Proceedings of the 2014 Workshop on Interaction Design in Educational Environments 2014
DOI: 10.1145/2643604.2643632
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Playful Blended Digital Storytelling in 3D Immersive eLearning Environments

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Cited by 20 publications
(17 citation statements)
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“…"Gamification" is a relatively new term used by researchers to refer to "the use of video game elements (rather than full-fledged games) to improve user experience and user engagement" in non-game contexts (Deterding, Dixon, Khaled, & Nacke, 2011, p. 2426. Previous research has argued that taking game mechanics and gameplay features such as avatars, badges, points, leaderboards, levels, and progress bars and incorporating them into the learning process can trigger positive engagement amongst primary and secondary learners (Mystakidis, Lambropoulos, Fardoun, & Alghazzawi, 2014), while Halloluwa, Vyas, Usoof, and Hewagamage (2018) report that participation in a gamified learning experience encouraged Sri Lankan pupils as young as eight years old to take ownership of their own learning, thus suggesting a shift towards a more learnerdriven collaborative environment.…”
Section: The Interventionmentioning
confidence: 99%
“…"Gamification" is a relatively new term used by researchers to refer to "the use of video game elements (rather than full-fledged games) to improve user experience and user engagement" in non-game contexts (Deterding, Dixon, Khaled, & Nacke, 2011, p. 2426. Previous research has argued that taking game mechanics and gameplay features such as avatars, badges, points, leaderboards, levels, and progress bars and incorporating them into the learning process can trigger positive engagement amongst primary and secondary learners (Mystakidis, Lambropoulos, Fardoun, & Alghazzawi, 2014), while Halloluwa, Vyas, Usoof, and Hewagamage (2018) report that participation in a gamified learning experience encouraged Sri Lankan pupils as young as eight years old to take ownership of their own learning, thus suggesting a shift towards a more learnerdriven collaborative environment.…”
Section: The Interventionmentioning
confidence: 99%
“…Bonsignore's [14] work supports collaborative mobile storytelling for young children of 8-11 years old, which focuses on mobile reading and authoring to encompass both local and remote mobile authorship practices. In the educational program "From the Ancient to the Modern Tablets", target users can help a digital agent to time-travel back in a 3D Immersive eLearning Environments [15]. Rubart [16] proposed a multi-touch tablet system supporting face-to-face collaborative storytelling which could provide a natural interaction experience following the metaphor of a virtual meeting desk.…”
Section: Related Workmentioning
confidence: 99%
“…Interaction methods primarily used in the previous research are limited to the traditional human-computer interface (HCI) technologies, such as keyboard and mouse (e.g., [9,11]), handheld remote controller (e.g., [12]), and touch screen, including mobile phone and tablets (e.g., [10][11][12][13][14][15][16]). However, at present, the young children, also known as the "new media generation" or Digital Natives [17], were born in a richer media environment and they start to interact with new technologies from an early age.…”
Section: Related Workmentioning
confidence: 99%
“…Several studies have demonstrated the usefulness of storytelling for educational experiences [6]. In the cultural heritage domain storytelling is used for engaging students during the learning process, associating the narration to multimedia components [7], real scenes [8], augmented [9] and virtual reality [10]. While other tools offer repositories of assets for speeding the creation of stories, ToBoA-3D fully exploits the potential of collaboration and knowledge sharing.…”
Section: Related Workmentioning
confidence: 99%