Please use this identifier to cite or link to this item: https://hdl.handle.net/20.500.14279/13469
DC FieldValueLanguage
dc.contributor.authorIoannou, Andri-
dc.date.accessioned2019-04-07T19:51:01Z-
dc.date.available2019-04-07T19:51:01Z-
dc.date.issued2019-04-15-
dc.identifier.citationEducational Technology Research and Development, 2019, vol. 67, no. 2, pp. 277-302en_US
dc.identifier.issn10421629-
dc.description.abstractBuilding on established pedagogy and technological advancement, this article presents a model of gameful design for learning using interactive tabletops, enacted and evaluated in the context of socio-emotional education. Based on the proposed model, we detail the design of a technology-enhanced learning experience in which a series of traditional lessons are enriched by collaborative work on interactive tabletops; four gameful activities are used which may be directly linked to a school curriculum. We conduct a qualitative case study with the participation of 86 fifth grade students across two elementary schools which have a significant minority enrolment. We demonstrate the ways in which the students draw on recently-acquired knowledge, engage in dramatic play, share the digital space and collaborate intensively to achieve a new and refined understanding of concepts and behaviours linked to perspective-taking. We discuss how tabletops, in synergy with constructivist pedagogy and principles of gameful design, allow researchers and practitioners to promote communication, collaboration and perspective-taking in ways that were hitherto difficult to enact in traditional lessons. Gameful design for learning is seen as a multilevel endeavour, which involves the selection of tasks and tools as well as the behaviour of the learners and the instructor as participants in the learning environment.en_US
dc.formatpdfen_US
dc.language.isoenen_US
dc.relationNetwork for sOcial compuTing REsearch (NOTRE)en_US
dc.relation.ispartofEducational Technology Research and Developmenten_US
dc.rights© Association for Educational Communications and Technologyen_US
dc.subjectCollaborationen_US
dc.subjectInteractive tabletopsen_US
dc.subjectMulticultural classroomen_US
dc.subjectPeace educationen_US
dc.subjectShareable surfacesen_US
dc.subjectSocial perspective takingen_US
dc.subjectTechnology-enhanced learningen_US
dc.titleA model of gameful design for learning using interactive tabletops: enactment and evaluation in the socio-emotional education classroomen_US
dc.typeArticleen_US
dc.collaborationCyprus University of Technologyen_US
dc.subject.categoryEducational Sciencesen_US
dc.journalsSubscriptionen_US
dc.countryCyprusen_US
dc.subject.fieldSocial Sciencesen_US
dc.publicationPeer Revieweden_US
dc.identifier.doi10.1007/s11423-018-9610-1en_US
dc.relation.issue2en_US
dc.relation.volume67en_US
cut.common.academicyear2018-2019en_US
dc.identifier.spage277en_US
dc.identifier.epage302en_US
item.fulltextNo Fulltext-
item.cerifentitytypePublications-
item.grantfulltextnone-
item.openairecristypehttp://purl.org/coar/resource_type/c_6501-
item.openairetypearticle-
item.languageiso639-1en-
crisitem.journal.journalissn1556-6501-
crisitem.journal.publisherSpringer Nature-
crisitem.project.funderEC-
crisitem.project.grantnoNOTRE-
crisitem.project.openAireinfo:eu-repo/grantAgreement/EC/H2020/692058-
crisitem.author.deptDepartment of Multimedia and Graphic Arts-
crisitem.author.facultyFaculty of Fine and Applied Arts-
crisitem.author.orcid0000-0002-3570-6578-
crisitem.author.parentorgFaculty of Fine and Applied Arts-
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