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  • Y.S.Y.D. - You Stay You Demand: User-centered design approach for mobile hospitality application
    Publication . Esteves, Micaela; Pereira, Angela
    The evolution and widespread use of mobile technologies has boosted the hotel industry to develop applications for these devices. Several tourism applications and services for mobile devices have been developed in recent times. However, many of these services are not oriented for hotel guest, rather than these services are more focused on delivering information instead of targeting the specific needs of guests. Based on a study carried out in Portugal by the researchers, were found that the most mobile hotel applications and websites are focused on dreaming, planning and booking stages rather than in experiencing and sharing. Some of these mobile applications are reproduction of websites, which do not bring added value to the guests during their stay. Thus, it was developed the mobile hotel application, You Stay You Demand (Y.S.Y.D.), with a User-Centered Design approach that makes easier the communication between guests and hotel staff for guest satisfaction. During the study were integrated the Nielsen's heuristic evaluation with user testing to assess the usability which created a user-centered interface.
  • A Technological Proposal Using Virtual Worlds to Support Entrepreneurship Education for Primary School Children
    Publication . Pereira, Angela; Martins, Paulo; Morgado, Leonel; Fonseca, Benjamim; Esteves, Micaela
    The importance of entrepreneurship education from elementary school through college is now recognized as an important aspect of children’s education. At the level of basic education, the development of entrepreneurial activities using Information and Communication Technologies, specifically three-dimensional virtual worlds, is seen as an area with potential for exploration. The research presented herein is a model that allows the development of entrepreneurial activities in virtual worlds with children attending primary education. This model allows the preparation, monitoring and development of entrepreneurship education activities in virtual worlds, including safe interaction in virtual worlds between the children and the community. For this, we identified a set of requirements that would allow the teaching and learning of entrepreneurship in virtual worlds, from which a technological model was implemented through an application, EMVKids (after the Portuguese expression “Empreendedorismo em Mundos Virtuais com Crianças”, entrepreneurship with children in virtual worlds).
  • The Use of New Learning Technologies in Higher Education Classroom: A Case Study
    Publication . Esteves, Micaela Dinis; Pereira, Angela; Veiga, Nuno; Vasco, Rui; Veiga, Anabela
    We have conducted a study with higher level education students, in lecture classes of three Undergraduate Courses and one Professional Higher Technical Course that involved six different subjects with a total of 324 students. In this research the use of Game-Based Learning platform was analysed in order to encourage the students’ participation, increasing motivation and keeping them motivated and committed during lessons, therefore, increasing their learning skills. Based on these results, we recommend that Kahoot is used in lectures in order to help students develop their performances and abilities and at the same time be more successful and prepared to have an active participation in society.