Rafael Darque Pinto

Mr. Rafael Darque Pinto

University of Trás-os-Montes and Alto Douro
+1
orcid

Research Focus & Metrics

Academic Career Length

8Years (2019-Present)

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

Representative Publications

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24 March 2021 in IEEE Access
Verified
Journal Article
Open access
BPBRUNO PEIXOTO
BRUNO PEIXOTO
Rafael Darque PintoRafael Darque Pinto
Rafael Darque Pinto
MMMiguel Ângelo Correia Melo
Miguel Ângelo Correia Melo
LCLuciana Cabral
Luciana Cabral
MBMaximino Bessa
Maximino Bessa
Immersion is a proven method of learning a foreign language and using Virtual Reality to achieve that immersion has high potential educational benefits. However, there are no recent systematic reviews that combine both foreign language education and immersive Virtual Reality. This systematic review aims to identify features, educational methods, technologies, and gaps of immersive virtual reality for foreign and second language education. PRISMA method was followed to carry out the systematic review. From the analysis of the results, two main conclusions were drawn. Firstly, the relation between immersive Virtual Reality and foreign language learning is quite positive, particularly when compared with conventional pedagogical practices. Not only that, the connection between immersive Virtual Reality and the user's motivation and satisfaction is also quite positive. Lastly, limitations such as the low sample of studies and gaps in the literature are addressed, and directions for future work and the area's progress are pointed out.

7 May 2021 in Education Sciences
Verified
Journal Article
Open access
PDF file
Rafael Darque PintoRafael Darque Pinto
Rafael Darque Pinto
BPBRUNO PEIXOTO
BRUNO PEIXOTO
MMMiguel Ângelo Correia Melo
Miguel Ângelo Correia Melo
LCLuciana Cabral
Luciana Cabral
MBMaximino Bessa
Maximino Bessa
Virtual reality has shown to have great potential as an educational tool when it comes to new learning methods. With the growth and dissemination of this technology, there is a massive opportunity for teachers to add this technology to their methods of teaching a second/foreign language, since students keep showing a growing interest in new technologies. This systematic review of empirical research aims at understanding whether the use of gaming strategies in virtual reality is beneficial for the learning of a second/foreign language or not. Results show that more than half of the articles proved that virtual reality technologies with gaming strategies can be used to learn a foreign language. It was also found that “learning” was the most evaluated dependent variable among the chosen records, augmented reality was the leading technology used, primary education and lower secondary was the most researched school stages, and the most used language to evaluate the use of gamified technology was by far the English language. Given the lack of directed investigation, it is recommended to use these technologies to support second language learning and not entirely replace traditional approaches. A research agenda is also proposed by the authors.

1 January 2019 in PRESENCE: Virtual and Augmented Reality
Verified
Journal Article
Closed access
PDF file
AKAliane Loureiro Krassmann
Aliane Loureiro Krassmann
MMMiguel Ângelo Correia Melo
Miguel Ângelo Correia Melo
Rafael Darque PintoRafael Darque Pinto
Rafael Darque Pinto
BPBRUNO PEIXOTO
BRUNO PEIXOTO
MBMaximino Bessa
Maximino Bessa
MBMagda Bercht
Magda Bercht
The sense of presence is an important aspect of experiences in Virtual Reality (VR), an emerging technology in education, leading this construct to be increasingly researched in parallel to learning purposes. However, there is not a consensus in the literature on the outcomes of this association. Aiming to outline a panorama in this regard, a systematic literature review was conducted, with a comprehensive analysis of 140 primary studies recovered from five worldwide databases. The analysis shows an overview of 24 years of areas, factors, and methodological approaches that seem to be more inclined to benefit from the sense of presence toward learning purposes. We contribute to the advancement of state of the art by providing an understanding of the relationship among these variables, identifying potential ways to benefit from the sense of presence to further leverage the use of VR for learning purposes.

30 March 2019
Verified
Book Chapter
Closed access
PDF file
Rafael Darque PintoRafael Darque Pinto
Rafael Darque Pinto
BPBRUNO PEIXOTO
BRUNO PEIXOTO
AKAliane Krassmann
Aliane Krassmann
MMMiguel Ângelo Correia Melo
Miguel Ângelo Correia Melo
LCLuciana Cabral
Luciana Cabral
MBMaximino Bessa
Maximino Bessa

30 March 2019
Verified
Book Chapter
Closed access
PDF file
BPBRUNO PEIXOTO
BRUNO PEIXOTO
Rafael Darque PintoRafael Darque Pinto
Rafael Darque Pinto
AKAliane Krassmann
Aliane Krassmann
MMMiguel Ângelo Correia Melo
Miguel Ângelo Correia Melo
LCLuciana Cabral
Luciana Cabral
MBMaximino Bessa
Maximino Bessa

21 March 2023 in Interactive Learning Environments
Verified
Journal Article
Closed access
AKAliane Loureiro Krassmann
Aliane Loureiro Krassmann
MMMiguel Ângelo Correia Melo
Miguel Ângelo Correia Melo
Rafael Darque PintoRafael Darque Pinto
Rafael Darque Pinto
BPBRUNO PEIXOTO
BRUNO PEIXOTO
MBMaximino Bessa
Maximino Bessa
MBMagda Bercht
Magda Bercht
The sense of presence is an important aspect of virtual reality experiences, being increasingly researched in educational contexts for its potential association with learning outcomes. A panorama of how these investigations have been conducted could help researchers and practitioners to harness this potential and find new directions. A systematic literature review was conducted to contribute to this perspective, with a comprehensive analysis of 140 primary studies recovered from five worldwide databases. The results show an overview of 24 years of research, with a summarization of areas, factors, and methodological approaches that have been the focus of investigation when these three variables of interest (VR, sense of presence, and learning) are together. We conclude with a list of research gaps that need to be addressed and a research agenda, identifying current and emerging challenges.