Please use this identifier to cite or link to this item:
https://hdl.handle.net/20.500.14279/11860
DC Field | Value | Language |
---|---|---|
dc.contributor.author | Kosma, Panagiotis | - |
dc.contributor.author | Ioannou, Andri | - |
dc.contributor.author | Retalis, Symeon | - |
dc.date.accessioned | 2018-07-09T11:56:09Z | - |
dc.date.available | 2018-07-09T11:56:09Z | - |
dc.date.issued | 2018-11 | - |
dc.identifier.citation | TechTrends, 2018, vol. 62, no. 6, pp. 594-601 | en_US |
dc.identifier.issn | 87563894 | - |
dc.description.abstract | From an embodied learning perspective, the active human body can alter the function of the brain and therefore, the cognitive process. In this work, children’s activity using motion-based technology is framed as an example of embodied learning. The present investigation focuses on the use of a series of Kinect-based educational games by 31 elementary students with special educational needs in mainstream schools, during a five-month intervention study. Results based on psychometric pre-post testing in conjunction with games-usage analytics, a student attitudinal scale, teachers’ reflection notes and teacher interviews, demonstrated the positive impact of the games on children’s short-term memory skills and emotional stage. Overall, the study improves our understanding of embodied learning via motion-based technology in teaching and learning with children with special educational needs. | en_US |
dc.format | en_US | |
dc.language.iso | en | en_US |
dc.relation.ispartof | TechTrends | en_US |
dc.rights | © Association for Educational Communications & Technology | en_US |
dc.subject | Educational games | en_US |
dc.subject | Embodied cognition | en_US |
dc.subject | Embodied learning | en_US |
dc.subject | Inclusive education | en_US |
dc.subject | Kinect-based games | en_US |
dc.subject | Kinesthetic learning | en_US |
dc.subject | Motion-based technology | en_US |
dc.subject | Students with special educational needs | en_US |
dc.title | Moving bodies to moving minds: a study of the use of motion-based games in special education | en_US |
dc.type | Article | en_US |
dc.collaboration | University of the Piraeus | en_US |
dc.collaboration | Cyprus University of Technology | en_US |
dc.subject.category | Educational Sciences | en_US |
dc.journals | Subscription | en_US |
dc.country | Cyprus | en_US |
dc.country | Greece | en_US |
dc.subject.field | Social Sciences | en_US |
dc.publication | Peer Reviewed | en_US |
dc.identifier.doi | 10.1007/s11528-018-0294-5 | en_US |
dc.relation.issue | 6 | en_US |
dc.relation.volume | 62 | en_US |
cut.common.academicyear | 2018-2019 | en_US |
dc.identifier.spage | 594 | en_US |
dc.identifier.epage | 601 | en_US |
item.openairetype | article | - |
item.cerifentitytype | Publications | - |
item.fulltext | No Fulltext | - |
item.grantfulltext | none | - |
item.openairecristype | http://purl.org/coar/resource_type/c_6501 | - |
item.languageiso639-1 | en | - |
crisitem.author.dept | Language Centre | - |
crisitem.author.dept | Department of Multimedia and Graphic Arts | - |
crisitem.author.faculty | Language Centre | - |
crisitem.author.faculty | Faculty of Fine and Applied Arts | - |
crisitem.author.orcid | 0000-0003-3079-5556 | - |
crisitem.author.orcid | 0000-0002-3570-6578 | - |
crisitem.author.parentorg | Cyprus University of Technology | - |
crisitem.author.parentorg | Faculty of Fine and Applied Arts | - |
crisitem.journal.journalissn | 1559-7075 | - |
crisitem.journal.publisher | Springer Nature | - |
Appears in Collections: | Άρθρα/Articles |
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