A1 Journal article (refereed)
The case of literacy motivation : Playful 3D immersive learning environments and problem-focused education for blended digital storytelling (2018)


Mystakidis, S., & Berki, E. (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. https://doi.org/10.4018/IJWLTT.2018010105


JYU authors or editors


Publication details

All authors or editors: Mystakidis, Stylianos; Berki, Eleni

eISBN: 978-1-5225-4248-3

Journal or series: International Journal of Web-Based Learning and Teaching Technologies

ISSN: 1548-1093

eISSN: 1548-1107

Publication year: 2018

Volume: 13

Issue number: 1

Pages range: 64–79

Article number: 5

Publisher: IGI Global

Place of Publication: Hershey

Publication country: United States

Publication language: English

DOI: https://doi.org/10.4018/IJWLTT.2018010105

Publication open access: Not open

Publication channel open access:

Publication is parallel published (JYX): https://jyx.jyu.fi/handle/123456789/67670

Publication is parallel published: http://urn.fi/URN:NBN:fi:uta-201806121989


Abstract

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.


Keywords: gamification; problem-based learning; libraries; comprehensive school; learning environment; contextuality

Free keywords: 3D virtual learning environments; digital storytelling; library; multi-user virtual environments; problem-focused education; second life; immersive learning environments


Contributing organizations


Ministry reporting: Yes

Reporting Year: 2019

JUFO rating: 1


Last updated on 2023-10-01 at 15:27