Applied research

From research to practice

Research notes on gamified online learning, digital product passports and life-cycle assessment, and gamification in family farming, linked to published work and publisher sources.

These notes explain problems and approaches addressed in work co-authored by Filipe Portela. They summarize each publication’s scope; methods, results and limitations should be checked in the original paper.

Updated 24 October 2026 · Filipe Portela

2022

Gamified online learning: a case study

Online learning can combine digital materials, practical activities and feedback mechanisms to support student engagement. This case study examines a gamified online learning environment. The publication describes its context and approach; its results should not be generalized to every course or student.

Publisher source: Article in Information ↗
2026

Digital Product Passports and life-cycle assessment in textiles

A digital product passport depends on information about materials, processes and a product’s journey. Life-cycle assessment provides a structured way to examine environmental impacts across those stages. The chapter proposes a modular architecture to connect the two concepts in the textile industry; read the proposal with the scope and assumptions set out by its authors.

Publisher source: Springer chapter on LCA and DPP ↗
2026

Gamification as a strategy to promote family farming

Gamification can organize goals, rules and feedback around a non-game activity. This chapter presents a framework-based approach to exploring how gamification may promote family farming. The paper is the source for the model and application context; this summary does not imply proven impact beyond that scope.

Publisher source: Springer chapter on gamification and family farming ↗

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