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dc.contributor.authorMystakidis, Stylianos
dc.contributor.authorBerki, Eleni
dc.date.accessioned2020-01-31T11:25:06Z
dc.date.available2020-01-31T11:25:06Z
dc.date.issued2018
dc.identifier.citationMystakidis, 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
dc.identifier.otherCONVID_34464151
dc.identifier.urihttps://jyx.jyu.fi/handle/123456789/67670
dc.description.abstractThe 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.en
dc.format.mimetypeapplication/pdf
dc.languageeng
dc.publisherIGI Global
dc.relation.ispartofseriesInternational Journal of Web-Based Learning and Teaching Technologies
dc.rightsIn Copyright
dc.subject.other3D virtual learning environments
dc.subject.otherdigital storytelling
dc.subject.otherlibrary
dc.subject.othermulti-user virtual environments
dc.subject.otherproblem-focused education
dc.subject.othersecond life
dc.subject.otherimmersive learning environments
dc.titleThe case of literacy motivation : Playful 3D immersive learning environments and problem-focused education for blended digital storytelling
dc.typearticle
dc.identifier.urnURN:NBN:fi:jyu-202001311928
dc.contributor.laitosInformaatioteknologian tiedekuntafi
dc.contributor.laitosFaculty of Information Technologyen
dc.type.urihttp://purl.org/eprint/type/JournalArticle
dc.relation.isbn978-1-5225-4248-3
dc.description.reviewstatuspeerReviewed
dc.format.pagerange64–79
dc.relation.issn1548-1093
dc.relation.numberinseries1
dc.relation.volume13
dc.type.versionpublishedVersion
dc.rights.copyright© 2018, IGI Global
dc.rights.accesslevelopenAccessfi
dc.subject.ysoongelmalähtöinen oppiminen
dc.subject.ysokirjastot
dc.subject.ysopelillistäminen
dc.subject.ysooppimisympäristö
dc.subject.ysokontekstuaalisuus
dc.subject.ysoperuskoulu
dc.format.contentfulltext
jyx.subject.urihttp://www.yso.fi/onto/yso/p5918
jyx.subject.urihttp://www.yso.fi/onto/yso/p2787
jyx.subject.urihttp://www.yso.fi/onto/yso/p27310
jyx.subject.urihttp://www.yso.fi/onto/yso/p4835
jyx.subject.urihttp://www.yso.fi/onto/yso/p23891
jyx.subject.urihttp://www.yso.fi/onto/yso/p2518
dc.rights.urlhttp://rightsstatements.org/page/InC/1.0/?language=en
dc.relation.doi10.4018/IJWLTT.2018010105


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