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| Autori principali: | , |
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| Natura: | Recurso educativo Open Access |
| Lingua: | en |
| Pubblicazione: |
2018
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| Soggetti: | |
| Accesso online: | https://eric.ed.gov/?id=EJ1161713 |
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| _version_ | 1867181367554473984 |
|---|---|
| author | Mystakidis, Stylianos Berki, Eleni |
| author_facet | Mystakidis, Stylianos Berki, Eleni Mystakidis, Stylianos Berki, Eleni |
| collection | Education Resources Information Center |
| contents | The Case of Literacy Motivation: Playful 3D Immersive Learning Environments and Problem-Focused Education for Blended Digital Storytelling Mystakidis, Stylianos Berki, Eleni Foreign Countries Story Telling Educational Technology Technology Uses in Education Visualization Simulated Environment Computer Simulation Books College Libraries Library Services Educational Games Experiential Learning Teacher Attitudes Program Effectiveness Elementary Secondary Education Thinking Skills Problem Solving Cooperative Learning The University of Patras' Library Services designed and offered to primary and secondary schools the pilot educational program "From the Ancient to the Modern Tablets," featuring immersive multimedia learning experiences about the book history. The pilot program consisted of three stages: a playful library tour, followed by an interactive game-based digital storytelling activity with game elements, and a collaborative creative reflective hands-on activity. Utilizing the avatar psychology power, the visualization and simulation affordances of 3D immersive learning environments and the appeal of storytelling and game-based learning, the "gamified" blended narrative on the book evolution enabled learning as problem-focused, embedded and context-generated. An additional research study was conducted to investigate teachers opinions regarding the effectiveness of the 3D Virtual Immersive Environment(s); this focused on students' learning and thinking skills in the socio-cognitive, psychomotor and affective domain. This work exposes the pedagogical design, presents the socio-technical development and reflects on the initial research findings. |
| format | Recurso educativo Open Access |
| id | eric_EJ1161713 |
| institution | ERIC Institute of Education Sciences |
| language | en |
| publishDate | 2018 |
| record_format | eric |
| spellingShingle | The Case of Literacy Motivation: Playful 3D Immersive Learning Environments and Problem-Focused Education for Blended Digital Storytelling Mystakidis, Stylianos Berki, Eleni Foreign Countries Story Telling Educational Technology Technology Uses in Education Visualization Simulated Environment Computer Simulation Books College Libraries Library Services Educational Games Experiential Learning Teacher Attitudes Program Effectiveness Elementary Secondary Education Thinking Skills Problem Solving Cooperative Learning The Case of Literacy Motivation: Playful 3D Immersive Learning Environments and Problem-Focused Education for Blended Digital Storytelling Mystakidis, Stylianos Berki, Eleni Foreign Countries Story Telling Educational Technology Technology Uses in Education Visualization Simulated Environment Computer Simulation Books College Libraries Library Services Educational Games Experiential Learning Teacher Attitudes Program Effectiveness Elementary Secondary Education Thinking Skills Problem Solving Cooperative Learning The University of Patras' Library Services designed and offered to primary and secondary schools the pilot educational program "From the Ancient to the Modern Tablets," featuring immersive multimedia learning experiences about the book history. The pilot program consisted of three stages: a playful library tour, followed by an interactive game-based digital storytelling activity with game elements, and a collaborative creative reflective hands-on activity. Utilizing the avatar psychology power, the visualization and simulation affordances of 3D immersive learning environments and the appeal of storytelling and game-based learning, the "gamified" blended narrative on the book evolution enabled learning as problem-focused, embedded and context-generated. An additional research study was conducted to investigate teachers opinions regarding the effectiveness of the 3D Virtual Immersive Environment(s); this focused on students' learning and thinking skills in the socio-cognitive, psychomotor and affective domain. This work exposes the pedagogical design, presents the socio-technical development and reflects on the initial research findings. |
| title | The Case of Literacy Motivation: Playful 3D Immersive Learning Environments and Problem-Focused Education for Blended Digital Storytelling |
| topic | Foreign Countries Story Telling Educational Technology Technology Uses in Education Visualization Simulated Environment Computer Simulation Books College Libraries Library Services Educational Games Experiential Learning Teacher Attitudes Program Effectiveness Elementary Secondary Education Thinking Skills Problem Solving Cooperative Learning |
| url | https://eric.ed.gov/?id=EJ1161713 |