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Featured researches published by Cristina Gomes.


international conference on universal access in human-computer interaction | 2014

Augmented Reality Tools and Learning Practice in Mobile-Learning

Mauro Figueiredo; José Gomes; Cristina Gomes; João Lopes

There are many augmented reality (AR) applications available that can be used to create educational contents for these mobile devices. This paper surveys the most popular augmented reality applications and we select AR eco-systems to be used in daily teaching activities which are user friendly, do not require programming skills and are free. Different augmented reality technologies are explored in this paper to create teaching activities with animations, videos and other information to be shown on top of interactive documents. It is presented the creation of a novel augmented reality book that was developed with teachers and students. Several examples are also presented that are used in educational activities, from kindergarten to elementary and secondary schools, to improve reading, comprehension and learning of music.


iberian conference on information systems and technologies | 2017

Flappy crab project: Development of a digital educational game for teaching Music

Cristina Gomes; José Gomes; Lídia Oliveira

This article proposes to approach the problematic of the introduction of strategies of gamification by means of technological didactic objects, succinctly describing the development of a digital educational game conceived with the objective of working areas such as auditory memory and the discrimination of heights, Simultaneous approach to the symbology proper to musical spelling. Based on the implementation of this game in pedagogical contexts, a study was carried out with the purpose of inferring or validating the thesis that the use of them adds value to the teaching and learning process. The results of which are presented herein.


International Journal of Creative Interfaces and Computer Graphics | 2016

Augmented Reality in Informal Learning Environments: A Music History Exhibition

José Duarte Cardoso Gomes; Mauro Figueiredo; Lúcia da Graça Cruz Domingues Amante; Cristina Gomes

Augmented Reality AR allows computer-generated imagery information to be overlaid onto a live real world environment in real-time. Technological advances in mobile computing devices MCD such as smartphones and tablets internet access, built-in cameras and GPS made a greater number of AR applications available. This paper presents the Augmented Reality Musical Gallery ARMG exhibition, enhanced by AR. ARMG focuses the twentieth century music history and it is aimed to students from the 2nd Cycle of basic education in Portuguese public schools. In this paper, we will introduce the AR technology and address topics as constructivism, art education, student motivation, and informal learning environments. We conclude by presenting the first part of the ongoing research conducted among a sample group of students contemplating the experiment in educational context.


Competencies in teaching, learning and educational leadership in the digital age | 2016

Project Flappy Crab : an edugame for music learning

Cristina Gomes; Mauro Figueiredo; José Bidarra; José Gomes

This chapter discusses some possibilities of gamification and remixing processes for music education. It also analyzes the concepts of gamification, mashup/remix and presents its possible usage in education—music teaching—through the development of the project/educational game FLAPPY CRAB. The chapter begins with a brief introduction to the concepts listed above, trying to consider them in the school context. After that, we will make the summary presentation of the music educational game FLAPPY CRAB, a clone of the GEARS Studios Flappy Bird, developed for mobile devices and other platforms with the UNITY 3D© game engine. In this chapter we’ll talk yet, albeit briefly, about the game engine used in the development of this educational application. This educational game aims to assess the possible impacts that its use has on learning and skill development related to auditory memory, qualitative discrimination of musical sound height (pitch—in the range of an octave with a central point in 440 Hz), visual identification of musical notation symbols and its relative organization according to the grammar rules of traditional music spelling. The game has been tested by a group of approximately 30 teenagers over a period of about 6 months, over which data was collected. In this chapter, we will present a review of the preliminary data collected to date.


iberian conference on information systems and technologies | 2017

Augmented reality in formal learning environments: Intervention in a visual education textbook

José Gomes; Cristina Gomes; Lídia Oliveira


Archive | 2016

Augmented Reality as a New Media for Supporting Mobile-Learning

Mauro Figueiredo; José Gomes; Cristina Gomes; Rui Gaspar; João Lopes


Atas do 3.º Encontro sobre Jogos e Mobile Learning | 2016

Ler+saber+desenvolvimento de uma aplicação para o 2º Ciclo do ensino básico

José Gomes; Mauro Figueiredo; Lúcia Amante; Cristina Gomes


3º Encontro sobre Jogos e Mobile Learning – EJML 2016 | 2016

Realidade aumentada e gamificação : desenvolvimento de aumentações num manual escolar de educação musical

Cristina Gomes; Mauro Figueiredo; José Bidarra; José Gomes


3.ª edição do «Encontro sobre Jogos e Mobile Learning» | 2016

Realidade aumentada e gamificação. Desenvolvimento de aumentações num manual escolar de educação musical

Cristina Gomes; Mauro Figueiredo; José Bidarra de Almeida; José Gomes


ARTECH 2015: 7th International Conference on Digital Arts | 2015

Projeto “Flappy Crab”. Um jogo educacional para o ensino da música

Cristina Gomes; Mauro Figueiredo; José Bidarra; José Gomes

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José Gomes

University of the Algarve

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João Lopes

University of the Algarve

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Rui Gaspar

University of the Algarve

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