The case of literacy motivation : playful 3D immersive learning environments and problem-focused education for blended digital storytelling

datacite.relatedIdentifier.DOI10.4018/IJWLTT.2018010105
datacite.relatedIdentifier.URIhttps://www.igi-global.com/gateway/article/192085
datacite.rightshttp://purl.org/coar/access_right/c_abf2el
dc.contributor.authorMystakidis, Stylianos
dc.contributor.authorBerki, Eleni
dc.contributor.otherΜυστακίδης, Στυλιανός
dc.creator.orcidhttps://orcid.org/0000-0002-9162-8340
dc.creator.scopushttps://www.scopus.com/authid/detail.uri?authorId=55547222700
dc.date.accessioned2021-10-26T11:13:21Z
dc.date.available2021-10-26T11:13:21Z
dc.date.copyright2018-01
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.el
dc.identifier.urihttp://hdl.handle.net/10889/15459
dc.language.isoenel
dc.publisherIGI Globalel
dc.subjectE-learningel
dc.subjectVirtual worldsel
dc.subjectVirtual realityel
dc.subjectPlayful learningel
dc.subjectDigital storytellingel
dc.subjectLiteracyel
dc.subjectGamificationel
dc.subjectProblem-based learningel
dc.subject.alternativeΕκπαίδευσηel
dc.subject.alternativeΕικονική πραγματικότηταel
dc.subject.alternativeΕικονικοί κόσμοιel
dc.subject.alternativeΠαιγνιώδης μάθησηel
dc.subject.alternativeΨηφιακή αφήγησηel
dc.subject.alternativeΗλεκτρονική μάθησηel
dc.subject.alternativeΓραμματισμόςel
dc.subject.alternativeΠαιχνιδοποίησηel
dc.subject.alternativeΠροβληματοκεντρική μάθησηel
dc.titleThe case of literacy motivation : playful 3D immersive learning environments and problem-focused education for blended digital storytellingel
dc.title.alternative-el
oaire.citationTitleInternational Journal of Web-Based Learning and Teaching Technologiesel
oaire.fundingReference.funderNameΝ/Αel
oaire.licenseConditionhttps://creativecommons.org/licenses/by-nc/4.0/el
oaire.resourceTypehttp://purl.org/coar/resource_type/c_6501el
oaire.versionhttp://purl.org/coar/version/c_970fb48d4fbd8a85el

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