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Hackathon and innovative methodologies in higher education

dc.contributor.authorSousa, João Paulo
dc.contributor.authorMertanen, Jussi
dc.contributor.authorTavares, Roger
dc.contributor.authorLopes, Rui Pedro
dc.date.accessioned2026-04-01T11:23:50Z
dc.date.available2026-04-01T11:23:50Z
dc.date.issued2025
dc.description.abstractThis volume explores the strategic development of digital learning environments to support innovative pedagogical approaches in higher education. It presents an in-depth examination of digital tools and methodologies—including Learning Management Systems (LMS), virtual assistants, augmented and virtual reality (AR/VR), and mobile learning—that enable the creation of immersive, flexible, and learner-centered educational experiences. Grounded in contemporary learning theories such as constructivism, sociocultural theory, and connectivism, the volume offers educators practical insights into how to design, implement, and evaluate technology-enhanced learning environments that are both effective and inclusive. The work also addresses the integration of emerging technologies with active methodologies like gamification, problem-based learning, and design thinking to foster motivation, engagement, and deep learning. The book emphasizes a holistic and sustainable approach to digital transformation in education, considering pedagogical, technological, institutional, and ethical dimensions. It outlines best practices for creating accessible, secure, and learner-driven digital scenarios while highlighting the importance of teacher training, inclusive design, and continuous evaluation. By providing comprehensive guidelines and case-based discussions, this volume equips educators, instructional designers, and policymakers with the knowledge and tools to lead educational innovation in a digitally connected and rapidly evolving academic landscape.eng
dc.identifier.doi10.34620/dadosipb/0h7g0v
dc.identifier.urihttp://hdl.handle.net/10198/36443
dc.language.isoeng
dc.peerreviewedno
dc.publisherInstituto Politécnico de Bragança
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/
dc.subjectDigital scenarios
dc.subjectInnovative courses
dc.subjectLearning Management Systems (LMS)
dc.subjectvirtual assistants
dc.subjectaugmented and virtual reality (AR/VR)
dc.subjectand mobile learning
dc.titleHackathon and innovative methodologies in higher educationeng
dc.title.alternativeDevelopment of digital scenarios for innovative courseseng
dc.typebook
dspace.entity.typePublication
oaire.citation.volume3
oaire.versionhttp://purl.org/coar/version/c_970fb48d4fbd8a85
person.familyNameSousa
person.familyNameLopes
person.givenNameJoão Paulo
person.givenNameRui Pedro
person.identifier.ciencia-id6A16-061F-809B
person.identifier.ciencia-id8E14-54E4-4DB5
person.identifier.orcid0000-0002-9005-084X
person.identifier.orcid0000-0002-9170-5078
relation.isAuthorOfPublication421103bc-0ac1-495a-aaaf-faf08ecaafe5
relation.isAuthorOfPublicatione1e64423-0ec8-46ee-be96-33205c7c98a9
relation.isAuthorOfPublication.latestForDiscoverye1e64423-0ec8-46ee-be96-33205c7c98a9

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