The case of literacy motivation : playful 3D immersive learning environments and problem-focused education for blended digital storytelling
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 pla...
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Διαθέσιμο Online: | http://hdl.handle.net/10889/15459 |
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nemertes-10889-154592022-12-07T10:59:43Z The case of literacy motivation : playful 3D immersive learning environments and problem-focused education for blended digital storytelling - Mystakidis, Stylianos Berki, Eleni Μυστακίδης, Στυλιανός E-learning Virtual worlds Virtual reality Playful learning Digital storytelling Literacy Gamification Problem-based learning Εκπαίδευση Εικονική πραγματικότητα Εικονικοί κόσμοι Παιγνιώδης μάθηση Ψηφιακή αφήγηση Ηλεκτρονική μάθηση Γραμματισμός Παιχνιδοποίηση Προβληματοκεντρική μάθηση 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. 2021-10-26T11:13:21Z 2021-10-26T11:13:21Z 2018-01 http://hdl.handle.net/10889/15459 en application/pdf IGI Global |
institution |
UPatras |
collection |
Nemertes |
language |
English |
topic |
E-learning Virtual worlds Virtual reality Playful learning Digital storytelling Literacy Gamification Problem-based learning Εκπαίδευση Εικονική πραγματικότητα Εικονικοί κόσμοι Παιγνιώδης μάθηση Ψηφιακή αφήγηση Ηλεκτρονική μάθηση Γραμματισμός Παιχνιδοποίηση Προβληματοκεντρική μάθηση |
spellingShingle |
E-learning Virtual worlds Virtual reality Playful learning Digital storytelling Literacy Gamification Problem-based learning Εκπαίδευση Εικονική πραγματικότητα Εικονικοί κόσμοι Παιγνιώδης μάθηση Ψηφιακή αφήγηση Ηλεκτρονική μάθηση Γραμματισμός Παιχνιδοποίηση Προβληματοκεντρική μάθηση Mystakidis, Stylianos Berki, Eleni The case of literacy motivation : playful 3D immersive learning environments and problem-focused education for blended digital storytelling |
description |
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. |
author2 |
Μυστακίδης, Στυλιανός |
author_facet |
Μυστακίδης, Στυλιανός Mystakidis, Stylianos Berki, Eleni |
author |
Mystakidis, Stylianos Berki, Eleni |
author_sort |
Mystakidis, Stylianos |
title |
The case of literacy motivation : playful 3D immersive learning environments and problem-focused education for blended digital storytelling |
title_short |
The case of literacy motivation : playful 3D immersive learning environments and problem-focused education for blended digital storytelling |
title_full |
The case of literacy motivation : playful 3D immersive learning environments and problem-focused education for blended digital storytelling |
title_fullStr |
The case of literacy motivation : playful 3D immersive learning environments and problem-focused education for blended digital storytelling |
title_full_unstemmed |
The case of literacy motivation : playful 3D immersive learning environments and problem-focused education for blended digital storytelling |
title_sort |
case of literacy motivation : playful 3d immersive learning environments and problem-focused education for blended digital storytelling |
publisher |
IGI Global |
publishDate |
2021 |
url |
http://hdl.handle.net/10889/15459 |
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