9:00 – 10:20
(full papers: 20’+5′; short papers: 12’+3′)
Liliana Cecilio, Dora Simões, João Carapinha
The ebook as a business communication strategy
This research work is carried out in a business-to-business context, in a Portuguese multinational and proposes the design, development and validation of an electronic book (ebook) as a business communication tool to promote the consumption of bread for the children’s audience. This work justifies the need to fit, based on the literature review on communication tools dedicated to children, the ebook as a new way of promoting a product and a smart learning. We talk about digital communication and communication strategies that appear on the Internet, with a focus on the children’s audience. Nowadays, parents spend less time with their children, trying to protect them inside the home, where technological entertainment takes place. Thus, arise marketing strategies that get confused with entertainment, as is the case of entertainment and advergame. Framed in content marketing, the ebook is a teaching and entertainment tool, by which the children’s audience is the most interesting target audience. The methodology used in the pre-sent study is development research and the focus group is the method of data collection. The main results obtained are that the cereals best known by the group of children studied are wheat and corn. Children like bread and essentially associate it with sensory experiences (hot, tasty, thick, fluffy, crispy). Children know and eat more types of wheat bread. They usually eat bread twice a day and like to eat it at breakfast. Children do not appreciate the baker profession, so there is an opportunity to promote the baking industry through the presentation of good reasons to be a baker. Regarding the interactive elements most appreciated in an ebook, the results show that children prefer games and quizzes.
Sanne Cools, Peter Conradie, Maria-Cristina Ciocci, Jelle Saldien
The Diorama Project: Development of a tangible medium to foster STEAM education using storytelling and electronics
Children of the 21st century grow up in a world full of information and technology. Education should equip them with useful skills and competencies, al-lowing them to actively and effectively take part in a globalised society. Teachers feel the need for educational tools that support innovative teaching. To this end, this paper describes the development of The Diorama Project. This series of trans-disciplinary workshops combines familiar subjects, like language and art, with new topics such as programming and electronics, to foster valuable skills and knowledge in a more fun and tangible way. Pupils team up to write, record and tinker a story. Programmable electronics let their theatre plays come alive. An open source platform provides all the information for teachers to organise the workshops by themselves. They can use it to share their experience and knowledge with colleagues worldwide.
Andrea Bonani, Vincenzo Del Fatto, Gabriella Dodero, Rosella Gennari, Guerriero Raimato
Participatory Design of Tangibles for Graphs: a Small-Scale Field Study with Children
Algorithmic thinking is at the heart of computational thinking: it requires to abstract a problem and to model it, as well as to specify a sequence of instructions for solving it, that is, an algorithm. In many countries, computer science education in primary or secondary schools is moving towards computational thinking and, partly, algorithmic thinking education. This paper supports the idea that algorithmic thinking should be taught from primary schools, through physical activities, without sitting in front of a computer screen, and by exploiting Internet of Things technologies, specifically, by using inter-connected interactive tangible objects. The paper focuses on the design of such tangibles for teaching graph algo-rithmic thinking. It shows in what sense their design was participatory and fol-lowed an action-based re- search approach, moving from the context of use analysis to iterative design sessions and field studies with tangible prototypes, used by teachers or children. The paper presents one of such tangibles and field studies with children. The paper ends by reflecting on the design process of tangibles for graph algorithmic thinking.
Pedro Beça, Pedro Amado, Maria João Antunes, Milene Matos, Eduardo Ferreira, Armando Alves, André Couto, Rafael Marques, Rosa Pinho, Lísia Lopes, João Carvalho, Carlos Fonseca
From technological specifications to beta version: the development of the Imprint+ web app
Ecologically responsible behaviour and commitment to a sustainable development should be fostered among citizens. The IMPRINT+ project, co-funded by Erasmus+ programme of the European Union, intends to promote an ecological reasoning at an European level, supported by the participation of local communities and particularly by young people. Based on ICT use (smartphones, tablets and websites) and using a gamification strategy, the IMPRINT+ project aims to encourage young citizens to become aware of the global environmental impact of their everyday actions and to encourage them to act and participate in a local context. This paper aims to answer the question of what requirements, functional and non-functional, are appropriate to an app designed to engage young citizens, to be aware of their ecological footprint and to contribute, within different levels (individual, familiar, community or even national), with actions to its compensation. The paper describes the development process of the app, in terms of its specifications, requirements and system architecture. Preliminary tests suggest that the options made to develop the app were appropriate to promote the engagement of young people within the projects’ goals.