Τμήμα Επιστημών της Εκπαίδευσης και Κοινωνικής Εργασίας (Δημοσ. Π.Π. σε συνέδρια)

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    Playful blended digital storytelling in 3D immersive eLearning environments
    (ACM Press, ) Mystakidis, Stylianos; Lambropoulos, Niki; Fardoun, Habib M.; Alghazzawi, Daniyal M.; Μυστακίδης, Στυλιανός
    This paper presents the pedagogical design, the technical development and initial findings of the educational program "From the Ancient to the Modern Tablets". Targeting at primary and secondary school students, this project aimed at creating immersive multimedia eLearning experiences about the book history as well as its future. The main aims for the students were to: motivate and promote the early literacy and extracurricular reading; establish cognitive links between writing, books and acquiring knowledge with technology; and possess the basic digital skills when using a tablet. The project experience consisted of a playful library tour, an interactive game-based digital storytelling activity with game elements followed by a collaborative creative hands-on activity as an open-door two-week institution-wide initiative called "Schools go to the University". The advanced technologies combined with engaging pedagogical methods enabled a cost effective yet rich learning experience. Utilizing the avatar psychology power, the visualization and simulation affordances of 3D immersive eLearning environments and the appeal of storytelling and game-based learning, the "gamified" blended narrative on the book evolution enabled learning as embedded and context-generated. The students were asked to help a digital agent, an avatar, on his quest in the 3D computer-generated virtual environments. With the help of this avatar, which was controlled by an LIC staff member, the children travelled back in time. The realistic environments allowed students to immerse themselves and experience aesthetics, architecture, clothing and the culture of the time as well as explore spaces, see samples and experiment with interactive objects related with the respective studied technological advancement or milestone. At the same time, appropriated soundtrack scores enhanced the atmospheric tension and feeling of immersion. These virtual environments were developed cost effectively in Second Life. In each step, students were encouraged to demonstrate their knowledge, understanding and critical thinking skills related to technological advancement through age-specific questions and quizzes grouped into large teams so as to actively participate in the game. In the second part, students worked in small groups of three to five pupils to discuss, decide and collaboratively create digital artefacts inspired by the book history. These groups used simple multimedia software in a modern tablet to produce impressive drawings. At the end of the program, the teachers evaluated their students' activities and performance by responding in an online questionnaire. The program proved out to be very popular among schools; the high engagement level created enthusiastic students' responses and learning behaviours that enhanced their perspectives on the book history.
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    Learning experience+ within 3D immersive worlds
    (IEEE, ) Lambropoulos, Niki; Mystakidis, Stylianos; Μυστακίδης, Στυλιανός
    Learning experience by engaging learners in immersive worlds has been proved to accelerate the learning pace as well as enhance the actual learners' knowledge acquisition, construction of group meaning as well as skills and competencies. This is possible by 3D immersive worlds as they are representations of reality. Also, accelerating learning strategies exist in performance related targets and training such as sports; athletes accelerate and enhance their performance. In fact, studies reveal that learning can be accelerated and deepened in short crash workshops if specific systematic procedures, techniques and methodologies are in place. Based on such research, we accept the aforementioned results and we propose that such a crash course can be strategically and dynamically structured specifically for eLearning. Moreover, we propose an example of an Innovation Management crash eCourse implemented in the Second Life 3D virtual world so to provide technology enhanced learning by immersive learner experience, called Learning eXperience+ (LX+). This is possible by engaging the learners in a learning zone, called the zone of proximal flow also by combining different teaching and learning styles based on specific key elements for more personalised learning experience.
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    Εισαγωγή. Η διδασκαλία της λογοτεχνίας : Ιστορική και συγχρονική προοπτική
    Νιφτανίδου, Χ. Μ.; Niftanidou, Ch. M.
    Ζητούμενο της εργασίας είναι να αποτελέσει μιαν εισαγωγική παρουσίαση του περιεχομένου των μελετών που περιλαμβάνονται στον ομότιτλό της συλλογικό τόμο, ο οποίος επιδιώκει να προσεγγίσει το ζήτημα της θέσης της λογοτεχνίας στην εκπαίδευση υπό το πρίσμα μιας διμερούς θεματικής: αφενός, μέσω μιας αναγωγής στην ιστορία των νεοελληνικών γραμμάτων, με την κριτική παρουσίαση των περί διδασκαλίας απόψεων μορφών αναφοράς όπως ο Αριστοτέλης Π. Κουρτίδης, ο Βλάσιος Γ. Σκορδέλης και ο Ιωάννης Συκουτρής· και, αφετέρου, βάσει μιας επικέντρωσης στο πεδίο των σύγχρονων προβληματισμών πάνω στη διδασκαλία και τη διδακτική της γραμματείας, με τη διερεύνηση θεμάτων όπως η διεπιστημονική και διαθεματική της στόχευση, ο διάλογός της με τους χώρους της λογοτεχνικής θεωρίας, της παιδαγωγικής και της ψυχανάλυσης, η ερμηνευτική προσέγγιση της λογοτεχνίας για παιδιά.
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    Ioannis Sykoutris, «L'Introduction du Mémoire à la Faculté des Lettres de l'Université d'Athènes»
    Νιφτανίδου, Θ. Μ.; Niftanidou, Th. M.
    L’objectif de l’étude est d’illuminer des aspects de la personnalité scientifique de Ioannis Sykoutris (1901-1937), en étudiant l’Introduction du Mémoire qu’il a soumis à la Faculté des Lettres de l’Université d’Athènes en 1933, dans le cadre de sa candidature au poste de Professeur de Lettres Classiques, une synthèse de contenu bio-bibliographique, qui offre au lecteur de son œuvre des éléments d’information précieux concernant les étapes majeures de sa formation et les lignes directrices de son apport intellectuel.
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    Η έννοια της μορφής στο έργο του Ιωάννη Συκουτρή
    Νιφτανίδου, Χ. Μ.; Niftanidou, Ch. M.
    Ζητούμενο της εργασίας είναι, επικεντρωνόμενη σε τέσσερα κείμενα αναφοράς του Ιωάννη Συκουτρή (1901-1937), τα άρθρα «Γραμματεία» και «Γραμματολογία» (Μεγάλη Ελληνική Εγκυκλοπαίδεια, 1929), τη μελέτη «Φιλολογία και ζωή» (1931) και την εκτενή «Εισαγωγή» του στην πραγματεία του Αριστοτέλη Περί Ποιητικής (1937), να εξετάσει τους τρόπους με τους οποίους αξιοποιείται από το έργο του μια κεντρική έννοια της θεωρίας της λογοτεχνίας και του πολιτισμού του προηγούμενου αιώνα, αυτή της μορφής. Απώτερο στόχο του εγχειρήματος είναι ο φωτισμός πτυχών της επιστημονικής φυσιογνωμίας του συγγραφέα και, μέσω αυτής, όψεων της ιστορίας της ελληνικής φιλολογίας.