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Autori principali: Mystakidis, Stylianos, Berki, Eleni
Natura: Recurso educativo Open Access
Lingua:en
Pubblicazione: 2018
Soggetti:
Accesso online:https://eric.ed.gov/?id=EJ1161713
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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