The case of literacy motivation : Playful 3D immersive learning environments and problem-focused education for blended digital storytelling
Mystakidis, Stylianos; Berki, Eleni (2018). The case of literacy motivation : Playful 3D immersive learning environments and problem-focused education for blended digital storytelling. International Journal of Web-Based Learning and Teaching Technologies, 13 (1), 64–79, 5. DOI: 10.4018/IJWLTT.2018010105
© 2018, IGI Global
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. ...
Parent publication ISBN978-1-5225-4248-3
Publication in research information system
MetadataShow full item record
Showing items with similar title or keywords.
Designing and Implementing a Big Open Online Course by Using a 3D Virtual Immersive Environment : Lessons Learned Mystakidis, Stylianos; Berki, Eleni; Valtanen, Juri (IATED Academy, 2017)Open Education (OE) is a distance learning approach that was strategically chosen by the European Commission (EC) to encourage cost-effective training, upskilling and reskilling of large population groups and workforce ...
Toward Successfully Integrating Mini Learning Games into Social Virtual Reality Environments : Recommendations for Improving Open and Distance Learning Mystakidis, Stylianos; Berki, Eleni; Valtanen, Juri (IATED Academy, 2017)Social virtual reality environments, also known as 3D virtual immersive environments, are threedimensional computer-generated virtual spaces that are increasingly used in attendance-based and distance education. Thanks to ...
Tammelin-Laine, Taina (University of Jyväskylä, 2014)
Lukemattomat mahdollisuudet -hanke aktivoi yleisiä kirjastoja tukemaan nuorten aikuisten lukutaitoa Marttinen, Heta (FinRA ry, 2019)Lasten ja nuorten heikkenevä lukutaito on viime vuosina herättänyt huolta niin tieteellisessä kuin julkisessa keskustelussa. Herättelijöinä ovat toimineet ennen kaikkea Pisa-tutkimukset, jotka ovat raportoineet suomalaisnuorten ...
In search for the conceptual origin of university students' community in a confluence of on- and offline learning environments ethnographies in technology-rich, multi-sited fields of study Pöysä, Johanna (University of Jyväskylä, 2007)Contemporary society requires its citizens to develop capacities to resituate their activities in collective unities and to successfully communicate their actions within these multiple local and global communities. Also ...