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The GILT research unit is located in the Engineering College (ISEP) of the Porto’s Polytechnic Institute (IPP) and focuses on the analysis, design and development of scientific and technical knowledge in the fields of Serious Games, Assistive Technology, Learning Technology, Interaction and Health Technology. GILT researchers promote the group’s R&D mission linking it to post-graduate programmes at MSc and PhD level and leading international collaborative projects and joint initiatives with other academic and commercial institutions.

Addressing the Gender Gap in Computer Programming Through the Design and Development of Serious Games
Development of an inclusive multiplayer serious game for blind and deaf
Review and Selection of Online Resources for Carers of Frail Adults or Older People in Five European Countries: Mixed-Methods Study
Blended academic international mobility: Tearing down barriers to mobility in a sustainable way (pp. 1434-1443)
Soft-skills Development for Higher Education Engineering and Economic Students using HERA Collaborative Serious Games
A MOOC-based Innovative Instructional Approach for Curriculum Design
Creating Competitive Opponents for Serious Games through Dynamic Difficulty Adjustment
Blind’s Inclusion in Computer Games
Student’s Social Vulnerability in Distance Learning in COVID-19 Times (pp. 175-180)
The creation of the first virtual environment in sign language: bilingual pedagogy online course (pp. 12-26)
KAHOOT! A Didactic Resource to Support the Project/Internship Report Writing of Future Engineers (pp. 8694-8700)
The Potential of Kahoot in the Teaching and Learning Process in APC Classes (pp.8686-8693)
Collaborative online education: mediation as a mechanism of dialogicity (pp. 87-102)
Learning Analytics Framework for Improving Performance to Students through Educational Virtual World (pp. 8-13)
Brain-Computer Interaction and Silent Speech Recognition on Decentralized Messaging Applications (pp. 3-11)
Virtual Experiential Learning in Engineering Education
The VirtualSign Channel for the Communication Between Deaf and Hearing Users (pp. 188 - 195)
Inclusive Game Design Methodologies for Haptic Recovery
Promoting global partnership for higher education: Sharing best practices
Cooperation Between Europe and Asia in Active Learning in Engineering Education
Developing didactic videos for deaf students in sign language (pp. 409-416)
A Tool Developed for Assisted Communication with Deaf Students
BlendedAIM – Blended Academic International Mobility
ACE- Virtual Sign Automatic Translator
Digital Contents for the Deaf supported by Virtual Sign Translator (paper 0205)
Educational Game on Sign Language (paper 0070)
Development of Professional Competences in Higher Education through Active Learning
Support Needs and Expectations of People Living with Dementia and Their Informal Carers in Everyday Life: A European Study
The Current State of the Art in respect of the deaf in Crete (Greece), Cyprus, Germany, Portugal, Slovenia and the UK
The Current State of the Art in respect of the deaf in Crete (Greece), Cyprus, Germany, Portugal, Slovenia and the UK (ebook)
International Assisted Communication for Education (I-ACE): Greek Contribution Ep. 14 (pp. 21-27)
Automatic sign language translation to improve communication (pp. 937-942)
Advancing blended mobility to foster effective cooperation between higher education and industry (paper 17)
Low-cost Industry 4.0: learning Arduino, programming in three distinct ways (paper 15)
Assistive technology applied in an inclusive MOOC for the Blind (pp. 100-110)
Internationalization of higher education: beyond international mobility (pp.28-38)
Overcoming the Silver Generation Digital Gap
Insights into the complexities of communication and automated sign language translation from the I-ACE Project
Inclusion through digital arts: Creating a community of practice (pp. 145-152)
Developing Entrepreneurship Skills with a Serious Game (pp. 351-363)
Privacy with Ethereum smart contracts
Blockchain: Past, Present, and Future (pp. 21-52)
Inclusive digital learning through serious games: A clipping for inclusion (pp. 219-226)
Teaching Model-Driven Engineering in a Master's Program: Three Editions on a PBL-Based Experience (pp. 126-159)
Dynamic Generation of Documentation, Code, and Tests for a Digital Marketing Platform's API (pp. 1-35)
RESTful Web Services Development with a Model-Driven Engineering Approach (pp. 191-228)
Meta-model of Serious Game Mechanics for Deaf and Blind (pp. 907-911)
Inclusive Mooc for Blind or Hearing Impaired People (pp. 9699-9702)
Applying the quantitative evaluation framework model for ensuring the MOOC quality (pp.131-137)
Educational content using Blind/Deaf Communications API (pp.100-104)
Blended Mobility: a way for the Sustainable Internationalization of Higher Education (pp.521-524)
ACE assisted communication for education: Architecture to support blind & deaf communication
Blind/Deaf Comunication API for Assisted Translated Educational Digital Content
Cross Cultural Preparation for Blended Learning Activities
Post Graduations in Technologies and Computing Applied to Education: from F2F Classes to Multimedia Online Open Courses (pp. 55-62)
The promotion of the century learning skills through the development of games using scratch
The International Assisted Communications for Education Project, iACE
Recognition of hand configuration: A critical factor in automatic sign language translation
VirtualSign Game Evaluation (pp. 117-124)
Digital Assisted Communication (pp. 395-402)
Neurocognitive Stimulation Game: Serious Game for Neurocognitive Stimulation and Assessment (pp. 74-81)
Analytics of student behaviour in a learning management system as a predictor of learning success (pp.113-118)
Editorial of the Proceedings of the 9th International Conference on Computer Supported Education (volume 1)
Editorial of the Proceedings of the 9th International Conference on Computer Supported Education (volume 2)
Collecting and Analysing Learners Data to Support the Adaptive Engine of OPERA, a Learning System for Mathematics (pp. 631-638)
Instructional Videos and Others on Youtube: Similarities and Differences in Comments (pp. 418-425)
Preface of Serious Games, Interaction and Simulation
Editorial of Serious Games, Interaction and Simulation
The Use of Scratch for the Development of 21st Century Learning Skills in ICT
Computers Supported Education: Revised Selected Papers
The ATHENA European University model for Sustainable Education: Mainstreaming good practices for all-inclusive life-long sustainable learning in the digital era (pp. 552-557)
O uso de videoaula em Libras como recurso didático no ensino de português como segunda língua para alunos surdos (pp.1-17)
A Gamificação e os Dispositivos Digitais no Ensino Secundário Em Braga, Portugal (pp. 278-298)
Adoption and Use of Educational Technology Tools by Marketing Students (pp. 347-356)
A Educação de Surdos em Paralaxe: O Desenvolvimento de um Modelo Colaborativo de Aprendizagem
The contributions of assistive technologies in Professional and Technological Education in the modality EAD (pp.1692-1704)
Teaching Soft Skills in Engineering Education: An European Perspective (pp. 29222-29242)
A Mediação Pedagógica a Distância como Processo de Formação Docente: o Caso da UNIVESP (pp.1-16)
Trajetória da Educação Inclusiva no Ensino Médio Integrado da Rede Federal: fatores de evasão e permanência (pp. 1-20)
Developing Emotional Intelligence with a Game: The League of Emotions Learners Approach (pp. 1-11)
Technology Supported Active Learning: Student-Centered Approaches
Serious Games
Educação Especial & Inclusiva: Práticas e Desafios no Contexto da Diversidade
Inclusão de alunos com deficiência na escola regular: a tutoria por pares (pp. 12-21)
Student’s Social Vulnerability in Distance Learning in COVID-19 Times (pp. 175-180)
Evaluate manuscripts or digital assignments fairly and easily (pp. 121-125)
Active learning in engineering education: experiences in Asia and Europe
Comparação de imagens em máquinas de self-checkout
Teachers’ skills required to design and deliver MOOCs in Engineering Education (pp 8-13)
Self-assessing Teachers’ Competences for Curricula Modernization Through MOOCs (pp. 312-323)
A Game-Based Approach to Manage Technostress at Work (pp. 85-94)
Technology to Support Active Learning in Higher Education (pp. 1-11)
International Sign Everywhere: Towards Internationalisation of Education and International Mobility of Deaf Students
Academic Moocs Providers For Learners Vs Instructors (pp. 9447-9455)
Learning Analytics in the Monitoring of Learning Processes: 3D Educational Collaborative Virtual Environments (pp. 142-169)
Learning Analytics in the Monitoring of Learning Processes: 3D Educational Collaborative Virtual Environments (pp. 142-169)
Tecnologia Assistiva: uma Pesquisa Bibliográfica sobre a Inclusão Educacional de Alunos com Deficiência Física
Proposal of a Learning Design Model Developed for the Creation of Training Courses - COBOL Programming Course CASE STUDY (pp. 70-80)
The Design of a Problem-Based Learning Platform for Engineering Education (pp. 91-106)
DESTRESS: Um jogo para treinar competências de gestão de stress relacionado com o uso da tecnologia
Difficulties and Disparities to Distance Learning During Covid-19 Period for Deaf Students – A Proposed Method to Eradicate Inequalities
A collaborative city-based game to support soft skills development in engineering and economics
Removing education barriers for deaf students at the era of Covid-19
ATHENA: a Novel Higher Education Approach to Advance a Green Digital Europe