José Gomes
University of the Algarve
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Featured researches published by José Gomes.
international conference on universal access in human-computer interaction | 2014
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
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.
Competencies in teaching, learning and educational leadership in the digital age | 2016
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
José Gomes; Cristina Gomes; Lídia Oliveira
CECS - Publicações / eBooks | 2017
José Gomes; ristina Maria Cardoso Gomes; Lídia Oliveira
Archive | 2016
Mauro Figueiredo; José Gomes; Cristina Gomes; Rui Gaspar; João Lopes
Atas do 3.º Encontro sobre Jogos e Mobile Learning | 2016
José Gomes; Mauro Figueiredo; Lúcia Amante; Cristina Gomes
3º Encontro sobre Jogos e Mobile Learning – EJML 2016 | 2016
Cristina Gomes; Mauro Figueiredo; José Bidarra; José Gomes
3.ª edição do «Encontro sobre Jogos e Mobile Learning» | 2016
Cristina Gomes; Mauro Figueiredo; José Bidarra de Almeida; José Gomes
ARTECH 2015: 7th International Conference on Digital Arts | 2015
Cristina Gomes; Mauro Figueiredo; José Bidarra; José Gomes