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...

Πλήρης περιγραφή

Λεπτομέρειες βιβλιογραφικής εγγραφής
Κύριοι συγγραφείς: Mystakidis, Stylianos, Berki, Eleni
Άλλοι συγγραφείς: Μυστακίδης, Στυλιανός
Γλώσσα:English
Έκδοση: IGI Global 2021
Θέματα:
Διαθέσιμο Online:http://hdl.handle.net/10889/15459
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spelling 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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