Sandra Fernandes
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Previous Organizations / Institutes
The organizations / institutes from the scholar's other articles in the past ten years
Research Subjects
Sandra Fernandes has a total of 89 co-authors. Here are the top co-authors by number of shared publications:
- Anabela Carvalho Alves
University of Minho
12 shared publications - Rui Manuel Lima
ALGORITMI Research Centre/LASI, Department of Production and Systems, School of Engineering, University of Minho, 4800-058 Guimarães, Portugal
9 shared publications - Diana Mesquita
University of Minho
8 shared publications - Maria Assunção Flores
University of Minho
7 shared publications - Marta Abelha
Universidade Aberta
7 shared publications - Francisco Moreira
ALGORITMI/University of Minho
5 shared publications
Latest Publications
- 15 October 2026
- Published by IGI Global Scientific Publishing
- p. 339-362
Integrating Generative Artificial Intelligence in Flipped Classrooms
This study explores the impact of integrating Generative Artificial Intelligence (GenAI) into a flipped classroom in higher education. Using a quantitative approach with complementary qualitative data, the research involved 136 management students, yielding 77 valid responses. Data were analysed via IBM SPSS 29.0, employing descriptive, inferential, and Exploratory Factorial Analysis. Findings indicate that GenAI integration enhances student engagement and promotes a deeper understanding of AI tools. Students reported increased awareness of GenAI's capabilities and limitations, and improved critical evaluation skills. Class size emerged as a significant factor influencing participation and organizational effectiveness. Overall, results provide empirical evidence of the educational benefits of GenAI in flipped settings, supporting teaching and learning. The study contributes to discussions on fostering critical GenAI use and offers practical implications for AI-driven pedagogical strategies.
- 15 October 2026
- Published by IGI Global Scientific Publishing
- p. 339-362
Integrating Generative Artificial Intelligence in Flipped Classrooms
This study explores the impact of integrating Generative Artificial Intelligence (GenAI) into a flipped classroom in higher education. Using a quantitative approach with complementary qualitative data, the research involved 136 management students, yielding 77 valid responses. Data were analysed via IBM SPSS 29.0, employing descriptive, inferential, and Exploratory Factorial Analysis. Findings indicate that GenAI integration enhances student engagement and promotes a deeper understanding of AI tools. Students reported increased awareness of GenAI's capabilities and limitations, and improved critical evaluation skills. Class size emerged as a significant factor influencing participation and organizational effectiveness. Overall, results provide empirical evidence of the educational benefits of GenAI in flipped settings, supporting teaching and learning. The study contributes to discussions on fostering critical GenAI use and offers practical implications for AI-driven pedagogical strategies.
- 12 May 2026
- Published by Taylor & Francis in European Journal of Teacher Education
- p. 1-22
Teacher induction as an ecosystem of practices: developing a new lens to understand the interrelated work of stakeholders
There is a broad consensus amongst European education systems that a period of induction is a necessary bridge between Initial Teacher Education (ITE) and employment in schools. Although we underst...
- 12 May 2026
- Published by Taylor & Francis in European Journal of Teacher Education
- p. 1-22
Teacher induction as an ecosystem of practices: developing a new lens to understand the interrelated work of stakeholders
There is a broad consensus amongst European education systems that a period of induction is a necessary bridge between Initial Teacher Education (ITE) and employment in schools. Although we underst...
- 9 November 2025
- Published by Springer Nature
- p. 422-432
Digital Education in Private Higher Education Institutions in Portugal: Contributions from the Institutional Perspective
- 9 November 2025
- Published by Springer Nature
- p. 422-432
Digital Education in Private Higher Education Institutions in Portugal: Contributions from the Institutional Perspective
- Open Access
- 28 April 2025
- Published by Atlantis Press SARL
- p. 490-500
The Role of Project-Based Learning (PBL) to Promote the Development of Student’s Skills for Lifelong Learning
- 28 April 2025
- Published by Atlantis Press SARL
- p. 490-500
Open AccessThe Role of Project-Based Learning (PBL) to Promote the Development of Student’s Skills for Lifelong Learning
- Open Access
- 20 March 2025
- Published by MDPI AG in Education Sciences
- Vol. 15 (3) , 390
The Use of AI by Undergraduate Students of Social Education in Spain and Portugal: A Case Study
Artificial Intelligence (AI) is currently transforming many areas of society, including education. AI offers innovative tools and methods that personalise learning, automate processes and improve the educational experience. Social education seeks to foster integral human development and collective well-being, and AI can be a powerful tool to achieve these goals. For this reason, the main objective of this study is to learn about the use of AI by future social educators. This research is approached from a qualitative methodology. A total of 69 undergraduate students of Social Education from two universities in Spain and Portugal participated in the study. As results and conclusions, it is worth highlighting that future social educators define AI with key words such as tools, technology or help-solution. Most of the students had used AI throughout their academic life. In fact, they used AI academically, at work and personally to search for information or to generate images, mainly through ChatGPT (version 4.0). They highlighted as an advantage the speed of the information, a time-saving feature. The main limitation was the reduction in activities. In general, they considered that AI has a positive impact and would like to continue using it.
- 20 March 2025
- Published by MDPI AG in Education Sciences
- Vol. 15 (3) , 390
Open AccessThe Use of AI by Undergraduate Students of Social Education in Spain and Portugal: A Case Study
Artificial Intelligence (AI) is currently transforming many areas of society, including education. AI offers innovative tools and methods that personalise learning, automate processes and improve the educational experience. Social education seeks to foster integral human development and collective well-being, and AI can be a powerful tool to achieve these goals. For this reason, the main objective of this study is to learn about the use of AI by future social educators. This research is approached from a qualitative methodology. A total of 69 undergraduate students of Social Education from two universities in Spain and Portugal participated in the study. As results and conclusions, it is worth highlighting that future social educators define AI with key words such as tools, technology or help-solution. Most of the students had used AI throughout their academic life. In fact, they used AI academically, at work and personally to search for information or to generate images, mainly through ChatGPT (version 4.0). They highlighted as an advantage the speed of the information, a time-saving feature. The main limitation was the reduction in activities. In general, they considered that AI has a positive impact and would like to continue using it.
- 2 February 2025
- Published by Springer Nature
- p. 241-247
Impactful Creativity: The Role of Entrepreneurship Education in Driving Sustainable Development in the Cultural and Creative Industries
- 2 February 2025
- Published by Springer Nature
- p. 241-247
Impactful Creativity: The Role of Entrepreneurship Education in Driving Sustainable Development in the Cultural and Creative Industries
- Open Access
- 30 October 2024
- Published by IntechOpen
Mapping Entrepreneurial Competences for the Cultural and Creative Industries: An Application of the European Entrepreneurship Competence Framework to Course Design
Entrepreneurial education for the Cultural and Creative Industries (CCIs) has gained visibility in educational settings, notably higher education institutions, fostering a business-driven approach to creativity and value in cultural and artistic production. At the core of this approach lies the development of an entrepreneurial mindset, a principle underscored by the European Entrepreneurship Competence Framework (EntreComp). This framework serves as the European benchmark for initiatives promoting entrepreneurial learning, such as the project ‘Fostering Entrepreneurship and Innovation in Cultural and Creative Industries through Interdisciplinary Education’ (FENICE), developed under the Erasmus+ Program of the European Union. Drawing on the insights gained from the FENICE project, this conceptual work outlines the application of EntreComp in designing a teaching program aimed at bridging existing skill gaps in entrepreneurship within the CCIs, cultivating an entrepreneurial mindset, and promoting key competencies outlined in EntreComp. This chapter underscores the importance of aligning educational initiatives with EntreComp to equip students with managerial capabilities and foster entrepreneurial skills, tailoring the curricula with entrepreneurial learning outcomes that align with the unique context of the cultural and creative sector. Nevertheless, limitations are to be acknowledged, including the absence of empirical data to evaluate the actual progression of entrepreneurial competencies among students and the necessity for nurturing an entrepreneurial culture and refining educational frameworks within the CCIs.
- 30 October 2024
- Published by IntechOpen
Open AccessMapping Entrepreneurial Competences for the Cultural and Creative Industries: An Application of the European Entrepreneurship Competence Framework to Course Design
Entrepreneurial education for the Cultural and Creative Industries (CCIs) has gained visibility in educational settings, notably higher education institutions, fostering a business-driven approach to creativity and value in cultural and artistic production. At the core of this approach lies the development of an entrepreneurial mindset, a principle underscored by the European Entrepreneurship Competence Framework (EntreComp). This framework serves as the European benchmark for initiatives promoting entrepreneurial learning, such as the project ‘Fostering Entrepreneurship and Innovation in Cultural and Creative Industries through Interdisciplinary Education’ (FENICE), developed under the Erasmus+ Program of the European Union. Drawing on the insights gained from the FENICE project, this conceptual work outlines the application of EntreComp in designing a teaching program aimed at bridging existing skill gaps in entrepreneurship within the CCIs, cultivating an entrepreneurial mindset, and promoting key competencies outlined in EntreComp. This chapter underscores the importance of aligning educational initiatives with EntreComp to equip students with managerial capabilities and foster entrepreneurial skills, tailoring the curricula with entrepreneurial learning outcomes that align with the unique context of the cultural and creative sector. Nevertheless, limitations are to be acknowledged, including the absence of empirical data to evaluate the actual progression of entrepreneurial competencies among students and the necessity for nurturing an entrepreneurial culture and refining educational frameworks within the CCIs.
- Open Access
- 16 April 2024
- Published by MDPI AG in Trends in Higher Education
- Vol. 3 (2) , 235-246
The Use of Gamification for Learning SCRUM: Findings from a Case Study with Information Systems Students
Gamification has emerged in higher education as an innovative approach that engages and stimulates student participation and active learning, through the integration of game elements in the learning experience. This study presents a case study in the field of Information Systems, based on the use of gamification, through the use of Lego bricks, to learn SCRUM. The participants in the study include 12 first-year students, enrolled in the curricular unit of Information Systems, in the academic year of 2022/2023, at a Portuguese Higher Education Institution. The objective of the study is to analyze student’s understanding of the SCRUM approach, in regard to: (1) how students understand the different roles of SCRUM and the objective of each ceremony; and (2) how students understand the structure of the SCRUM framework. Findings from the study show that students who engaged in the gamified learning environment demonstrated higher comprehension of SCRUM roles, scoring significantly better on assessments compared to their non-participating peers. In general, students felt that the gamification experience achieved its objectives. Future work aims to bring the game closer to the reality of the software development process, making it more aligned with the lego4scrum methodology approach.
- 16 April 2024
- Published by MDPI AG in Trends in Higher Education
- Vol. 3 (2) , 235-246
Open AccessThe Use of Gamification for Learning SCRUM: Findings from a Case Study with Information Systems Students
Gamification has emerged in higher education as an innovative approach that engages and stimulates student participation and active learning, through the integration of game elements in the learning experience. This study presents a case study in the field of Information Systems, based on the use of gamification, through the use of Lego bricks, to learn SCRUM. The participants in the study include 12 first-year students, enrolled in the curricular unit of Information Systems, in the academic year of 2022/2023, at a Portuguese Higher Education Institution. The objective of the study is to analyze student’s understanding of the SCRUM approach, in regard to: (1) how students understand the different roles of SCRUM and the objective of each ceremony; and (2) how students understand the structure of the SCRUM framework. Findings from the study show that students who engaged in the gamified learning environment demonstrated higher comprehension of SCRUM roles, scoring significantly better on assessments compared to their non-participating peers. In general, students felt that the gamification experience achieved its objectives. Future work aims to bring the game closer to the reality of the software development process, making it more aligned with the lego4scrum methodology approach.
- Open Access
- 19 February 2024
- Published by Frontiers Media SA in Frontiers in Education
- Vol. 9, 1336214
Editorial: Pedagogic innovation and student learning in higher education: perceptions, practices and challenges
Editorial: Pedagogic innovation and student learning in higher education: perceptions, practices and challenges
- 19 February 2024
- Published by Frontiers Media SA in Frontiers in Education
- Vol. 9, 1336214
Open AccessEditorial: Pedagogic innovation and student learning in higher education: perceptions, practices and challenges
Editorial: Pedagogic innovation and student learning in higher education: perceptions, practices and challenges
- 1 July 2023
- Published by IATED Academy in EDULEARN Proceedings
- Vol. 1, 7964-7971
INTEGRATION OF SUSTAINABLE DEVELOPMENT GOALS (SDG) IN THE CURRICULUM: FINDINGS BASED ON THE ANALYSIS OF HIGHER EDUCATION PROGRAMMES
- 1 July 2023
- Published by IATED Academy in EDULEARN Proceedings
- Vol. 1, 7964-7971
INTEGRATION OF SUSTAINABLE DEVELOPMENT GOALS (SDG) IN THE CURRICULUM: FINDINGS BASED ON THE ANALYSIS OF HIGHER EDUCATION PROGRAMMES