Célio Gonçalo Marques

Prof. Dr. Célio Gonçalo Marques

Polytechnic University of Tomar, Tomar, Santarém, Portugal
orcid

Research Focus & Metrics

Academic Career Length

20Years (2007-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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19 August 2023 in Heritage
Verified
Journal Article
Open access
PDF file
Célio Gonçalo MarquesCélio Gonçalo Marques
Célio Gonçalo Marques
JPJoão Paulo Pedro
João Paulo Pedro
Inês Cardoso AraújoInês Cardoso Araújo
Inês Cardoso Araújo
Because of the possibilities that it opens for a variety of fields and practices, gamification has increasingly garnered significant attention. This has put it at the forefront of many significant debates around its applicability and implications. In the case of its application to cultural heritage, although there is much trailblazing to do, the body of work has been growing and the field is gaining its maturity. As such, this paper aims to take stock of the directions the field has been moving towards—to provide orientation for future work and projects that are yet to be developed. To do this, the paper aims to map out the publications in the field of gamified cultural heritage, by conducting a broader and systematic literature review. The study has found that, with regards to who the main actors with publications in the field are, a prominence of European institutions and networks, namely from Italy, Greece and the United Kingdom, can be observed. Regarding what heritage is being gamified and for what purpose, the study found a prominence of focus on historical, architectural and archeological heritage values and a very significant focus on gamification being used for motivation/engagement and for creativity enhancement. When looking at the gamification design dimensions that are given prevalence, intrinsic motivation seems to be prioritized, and, with regards to the observed target publics, tourists and visitors and seem to prevail in gamified heritage projects, with children as a specific group coming in second. Regarding technologies and tools being used, Mobile Applications, Augmented Reality (AR) and Virtual Reality (VR) are particularly prevalent. Regarding mentioned future orientations, the study found that a vast majority of papers are self-contained, both in scope of work and discussion, with most of those that do mention future directions indicating continuation and/or expansion of their specific project.

21 June 2024 in Sustainability
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Journal Article
Open access
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AVAdriana Lopes Vassalo
Adriana Lopes Vassalo
Célio Gonçalo MarquesCélio Gonçalo Marques
Célio Gonçalo Marques
JSJoão Tomaz Simões
João Tomaz Simões
MFMaria Manuela Fernandes
Maria Manuela Fernandes
SDSusana Domingos
Susana Domingos
This study addresses the challenges faced by the fashion industry and its consumers in relation to sustainability and the circular economy in a digital age, relating them to the impacts that this industry triggers, both environmentally and socially. The aim is to understand the relations between environmental concern, fashion consumer awareness and adaptation to the digital evolution, and how these can result in an intention to buy sustainable fashion. The methodology adopted was based on other studies in the area, allowing us to answer the investigation question and, finally, to present some reflections that could mitigate the problems found. This research concisely highlights the limitations of the current linear economy, demonstrating the difficulties in the transition to a more sustainable world. This article is relevant for researchers in the field of fashion brand communication and consumer behaviour, as the results show some theoretical and experimental content for a better development of strategies and practices in the field of sustainable fashion, taking into account the digital evolution.

15 July 2023 in Heritage
Verified
Journal Article
Open access
PDF file
ANAndreia Nogueira
Andreia Nogueira
Célio Gonçalo MarquesCélio Gonçalo Marques
Célio Gonçalo Marques
António MansoAntónio Manso
António Manso
PAPaula Almeida
Paula Almeida
This research contributes to the discussion around the importance of the long-term preservation of non-fungible tokens (NFTs) and minted digital artworks. The paper is based on a review of the literature on blockchain in art and heritage management and conservation, with particular attention to references related to the production, marketing, maintenance, and distribution of NFT-based digital art. The aims of this paper involve anticipating potential problems in the oversight of NFTs and setting out good long-term management principles and practices as well as specific preservation strategies. Despite the fact that it also discusses issues over authorship, copyright, creative commons, and open access, the paper is particularly devoted to raising concerns about the high energy consumption associated with blockchain technology and its impact on climate change. It also highlights how the preservation of NFTs cannot be neglected, despite the belief that they last forever. Most studies dedicated to analysing the impact of blockchain technology on the cultural heritage sector ignore the most important issue: preserving not only the minted digital artworks themselves but also the respective blockchain networks. Overall, this paper seeks to foster a collective awareness of the need to reflect on blockchain-related art practices and their implications for the long-term protection of cultural property.

18 March 2021 in Education in the Knowledge Society (EKS)
Verified
Journal Article
Open access
PDF file
AFAna Paula Faria-Ferreira
Ana Paula Faria-Ferreira
PFPatrícia Alexandra Faria Ferreira
Patrícia Alexandra Faria Ferreira
Célio Gonçalo MarquesCélio Gonçalo Marques
Célio Gonçalo Marques
The evolution of information and communication technologies has changed the way we relate to each other and how we build our knowledge. This creates challenges for education systems, as school must provide all students with the educational experiences that will enable them to develop the skills reflected in the profile of the 21st-century student on com pletion of compulsory schooling. It is up to teachers to find new ways of teaching, making the most of the resources and digital tools made available by mobile technologies. Technology can make a significant contribution to increasing students' motivation because it is closer to what they like and use in their daily lives. And this introduction of technology into the classroom can promote student-oriented teaching, which contributes to the development of skills such as autonomy, critical thinking and self-esteem. One of the areas that can contribute to this paradigm shift is the creation of experiences in immersive learning environments such as Transmedia Storytelling. Immersive learning environments can favour the creation and implementation of projects that promote reading skills in schools. This is the focus of this article. The aim of this study is to evaluate the impact of transmedia storytelling on the level of motivation of students and on the improvement of pedagogical practices implemented by the teachers involved. This case study was carried out in the subject of Portuguese in three 7th-grade classes of a school from the Médio Tejo region. The results obtained suggest a high level of motivation of students and teachers. The latter recognise that pedagogical routes using Transmedia Storytelling contribute to the motivation, autonomy and improvement of students' learning.

1 April 2010
Verified
Conference Paper
Closed access
António MansoAntónio Manso
António Manso
Célio Gonçalo MarquesCélio Gonçalo Marques
Célio Gonçalo Marques
PDPedro Dias
Pedro Dias
Teaching of programming is crucial in every engineering course and particularly in computer courses. Students failure in this domain has led to the development of Portugol IDE, a tool for teaching/learning algorithms. This tool allows algorithms to be coded in mother tongue of portuguese students (portugol) or in flow diagrammatic language (flowchart) and its automatic execution. This paper presents generation 3.x of this tool and describes the advancements therein.

31 January 2022 in Journal of Information Systems Engineering and Management
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Journal Article
Open access
PDF file
PTPortugal Polytechnic Of Tomar
Portugal Polytechnic Of Tomar
DLDaniela Louraço
Daniela Louraço
Célio Gonçalo MarquesCélio Gonçalo Marques
Célio Gonçalo Marques
There is a wide variety of content management systems (CMS) available on the market, each with its characteristics, advantages and disadvantages, but the open source, such as Joomla, WordPress and Drupal are the ones who stand out, not only because they are free, but also because of their versatility and contemporaneity, in issues such as: ease of use, possibility of customization, support, security, adaptability and amount of resources available (modules, components and plugins). These solutions have an extremely relevant aspect for public organizations, bringing citizens and businesses closer to their governments, by providing a more direct and intuitive access to government information and services (Fang, 2002). To achieve the benefits of its implementation, it is necessary an analysis of the solutions available on the market and which ones are best suited to certain management objectives. Through a comparison of data and information collected, it is highlighted the advantages and disadvantages of each of the three CMS mentioned, especially which one is most indicated for a specific context of application and project typology in public administration, using for these rankings of use and popularity on platforms such as W3Techs and BuiltWith, as well as a set of supporting documentation.