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EMBODIMENT, EMBEDDEDNESS, AND EXPERIENCE: GAME-BASED LEARNING AND THE CONSTRUCTION OF IDENTITY

YAM SAN CHEE
2007 Research and Practice in Technology Enhanced Learning  
The twenty-first century places new demands on student learning. New times call for new literacies. We witness keen interest in "serious games" and the use of games to enhance student learning.  ...  We show how the game has been designed to help students develop a sense of who they are and what they stand for in a classroom learning environment that seeks to facilitate development of their identity  ...  In a project of this scope and diversity, a multidisciplinary team is indispensable.  ... 
doi:10.1142/s1793206807000282 fatcat:dfkx2hwxyzgutbhpzcri5qukjm

Teachers' concerns about adopting technology-enhanced embodied learning and their mitigation through Professional Development

Yiannis Georgiou, Andri Ioannou
2020 Zenodo  
A Professional Development (PD) programme composed of two phases – a Training phase (including experiential workshops) and a Practical phase (including teachers' enactment of technology-enhanced embodied  ...  Technology-enhanced embodied learning is argued to have the potential to revolutionize K-12 education.  ...  and conceptual understanding in technology-enhanced embodied learning experiences.  ... 
doi:10.5281/zenodo.3747642 fatcat:p6r6k5oz25g5nl664zeut3g6te

Digital ensemble: the ENaCT design‐based research framework for technology‐enhanced embodied assessment in English education

Eilis Flanagan, Tony Hall
2017 English in Education  
Starting with ENaCT as a prototype concept design for the development and evaluation of technology-enhanced embodied assessment in English, the research developed and refined the model through collaborative  ...  This new Junior Cycle emphasises continuous and formative schoolbased assessment; the development of literacy; collaborative and individual project work; and the use of ICT in the classroom (NCCA 2011)  ...  Brown (1992) originated the idea of 'design experiments' or design-based research (DBR) as a systematic approach to designing and developing innovative, solution-oriented, technology-enhanced learning  ... 
doi:10.1111/eie.12136 fatcat:jcnx5ejsurczjhvas6al6cmj2a

Innovative Applications Mode of Network Learning Space in Exercise Physiology Based on Ubiquitous Learning

Jie Kong
2019 International Journal of Emerging Technologies in Learning (iJET)  
With continuous development of internet technology, the concept of ubiquitous learning and network learning space have received more and more attention from scholars, and gradually become the research  ...  Meanwhile, four models based on network learning space were proposed, and flipped classroom network teaching model was applied in the course of Exercise Physiology.  ...  Hence, network learning space emerges, and becomes a new force to drive education development [3] .  ... 
doi:10.3991/ijet.v14i04.10117 fatcat:tcqgyu26hzd5pfuupatghwo7uu

Embodied Learning in Immersive Smart Spaces

Mirko Gelsomini, Giulia Leonardi, Franca Garzotto
2020 Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems  
This paper presents the design and evaluation of IMAGINE, a novel interactive immersive smart space for embodied learning.  ...  A controlled study performed at a primary school with 48 children aged 6-8 highlights the educational potential of an immersive embodied solution, also compared to traditional teaching methods, and draws  ...  We thank students and researchers behind the design, development and evaluation of IMAGINE.  ... 
doi:10.1145/3313831.3376667 dblp:conf/chi/GelsominiLG20 fatcat:x4whfbb6bredfizgokdvajxjvi

Learning Spaces [chapter]

Brett Bligh, Charles Crook
2017 Technology Enhanced Learning  
In this chapter, we set out some bases for a "spatial turn" in Technology Enhanced Learning (TEL) research.  ...  of use; and that we should become more directly involved in designing and evaluating Learning Spaces themselves-thereby coming to view space as an integral part of the "technology" that might mediate  ...  with the design and evaluation of learning spaces themselves.  ... 
doi:10.1007/978-3-319-02600-8_7 fatcat:ort5dl2k2rf33meg52x6pdjkge

Constructivist Learning Environments and Defining the Online Learning Community

Loren Brown
2014 i-manager s Journal on School Educational Technology  
create their own goals and learning parameters, and by the demonstration of respect for other learners whose approaches and experiences are extensively different.  ...  In order to build a nurturing, self-sustaining online learning community, teachers who follow the constructivist philosophy allow students to self-discover, to evaluate and reflect on the progress innate  ...  Future research must look beyond constructivism alone as a method and a key determiner for enhancing online learning communities, and it must evaluate the growing role teachers must play in coaching their  ... 
doi:10.26634/jsch.9.4.2704 fatcat:6zrkdl3mi5gqpjcatazc6a4cky

Transforming learning for the smart learning environment: lessons learned from the Intel education initiatives

Jon K. Price
2015 Smart Learning Environments  
This paper examines contextual factors of effective ICT implementation for smart learning environments resulting from a review of exploratory research, evaluation data and study reports of successful ICT  ...  with technology integration, policy recommendations, and sustainable resources.  ...  His duties include design and grant management involving research and evaluation into how effective integration of technology into multiple levels of education can impact teaching, learning, education  ... 
doi:10.1186/s40561-015-0022-y fatcat:kaalxwxtfbfq7jvuaoylfkl63i

The Design of Learning Activity in Flipped Classroom Based on Deep Learning Theory

YUNDUAN FANG
2017 DEStech Transactions on Social Science Education and Human Science  
Flipped classroom as learn first and guide later for the new teaching mode, it needs to integrate with deep learning and realize the organic integration and critical understanding of learning content,  ...  This paper puts forward the idea of transformation to the teaching design paradigm of the flipped classroom, designs the model of learning activity in flipped classroom based on deep learning theory.  ...  Design model of flipped classroom learning activity based on deep learning theory A flipped classroom based on deep learning should jump out of the inherent framework, and try to advocate the problems,  ... 
doi:10.12783/dtssehs/hsmet2017/16459 fatcat:t6wxgvdmlzdldprp5hy74l4jy4

Investigating Immersion and Learning in a Low-Embodied versus High-Embodied Digital Educational Game: Lessons Learned from an Implementation in an Authentic School Classroom

Yiannis Georgiou, Andri Ioannou, Marianna Ioannou
2019 Multimodal Technologies and Interaction  
This case study has investigated the impact of high-embodied digital educational game, integrated in a primary school classroom, on children's immersion and content knowledge about nutrition (condition1  ...  Researchers have supported that movement-based interaction afforded by emerging embodied digital educational games may heighten even more immersion and learning.  ...  Acknowledgments: We would like to thank Embodied Games (https://www.embodied-games.com) for providing us access to the "Alien Health" game for the purposes of the present study.  ... 
doi:10.3390/mti3040068 fatcat:52fi234bvneynfxernx7lqrcgq

E-Learning and Desired Learning Outcomes [chapter]

Ralph Palliam
2012 eLearning - Theories, Design, Software and Applications  
Face to face learning experiences ensured a more holistic evaluation of the student than technology driven e-Learning.  ...  New technology may not be found relevant in a model of classroom-based instruction that is suited for traditional brick and mortar institutions.  ... 
doi:10.5772/30150 fatcat:khqlhavv7jf3bheyyxn247no34

A Framework for Mixed Reality Free-Choice, Self-Determined Learning

Claudio Aguayo, Chris Eames, Thomas Cochrane
2020 Research in Learning Technology  
A heutagogical approach mediated by mobile technologies could then act to create connections and reinforce learning between classroom and outside classroom experiences.  ...  The framework emerged from a research study in New Zealand which aimed to explore how learning experiences which incorporate mobile technologies within free-choice learning settings can be designed to  ...  In the case of this study, we sought to design a framework for using an MR/ XR approach in the classroom, outside the classroom and between the two settings, to enhance teaching and learning in a connected  ... 
doi:10.25304/rlt.v28.2347 fatcat:lvu7dnr725fbzljsnmum7drd64

On the understanding of students' perceptions of technology integration for group learning in low- and high-embodied activities

Marianna Ioannou, Yiannis Georgiou, Andri Ioannou, Mina Johnson-Glenbergc
2019 Zenodo  
In this work, we examine students' learning and perceptions of technology integration of a highly-embodied, Kinect-based educational game (Condition1, n=24 students), in comparison with the low-embodied  ...  Embodied learning activities supported by motion-based technologies are becoming popular in various contexts and settings.  ...  Acknowledgments This work is part of a project that has received funding from the European' s Horizon 2020 research and innovation programme under grant agreement Nº739578 and the government of the Republic  ... 
doi:10.5281/zenodo.3523028 fatcat:ynakg5chjvc3xeegyfl3lcmrkq

Conversational learning integration in technology enhanced classrooms

Yacine Atif
2013 Computers in Human Behavior  
We implement this model in a technology-enhanced studio-classroom to "visualize" conversations which otherwise would remain abstract to learners.  ...  We investigate learning models in a classroom environment which still remains the main driver of education today.  ...  proposed technology-enhanced classroom.  ... 
doi:10.1016/j.chb.2012.07.026 fatcat:uw5g7pmxizhzriegapanfpltxa

Robot-Aided Learning and r-Learning Services [chapter]

Jeonghye Han
2010 Human-Robot Interaction  
Also, an existing theory on the adoption and distribution of a new technology can be applied to educational robots since their software design and manufacture are based upon IT.  ...  Design reiteration begins after this evaluation. Case studies conducted on r-Learning services development in an elementary school and a kindergarten were introduced.  ...  Robot-Aided Learning and r-Learning Services, Human-Robot Interaction, Daisuke Chugo (Ed.), ISBN: 978-953-307-051-3, InTech, Available from: http://www.intechopen.com/books/humanrobot-interaction/robot-aided-learning-and-r-learning-services  ... 
doi:10.5772/8143 fatcat:wynl6zhm6fbq5cwthigkksfomy
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