability of computer science careers to girls and b) a wrong assumption of an insufficient preparedness to do it successfully. This article presents a European initiative - CODING4GIRLS - that proposes to teach coding through a game design and development process based on a design thinking methodological approach that is linked to creativity and human-centered solutions. In this methodology, students address increasingly complex real-life challenges by designing and developing awareness raising serious games for which they need to learn specific coding concepts.
- Game-Based Learning, Gamification in Education and Serious GamesPublication . Vaz de Carvalho, Carlos; Coelho, AntónioVideo games have become one of the predominant forms of entertainment in our society, but they have also impacted many other of its social and cultural aspects. The new forms of interaction and communication in online multiplayer games, the millions of viewers of professional e-sports competitions, the huge following of gaming streamers through channels such as Twitch, and the communities of players that are formed around a specific title are just some examples of the impact of games in everyday life today.[...]
- Creating Competitive Opponents for Serious Games through Dynamic Difficulty AdjustmentPublication . Kristan, David; Bessa, Pedro; Costa, Ricardo; Vaz de Carvalho, CarlosCompetition is a basic element of our society. It drives us to rise above previously perceived limitations, increases our engagement and makes the world more interesting. Competition rewards our existing skills and prompts us to identify and improve our weaker skills. In games, player engagement is achieved, at least in part, by providing him/her with competition at the right amount of difficulty. Achieving and maintaining this exact level of challenge is one of the most difficult tasks for a game designer. The use of Dynamic Difficulty Adjustment techniques allows the game to dynamically adjust the challenge according to player performance, therefore keeping him/her always on edge, immersed and fully active. New information can then be more easily acquired, which is especially important in Serious Games. This paper describes how DDA techniques were used to create two strategic, goal-oriented computer-controlled (CC) players in order to deliver a higher level of competitiveness for the user in Transform@, a Serious Game aimed at developing entrepreneurship skills. As a result, the strength of the computer controlled player increased by more than 100%. By developing a good strategy for the AI and using DDA the game includes now a powerful opponent which has increased the engagement level of the player.
- Self-assessing Teachers’ Competences for Curricula Modernization Through MOOCsPublication . Mihaescu, Vlad; Butkiene, Rita; Andone, Diana; Aydin, Cengiz Hakan; Vaz de Carvalho, Carlos; Zubikova, Olga; Toprak, Elif; Genc-Kumtepe, Evrim; Brueggemann, Tim; Intveen, SonjaMassive Open Online Courses (MOOCs) paved the way for new instructional methods by and for academic early adopters, who shifted their traditional teaching in ways believed to improve the students experience and to provide more interactive learning opportunities. To analyze this impact in the education system, at different levels, we investigated the desired competencies of the academics who create, develop or integrate MOOCs in traditional higher education. For this purpose, a self-assessment tool for educators was created and this paper presents its pedagogical and technical design, its development and the main results from the first pilot evaluation with teachers from universities in different European countries.
- Lean learning academy: an innovative framework for lean manufacturing trainingPublication . Vaz de Carvalho, Carlos; Lopes, Manuel Pereira; Ramos, A. G.; Ávila, PauloWorldwide competitiveness poses enormous challenges on managers, demanding a continuous quest to increase rationality in the use of resources. As a management philosophy, Lean Manufacturing focuses on the elimination of activities that do not create any type of value and therefore are considered waste. For companies to successfully implement the Lean Manufacturing philosophy it is crucial that the human resources of the organization have the necessary training, for which proper tools are required. At the same time, higher education institutions need innovative tools to increase the attractiveness of engineering curricula and develop a higher level of knowledge among students, improving their employability. This paper describes how Lean Learning Academy, an international collaboration project between five EU universities and five companies, from SME to Multinational/Global companies, developed and applied an innovative training programme for Engineers on Lean Manufacturing, a successful alternative to the traditional teaching methods in engineering courses.
- Developing Emotional Intelligence with a Game: The League of Emotions Learners ApproachPublication . Santos, Jaione; Jesmin, Triinu; Martis, António; Maunder, Michelle; Cruz, Sandra; Novo, Carolina; Schiff, Hannah; Bessa, Pedro; Costa, Ricardo; Vaz de Carvalho, CarlosBeing able to understand, express, and communicate emotions is widely recognized as a fundamental competence. For the younger generation entering the professional market, this is particularly relevant as, in this context, emotions are managed and communicated in ways (and channels) that are different from what they are used to and that can easily lead to misunderstandings. Therefore, it is important to analyze how young people deal with, understand, and interpret emotions, particularly in the context of a professional career where the ability to dialogue with different people and how to get around problems in a healthy and resilient way is essential. This analysis will allow one to design and create tools that allow the younger generation to improve their emotional intelligence and competence. This article introduces the League of Emotions Learners (LoEL) project, an innovative initiative that, through a game app, develops the emotional competence and intelligence of young people. The article then presents the results obtained in the initial validation that led to the positive understanding of its impact.
- Teaching Soft Skills in Engineering Education: An European PerspectivePublication . Caeiro-Rodríguez, Manuel; Manso-Vázquez, Mario; Mikic-Fonte, Fernando A.; Llamas-Nistal, Martin; Fernandez-Iglesias, Manuel J.; Tsalapatas, Hariklia; Heidmann, Olivier; Vaz de Carvalho, Carlos; Jesmin, Triinu; Terasmaa, Jaanus; Sorensen, Lene TolstrupHigher Education engineering students need to be prepared to address sustainable solutions to the complex problems faced in this century. They should become proficient problem solvers, able to work in multidisciplinary teams, ready to adapt to new technologies, and able to acquire new knowledge and skills when needed. Usually known as soft skills, these competences play a key role in Engineering and have being taught in the last two decades, to a greater or lesser extent, using different methodologies and tools. This study reviews the promotion and teaching of soft skills in Higher Education across 5 European countries: Greece, Estonia, Denmark, Portugal and Spain. It provides an overview of best practices on these countries, focusing also on technological solutions to actually enable the development of soft skills. The purpose of this research is to shed some light about how soft skills are being taught presently and the difficulties involved in that process.
- Digital serious games and simulation games - comparison of two approaches to lean trainingPublication . Vaz de Carvalho, Carlos; Lopes, Manuel Pereira; Ramos, A. G.In an increasingly competitive and globalized world, companies need effective training methodologies and tools for their employees. However, selecting the most suitable ones is not an easy task. It depends on the requirements of the target group (namely time restrictions), on the specificities of the contents, etc. This is typically the case for training in Lean, the waste elimination manufacturing philosophy. This paper presents and compares two different approaches to lean training methodologies and tools: a simulation game based on a single realistic manufacturing platform, involving production and assembly operations that allows learning by playing; and a digital game that helps understand lean tools. This paper shows that both tools have advantages in terms of trainee motivation and knowledge acquisition. Furthermore, they can be used in a complementary way, reinforcing the acquired knowledge.
- LearnIt: A Serious Game to Support Study Methods in Engineering EducationPublication . Vaz de Carvalho, Carlos; Bessa, Pedro; Costa, Ricardo; Barata, Ana; Costa, AlexandraThe systematic application of study methods allows students to obtain better results in terms of knowledge acquisition and competences development. The successful application of those methods is directly related to the improvementof cognitive areas, such as memory, attention, and concentration in a simultaneously beneficial way. In the scope of the collaboration between a Student Support Center in a Higher Education Engineering Institution and an R&D group in Educational Technologies, an application was designed to foster both vectors, the development of cognitive capabilities and the adoption of study methods. The application integrates a serious game and a repository of contextualized educational resources. This combination motivates students to adopt these tools more regularly. This article describes the developed application and the positive results of its use with a first group of students.
- Nature and Mindfulness to Cope with Work-Related Stress: A Narrative ReviewPublication . Menardo, Elisa; Di Marco, Donatella; Ramos, Sara; Brondino, Margherita; Arenas, Alicia; Costa, Patricia; Vaz de Carvalho, Carlos; Pasini, MargheritaIn recent years, work-related stress has grown exponentially and the negative impact that this condition has on people’s health is considerable. The effects of work-related stress can be distinguished in those that affect workers (e.g., depression and anxiety) and those that affect the company (e.g., absenteeism and productivity). It is possible to distinguish two types of prevention interventions. Individual interventions aim at promoting coping and individual resilience strategies with the aim of modifying cognitive assessments of the potential stressor, thus reducing its negative impact on health. Mindfulness techniques have been found to be effective stress management tools that are also useful in dealing with stressful events in the workplace. Organizational interventions modify the risk factors connected to the context and content of the work. It was found that a restorative workplace (i.e., with natural elements) reduces stress and fatigue, improving work performance. Furthermore, practicing mindfulness in nature helps to improve the feeling of wellbeing and to relieve stress. In this paper, we review the role of mindfulness-based practices and of contact with nature in coping with stressful situations at work, and we propose a model of coping with work-related stress by using mindfulness in nature-based practices.