14:40 – 16:00
(full papers: 20’+5′; short papers: 12’+3′)
Mikael Reiersølmoen, Francesco Gianni, Monica Divitini
DELTA: Promoting Young People Participation in Urban Planning
Today urban areas are growing fast, in this process it remains a challenge to include the opinions of the public. This holds especially true for young people. From the 1960’s, the rights of the children started to be recognized through the UN Convention on the Rights of the Child. Article 12 of the convention states that children should have the opportunity to express their views in matters that affect them, like urban planning. Our work started analysing the literature and providing an overview of participatory methods used to include children in land-use projects. We then reviewed existing mobile apps targeting participation in public life. Based on the findings from the literature a list of high level requirements was created to guide the design and implementation of the mobile app DELTA. The DELTA app support situated participation encouraging users to explore the urban environment, promoting awareness and critical thinking. Several user evaluations are performed during the development cycles, including expert evaluations, usability and field tests of the final prototype. Based on collected data and lessons learned, results are discussed in relation to participation and learning outcomes for children.
Lúcia Pombo, Margarida Marques, Vânia Carlos, Cecília Guerra, Margarida Lucas, Maria João Loureiro
Augmented Reality and mobile learning in a smart urban park: pupils’ perceptions of the EduPARK game
The EduPARK game is developed under a game-based learning methodology. It is designed for outdoor learning settings by employing geocaching principles and mobile Augmented Reality technologies. The game aims to develop users’ authentic and autonomous learning about diverse interdisciplinary themes in a smart urban park. It integrates learning guides for different target groups of basic education. The purpose of this paper is to present the game prototype development, which followed a design-based research approach. The evaluation of the game involved 74 pupils from two school levels (aged 9-10 and 13-14). They explored the game and their reactions were registered. Focus groups were conducted at the end of the experience. The evaluation allowed identifying positive characteristics of the game, such as immediate feedback and collaborative dynamics. Some questions included in the learning guides were perceived as difficult to understand and also some features came out to be considered for future improvements.
Andreia Ribeiro, Vania Baldi
The potential role of digital technologies in the context of forced displacement
In light of the the European migrant crisis and considering the growing use of new technologies by humanitarian agencies in their operations, it is important to reflect on the possible social and technological convergence of these phenomens in an attempt to minimize the damages and respond to the needs of refugees. This research focuses on the adoption of new technologies in humanitarian aid, with emphasis on the use of smartphones by refugees who escape the various wars occuring in countries such as Syria or sub-Saharan areas and that are trying to sucessfully adjust to their host country.
Lurdes Nakala, António Franque, Fernando Ramos
Public Policies for Quality Assurance in Distance Learning towards Territory Development
This paper is about public policies for quality assurance in distance learning towards territory development. The study was based on the literature review which enabled an overview of the key concepts for a better understanding of the theme and documental analysis to bring experiences from Mozambique. Challenges for distance learning pubic policies that recognize different contexts are also presented, as well as suggestions for quality policies conducive to the local development; and a short note for further work is also included.