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