Please use this identifier to cite or link to this item: https://hdl.handle.net/20.500.14279/18525
DC FieldValueLanguage
dc.contributor.authorGeorgiou, Yiannis-
dc.contributor.authorIoannou, Andri-
dc.contributor.authorIoannou, Marianna-
dc.date.accessioned2020-07-21T06:44:19Z-
dc.date.available2020-07-21T06:44:19Z-
dc.date.issued2019-12-
dc.identifier.citationMultimodal Technologies and Interaction, vol. 3, no. 4, articl. no. 68en_US
dc.identifier.issn24144088-
dc.identifier.urihttps://hdl.handle.net/20.500.14279/18525-
dc.description.abstractImmersion is often argued to be one of the main driving forces behind children’s learning in digital educational games. Researchers have supported that movement-based interaction afforded by emerging embodied digital educational games may heighten even more immersion and learning. However, there is lack of empirical research warranting these claims. 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 = 24 children), in comparison to the impact of a low-embodied version of the game (condition2 = 20 children). Post-interventional surveys investigating immersion indicated that there was difference only on the level of engagement, in terms of perceived usability, while children’s learning gains in terms of content knowledge did not differ among the two conditions. Interviews with a subset of the children (n = 8 per condition) resulted in the identification of (a) media form, (b) media content and (c) context-related factors, which provided plausible explanations about children’s experienced immersion. Implications are discussed for supporting immersion in high-embodied educational digital games.en_US
dc.formatpdfen_US
dc.language.isoenen_US
dc.relation.ispartofMultimodal Technologies and Interactionen_US
dc.rights© 2019 by the authors.en_US
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/3.0/us/*
dc.subjectEmbodied digital educational gamesen_US
dc.subjectChildrenen_US
dc.subjectImmersionen_US
dc.subjectContent knowledgeen_US
dc.subjectAuthentic educational settingsen_US
dc.titleInvestigating immersion and learning in a low-embodied versus high-embodied digital educational game: Lessons learned from an implementation in an authentic school classroomen_US
dc.typeArticleen_US
dc.collaborationCyprus University of Technologyen_US
dc.collaborationResearch Center on Interactive Media, Smart Systems and Emerging Technologiesen_US
dc.subject.categoryEducational Sciencesen_US
dc.journalsOpen Accessen_US
dc.countryCyprusen_US
dc.subject.fieldSocial Sciencesen_US
dc.publicationPeer Revieweden_US
dc.identifier.doi10.3390/mti3040068en_US
dc.identifier.scopus2-s2.0-85079702825-
dc.identifier.urlhttps://api.elsevier.com/content/abstract/scopus_id/85079702825-
dc.relation.issue4en_US
dc.relation.volume3en_US
cut.common.academicyear2019-2020en_US
item.languageiso639-1en-
item.cerifentitytypePublications-
item.openairetypearticle-
item.openairecristypehttp://purl.org/coar/resource_type/c_6501-
item.fulltextWith Fulltext-
item.grantfulltextopen-
crisitem.journal.journalissn2414-4088-
crisitem.journal.publisherMDPI-
crisitem.author.deptDepartment of Communication and Internet Studies-
crisitem.author.deptDepartment of Multimedia and Graphic Arts-
crisitem.author.facultyFaculty of Communication and Media Studies-
crisitem.author.facultyFaculty of Fine and Applied Arts-
crisitem.author.orcid0000-0002-2850-8848-
crisitem.author.orcid0000-0002-3570-6578-
crisitem.author.parentorgFaculty of Communication and Media Studies-
crisitem.author.parentorgFaculty of Fine and Applied Arts-
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