Please use this identifier to cite or link to this item: https://hdl.handle.net/20.500.14279/19127
DC FieldValueLanguage
dc.contributor.authorIoannou, Marianna-
dc.contributor.authorGeorgiou, Yiannis-
dc.contributor.authorIoannou, Andri-
dc.contributor.authorJohnson-Glenberg, Mina-
dc.date.accessioned2020-10-12T06:38:04Z-
dc.date.available2020-10-12T06:38:04Z-
dc.date.issued2019-06-
dc.identifier.citation13th International Conference on Computer Supported Collaborative Learning, 2019, 17-21 June, Lyon, Franceen_US
dc.identifier.isbn978-173246723-1-
dc.identifier.urihttps://hdl.handle.net/20.500.14279/19127-
dc.description.abstractEmbodied learning activities supported by motion-based technologies are becoming popular in various contexts and settings. However, little is yet known about technology integration for embodied learning in groups in authentic classroom settings, as existing studies have been mostly conducted in laboratory settings. In this work, we examine students’ learning and perceptions of technology integration for group learning in a high-embodied, Kinect-based educational game (Condition1, n=24 students), in comparison with a low-embodied, desktopbased version of the same game (Condition2, n=18 students), in an authentic classroom setting. Data collection included questionnaires evaluating students’ baseline, knowledge gains, perceptions of technology integration, and post-activity interviews. Findings showed higher learning gains and more positive perceptions of technology integration, in terms of opportunities for student negotiation, for the students in the low-embodied condition. Implications are discussed for supporting high-embodied learning activities for group learning in authentic classroom settings. 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 of Cyprus through the Directorate General for European Programmes, Coordination and Development.en_US
dc.formatpdfen_US
dc.language.isoenen_US
dc.rights© ISLSen_US
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/*
dc.subjectEmbodied learning activitiesen_US
dc.subjectMotion-based technologiesen_US
dc.subjectTechnology integrationen_US
dc.subjectGroup learningen_US
dc.titleOn the understanding of students’ learning and perceptions of technology integration in low- and high-embodied group learningen_US
dc.typeConference Papersen_US
dc.collaborationCyprus University of Technologyen_US
dc.collaborationArizona State Universityen_US
dc.subject.categoryEducational Sciencesen_US
dc.countryCyprusen_US
dc.countryUnited Statesen_US
dc.subject.fieldSocial Sciencesen_US
dc.publicationPeer Revieweden_US
dc.relation.conferenceInternational Conference on Computer Supported Collaborative Learning (CSCL)en_US
cut.common.academicyear2018-2019en_US
item.fulltextNo Fulltext-
item.openairecristypehttp://purl.org/coar/resource_type/c_c94f-
item.openairetypeconferenceObject-
item.grantfulltextnone-
item.languageiso639-1en-
item.cerifentitytypePublications-
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-
Appears in Collections:Δημοσιεύσεις σε συνέδρια /Conference papers or poster or presentation
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