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  <title>DSpace Community:</title>
  <link rel="alternate" href="http://hdl.handle.net/10174/19" />
  <subtitle />
  <id>http://hdl.handle.net/10174/19</id>
  <updated>2026-07-03T18:20:00Z</updated>
  <dc:date>2026-07-03T18:20:00Z</dc:date>
  <entry>
    <title>Entrepreneurial intention: the impact of higher education and in particular entrepreneurship courses</title>
    <link rel="alternate" href="http://hdl.handle.net/10174/42270" />
    <author>
      <name>Andrade, António</name>
    </author>
    <author>
      <name>Lamas, Marco</name>
    </author>
    <author>
      <name>Remondes, Jorge</name>
    </author>
    <author>
      <name>Quaresma, Rui</name>
    </author>
    <author>
      <name>Soares, Vasco S.</name>
    </author>
    <id>http://hdl.handle.net/10174/42270</id>
    <updated>2026-07-03T15:08:35Z</updated>
    <published>2023-01-01T00:00:00Z</published>
    <summary type="text">Title: Entrepreneurial intention: the impact of higher education and in particular entrepreneurship courses
Authors: Andrade, António; Lamas, Marco; Remondes, Jorge; Quaresma, Rui; Soares, Vasco S.
Abstract: Purpose: The Global University Entrepreneurial Spirit Student’s Survey (GUESSS), a study on the entrepreneurial spirit of higher education students, which is applied globally, and which in 2018 involved the participation of 4178 Portuguese students, meets the concerns that the States have in deepening the approach to entrepreneurship in the teaching/learning process. The aim of the study is, among others, to assess the impact of entrepreneurship courses on the entrepreneurial intention of students. In this article, we analyze the data from the answers given by Portuguese undergraduate, postgraduate, Master in Business Administration (MBA), Masters, and Ph.D. students.&#xD;
&#xD;
Methodology: For this purpose, descriptive statistics methods, association measures such as correlation coefficients, and a Structural Equation Model tested with SPSS AMOS v.26 software were used.&#xD;
&#xD;
Findings: Based on the study carried out and the analysis of the data obtained, it was possible to extract that there are positive relationships between Attitude towards behavior on Entrepreneurial Intention, on Perceived behavioral control on Entrepreneurial Intention, on Entrepreneurial Courses on Attitude towards behavior, on Entrepreneurial Courses on the subjective norm, from Entrepreneurial Courses on Perceived behavioral control, from Perceived University Environment on Attitude towards behavior, from Perceived University Environment on the subjective norm, and from Perceived University Environment on Perceived behavioral control. The relationships of Entrepreneurial Courses and Perceived University Environment on Entrepreneurial Intention were also analyzed and mainly indirect effects were verified, and there is a positive relationship between Entrepreneurial Courses and Perceived University Environment on Entrepreneurial Intention.&#xD;
&#xD;
Originality/value: To answer the question “Do Entrepreneurial courses and the university environment influence entrepreneurial intention in Portugal?” and to offer a new contribution to the scientific community and Portuguese higher education institutions, the data collected through the GUESSS 2018 questionnaire was analyzed. This study then made it possible to test the impact of entrepreneurship courses and of the academic environment on the entrepreneurial intention in Portugal.</summary>
    <dc:date>2023-01-01T00:00:00Z</dc:date>
  </entry>
  <entry>
    <title>Science Communication: Pitch your PhD</title>
    <link rel="alternate" href="http://hdl.handle.net/10174/42218" />
    <author>
      <name>Oliveira, Hernâni</name>
    </author>
    <author>
      <name>Godinho, Carlos</name>
    </author>
    <author>
      <name>Pires, Cesaltina</name>
    </author>
    <author>
      <name>Reis, Susana</name>
    </author>
    <author>
      <name>Gil, Adriana</name>
    </author>
    <author>
      <name>Machado, Ana Paula</name>
    </author>
    <author>
      <name>Gomes, Aramid</name>
    </author>
    <author>
      <name>Macêdo, Bruno</name>
    </author>
    <author>
      <name>Silva, Carmo</name>
    </author>
    <author>
      <name>Guerreiro, Daniela</name>
    </author>
    <author>
      <name>Silvério, Gonçalo</name>
    </author>
    <author>
      <name>Ricardo, João</name>
    </author>
    <author>
      <name>Melgão, Laura</name>
    </author>
    <author>
      <name>Advinha, Miguel</name>
    </author>
    <author>
      <name>Vaz, Sara</name>
    </author>
    <author>
      <name>Martins, Vânia Lúcia</name>
    </author>
    <id>http://hdl.handle.net/10174/42218</id>
    <updated>2026-06-18T09:07:08Z</updated>
    <published>2025-10-19T23:00:00Z</published>
    <summary type="text">Title: Science Communication: Pitch your PhD
Authors: Oliveira, Hernâni; Godinho, Carlos; Pires, Cesaltina; Reis, Susana; Gil, Adriana; Machado, Ana Paula; Gomes, Aramid; Macêdo, Bruno; Silva, Carmo; Guerreiro, Daniela; Silvério, Gonçalo; Ricardo, João; Melgão, Laura; Advinha, Miguel; Vaz, Sara; Martins, Vânia Lúcia
Abstract: This ebook is dedicated to the art and practice of science communication in&#xD;
contemporary academia. Developed within the framework of the EU GREEN&#xD;
Alliance, it explores why and how research must be communicated beyond academic circles, emphasizing clarity, narrative, and engagement as es-&#xD;
sential skills for today’s researchers. The chapters guide readers through the construction of impactful research stories, the mastery of verbal and non-&#xD;
verbal delivery, and the strategic use of visual aids and recorded pres-&#xD;
entations.&#xD;
&#xD;
A highlight of the book is the inclusion of twelve recorded presentations by&#xD;
doctoral students from the University of Évora, produced for the inaugural&#xD;
edition of the EU GREEN “3-Minute Fame” competition in 2025. These cases illustrate how young researchers transformed complex projects into con-&#xD;
cise, accessible, and compelling narratives under the strict three-minute format. They serve as practical examples for reflection, inspiration, and empirical analysis, demonstrating how science communication can enrich public dialogue, strengthen trust, and build bridges between research and&#xD;
society. This ebook is therefore both a practical manual and a repository of exam-&#xD;
ples, designed to support doctoral candidates, early-career researchers, and educators in fostering communication that is socially robust and aligned with the needs of the communities science serves.</summary>
    <dc:date>2025-10-19T23:00:00Z</dc:date>
  </entry>
  <entry>
    <title>Strategic communication for youth awareness during a Covid-19 outbreak: when the target becomes the creator</title>
    <link rel="alternate" href="http://hdl.handle.net/10174/42180" />
    <author>
      <name>Oliveira, Hernâni</name>
    </author>
    <id>http://hdl.handle.net/10174/42180</id>
    <updated>2026-06-12T13:24:43Z</updated>
    <published>2025-01-01T00:00:00Z</published>
    <summary type="text">Title: Strategic communication for youth awareness during a Covid-19 outbreak: when the target becomes the creator
Authors: Oliveira, Hernâni
Abstract: During Covid-19 pandemic, a communication campaign promoted by a municipality&#xD;
in Portugal was unable to modify the risk behaviour of teenagers in schools. With the increase in&#xD;
safety rules, the exhaustion of teenagers gave way to revolt and disrespect - students started to&#xD;
remain at the school gates without masks and sharing cigarettes among themselves. The “Every&#xD;
Day Counts” campaign was developed to fix the extremely top-down orientation of the first&#xD;
campaign and to increase the impact of target-oriented communication via local government.&#xD;
Based on a Manifesto to other schools, the students with deviant behaviours were invited to cocreate this new initiative. Three complementary products were developed: an animated film; a&#xD;
set of physical billboards distributed throughout the city; and a collection of bracelets that the&#xD;
participants used to promote the campaign. The materials were shared by 80 schools and 7 of&#xD;
them asked for help to replicate the same participatory methodology with their students.&#xD;
Furthermore, reports of deviant behaviour at the municipal school became residual.</summary>
    <dc:date>2025-01-01T00:00:00Z</dc:date>
  </entry>
  <entry>
    <title>AI and Marketing: Bridging the Gap Through a Game-based Tool Among Higher Education Students</title>
    <link rel="alternate" href="http://hdl.handle.net/10174/42179" />
    <author>
      <name>Oliveira, Hernâni</name>
    </author>
    <id>http://hdl.handle.net/10174/42179</id>
    <updated>2026-06-12T13:24:23Z</updated>
    <published>2025-07-27T23:00:00Z</published>
    <summary type="text">Title: AI and Marketing: Bridging the Gap Through a Game-based Tool Among Higher Education Students
Authors: Oliveira, Hernâni
Abstract: Artificial Intelligence has a very important impact on a company’s marketing strategy. From personalization, decision-making or content development, there are several value-creation instruments that can increase the notoriety of a brand. However, literature shows that Higher Education students do not fully understand the opportunities and threats that AI applied to Marketing has on their future jobs. This paper describes the conceptualization and validation of a game-based tool to promote knowledge about AI applied to marketing. Aimed at Higher Education Students who are about to enter the job market, this solution was designed to increase users’ critical sense of the opportunities and dangers of using automatic technologies. Four co-creation sessions were organized using a Design Thinking approach to increase participation and creativity of all participants. Trailblazer AI, a prototype of a boardgame with 300 questions, was produced in the following categories: AI Marketing Fundamentals; Tools and Platforms; Ethics and Privacy; Metrics and Analysis; Case Studies and Success Stories; and AI Powered Content Creation. The prototype was validated with a different group of 25 students. The results suggest that game-based tools developed with students in co creation environments can promote motivation and knowledge in AI applied to Marketing. About 92,00% of the respondents consider it as a good tool to promote knowledge about AI, and 72,00% of the students are revealed to be motivated to play the game in recreative contexts.</summary>
    <dc:date>2025-07-27T23:00:00Z</dc:date>
  </entry>
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