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Now showing 1 - 10 of 10
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    Information literacy & smart life-long learning : knowledge antidotes in economic crisis
    (Cyprus Association of Librarians – Information Scientists (CALIS), ) Mystakidis, Stylianos; Μυστακίδης, Στυλιανός
    Δημοσιεύσεις σε Συνέδρια/Ημερίδες - ΒΚΠ
    Massive Open Online Courses are taking higher education by storm as a virtual force of nature that universities cannot block. A new paradigm of open, massive, personalised learning is emerging. Three-dimensional virtual worlds are social online collaborative spaces. This lecture presents how the Library and Information Services was able to develop a highly innovative service amidst of a severe global economic crisis: the Open Workshop in Information Literacy, the 1st Greek MOOC taking place in a 3d virtual world.
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    Learning experience+ within 3D immersive worlds
    (IEEE, ) Lambropoulos, Niki; Mystakidis, Stylianos; Μυστακίδης, Στυλιανός
    Τμήμα Επιστημών της Εκπαίδευσης και Κοινωνικής Εργασίας (Δημοσ. Π.Π. σε συνέδρια)
    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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    Stairway to heaven : instructional design alignment in a serious game for experiential religious education in virtual reality
    (IATED, ) Mystakidis, Stylianos; Fragkaki, Maria; Hatzilygeroudis, Ioannis; Μυστακίδης, Στυλιανός; Φραγκάκη, Μαρία; Χατζηλυγερούδης, Ιωάννης
    Τμήμα Μηχανικών Η/Υ και Πληροφορικής (Δημοσ. Π.Π. σε συνέδρια)
    An object of immeasurable value is stored in an ancient ascetic community. Equipped with the relic “Panagia Paramythea Code”, an old map, you are invited to dress as a pilgrim, explore the monastery and communicate with virtual monks and workers in a quest to uncover the hidden treasure. To reach your goal, you are invited to explore four cardinal virtues; love, faith, patience and repentance through the lives of respective saints. In the process you will encounter unanticipated expressions of applied spirituality to reach your goal. In this paper we present the instructional design process of an interactive serious game in a 3D virtual reality environment developed for religious education. Its purpose is to help participants experience and learn about essential aspects of the Eastern Orthodox Christian faith and spirituality in an entertaining and engaging way that increases their curiosity. There have been calls for a paradigm shift in religious education from a closed, narrow, and unreflective practice pattern towards new, open, progressive approaches that take modern educational methods into account. Eastern Orthodox Christian theology addresses not just the mind but also the heart or nous, the existential centre of man. According to the Orthodox spirituality, the way humans can approach, know and meet God is only through personal experience. This makes immersive experiential learning a suitable medium for Orthodox Christian religious education. In the design of the game we took into account the fact that the structure of the game itself carries a fundamental ethical message and so it should reflect the values that are to be demonstrated in the game. Moreover, in this paper we describe how we addressed the main challenge of this project; the creative alignment synthesis required during the game design process. More specific, the learning experience merges and aligns harmonically multiple layers: philosophical - theological (ethical values, behavior paradigms), pedagogical - instructional, game mechanics, dynamics and aesthetics in a 3D virtual immersive environment.
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    The case of literacy motivation : playful 3D immersive learning environments and problem-focused education for blended digital storytelling
    (IGI Global, ) Mystakidis, Stylianos; Berki, Eleni; Μυστακίδης, Στυλιανός
    Δημοσιεύσεις σε Περιοδικά - ΒΚΠ
    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.
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    Designing and implementing a big open online course by using a 3d virtual immersive environment : lessons learned
    (IATED, ) Mystakidis, Stylianos; Berki, Eleni; Valtanen, Juri-Petri; Μυστακίδης, Στυλιανός
    Δημοσιεύσεις σε Συνέδρια/Ημερίδες - ΒΚΠ
    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 with speed and flexibility. Institutions and businesses design and offer Open Online Courses (OOCs) to address skill gaps, organizational and societal needs. OOCs and especially Massive OOCs (MOOCs) are suffering from high rates of attrition, which is attributed to various factors such as learner isolation and lack of motivation to complete the course. Recommendations to address the retention gap in MOOCs include adopting a participation-driven approach, using game design techniques in the courses’ pedagogical design and supplementing the predominant asynchronous learning paradigm in MOOCs with synchronous learning activities and virtual meetings. The University of Patras (South Greece) organized an innovative, motivation-enhanced Big Open Online Course (BOOC), the first of its kind in Greece, with title “Open Workshop on Information Literacy”. During the course, over three hundred (300) participants acquired information literacy skills using available open learning environments and the three-dimensional virtual immersive learning environment Second Life. In this paper, the authors describe the instructional approach based on Problem-Focused Education (PFE) and Game-Based Learning (GBL), the participants’ results and the course outcomes, and the necessary pre-requisites for successful outcomes. Further, the participants’ feedback, evaluation outcomes and lessons learned are discussed. In summary, the participants achieved their set learning goals, experienced a community of practice atmosphere and appreciated the variety of active learning modes. The open publication mode of most learning activities facilitated social agency that lead to additional motivation. Finally, the course demonstrated that the effective use of virtual immersive learning environments for rich, synchronous learning, both formal and informal, can enhance OOCs.
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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
    Τμήμα Επιστημών της Εκπαίδευσης και Κοινωνικής Εργασίας (Δημοσ. Π.Π. σε συνέδρια)
    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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    Maya Island virtual museum : a virtual learning environment, museum, and library exhibit
    (IEEE, ) Hill, Valerie; Mystakidis, Stylianos; Μυστακίδης, Στυλιανός
    Δημοσιεύσεις σε Συνέδρια/Ημερίδες - ΒΚΠ
    This short paper describes a collaborative virtual museum and library exhibit tour in the virtual world of Second Life. Colleagues from the University of Washington's Certificate in Virtual World course created Maya Island, a simulated environment which represents aspects of the ancient Mayan civilization. Through collaboration with librarians across the globe, the virtual museum was exhibited at the Community Virtual Library and live tours were provided for avatar visitors. This collaborative project demonstrates potential for virtual museums in libraries and education along with predictions for future virtual museum and library projects and environments.
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    TPACK instructional design model in virtual reality for deeper learning in science and higher education : from “apathy” to “empathy”
    (IATED, ) Fragkaki, Maria; Mystakidis, Stylianos; Hatzilygeroudis, Ioannis; Kovas, Konstantinos; Palkova, Zuzana; Salah, Zein; Hamed, Ghadeer; Khalilia, Walid M.; Ewais, Ahmad; Φραγκάκη, Μαρία; Μυστακίδης, Στυλιανός; Χατζηλυγερούδης, Ιωάννης
    Τμήμα Μηχανικών Η/Υ και Πληροφορικής (Δημοσ. Π.Π. σε συνέδρια)
    Deeper learning is associated with increased retention, intrinsic motivation, the durability of knowledge and a solid understanding of the underlying principles of studied phenomena. It advocates learning beyond rote content knowledge accumulation using student-centred instructional strategies such as case-based learning, simulations, collaborative learning, self-directed learning and learning for transfer. Science education in Higher Education is crucial for the social, scientific and economic progress of both advanced and developing countries. Desktop Virtual Reality is a technological medium that can be utilized to facilitate deep learning instructional strategies in science education. Desktop Virtual Reality features pervasive, computer-generated 3D virtual immersive environments where users interact through digital agents or avatars. In this paper, we explore if three learning scenarios from the fields of Biology, Earth Sciences (Geology) and Physics are updating the traditional transfer of knowledge. Passive, teacher-centred approaches often cause a sentiment of “apathy” to students while interactive student-centred approaches for Deeper Learning in Virtual Reality environments evoke feelings of “empathy”. More specific, we inquire to what extend does the TPACK instructional design model in Virtual Reality support Deeper Learning. Results indicate that academic teachers were able to enrich their teaching paradigm by integrating learning activities in virtual reality that evoke students’ interest, motivation and autonomy. Moreover, and after discussing the research results, we propose recommendations that instructional designers need to take in consideration to promote Deeper Learning in blended distance e-learning settings using social VR. The TPACK Learning Scenarios were developed in Palestinian Higher Education Institutes (HEIs) in the context of the capacity building Erasmus+ KA2 project “Virtual Reality as an Innovative and Immersive Tool for HEIs in Palestine (TESLA)”.
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    Ready teacher one : virtual and augmented reality online professional development for K-12 school teachers
    (MDPI, ) Mystakidis, Stylianos; Fragkaki, Maria; Filippousis, Giorgos; Μυστακίδης, Στυλιανός; Φραγκάκη, Μαρία; Φιλιππούσης, Γιώργος
    Τμήμα Επιστημών της Εκπαίδευσης και της Αγωγής στην Προσχολική Ηλικία (Δημοσ. Π.Π. σε περιοδικά)
    Augmented reality (AR) and virtual reality (VR) are two technologies with the potential to enhance learning quality by activating episodic student memory. In this manuscript we outline the pedagogical benefits of AR and VR as well as the rationale, design, development, and pilot evaluation results from an in-service teacher online professional development program (OPD) on AR and VR linked with research activities. More specifically, we examined the “Augmented and Virtual Reality in Teaching and Learning” OPD course aimed at K-12 educators in a European country combining pedagogically informed methods such as inquiry-based learning and digital storytelling. Findings from a mixed-method research using questionnaires and focus groups indicate that AR- and VR-based pedagogical scenarios can be integrated effectively into everyday school teaching practice. The study also outlines implications and limitations that policy makers, education leaders, and educators need to consider for efficient institution-wide deployment of AR and VR technologies.
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    Enter the serious e-scape room : a cost-effective serious game model for deep and meaningful e-learning
    (IEEE, ) Mystakidis, Stylianos; Cachafeiro, Enrique; Hatzilygeroudis, Ioannis; Μυστακίδης, Στυλιανός; Κατσαφέιρο, Ενρίκε; Χατζηλυγερούδης, Ιωάννης
    Τμήμα Μηχανικών Η/Υ και Πληροφορικής (Δημοσ. Π.Π. σε συνέδρια)
    Escape rooms are a phenomenon that has taken the world by storm in the last decade. Simultaneously Virtual Reality is a promising technology for innovation in education, training and e-learning. Combining these two concepts, this paper outlines a new model for designing serious games in virtual reality environments for high quality, deep and meaningful learning, the Serious E-scape Room. It describes the theoretical grounding, general guidelines and principles of the model. It also presents the case study “Room of Keys”, a serious virtual escape room for biology concepts. To test the assumptions of the model, researchers conducted a mixed research study with 148 students in a US high school. Pre-post test results recorded a 13.8% performance increase and high overall satisfaction. The game has been received enthusiastically by students, it increased their motivation and helped them build a deeper understanding of the learned concepts.