Please use this identifier to cite or link to this item: https://hdl.handle.net/20.500.14279/19382
DC FieldValueLanguage
dc.contributor.authorIoannou, Marianna-
dc.contributor.authorIoannou, Andri-
dc.date.accessioned2020-11-12T10:45:27Z-
dc.date.available2020-11-12T10:45:27Z-
dc.date.issued2020-07-
dc.identifier.citationEducational Technology and Society, 2020, vol. 23, no. 3, pp. 81-94en_US
dc.identifier.issn14364522-
dc.identifier.urihttps://hdl.handle.net/20.500.14279/19382-
dc.description.abstractThe enactment of embodied learning in the authentic classroom introduces new challenges. The educational system has yet to develop a clear vision or learning design models that would guide the implementation of embodied learning using digital technologies and manipulatives. This study presents an example of a learning design for technology-enhanced embodied learning in an authentic classroom. Three forms of physical embodiment (direct, surrogate and augmented) are enacted using a model consisting of a single educator and rotating across learning stations. The case study takes place in a multidisciplinary lesson around historical information. In this lesson, Year 4 primary school students (i) take virtual tours among the ruins of Archaic kingdoms using mobile VR headsets, (ii) use programmable floor robots to learn about the various occupations people had back then and (iii) create storyboards based on historical information using web-based digital tools. The study evaluates the technology-enhanced embodied learning experience from the perspective of the learners. Data from 34 students demonstrate learning gains, as well as positive perceptions of the learning experience in terms of their relationship with their teammates, their sense of personal development, and the overall classroom orchestration. We conclude with lessons learnt, limitations and suggestions for future work. With this study, we aim to spark a dialogue on how technology-enhanced embodied learning can be successfully enacted in real-world classrooms, highlighting the need for more studies in the intersection of technology, design and pedagogy.en_US
dc.formatpdfen_US
dc.language.isoenen_US
dc.relationEdMediaen_US
dc.relation.ispartofEducational Technology and Societyen_US
dc.rightsThis article of the journal of Educational Technology & Society is available under Creative Commons CC-BY-ND-NC 3.0 license (https://creativecommons.org/licenses/by-nc-nd/3.0/).en_US
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/*
dc.subjectClassroom orchestrationen_US
dc.subjectEmbodied learningen_US
dc.subjectLearning designen_US
dc.subjectTechnology integrationen_US
dc.subjectTechnology-enhanced learningen_US
dc.titleTechnology-enhanced embodied learning: Designing and evaluating a new classroom experienceen_US
dc.typeArticleen_US
dc.linkhttps://www.j-ets.net/collection/published-issues/23_3en_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.relation.issue3en_US
dc.relation.volume23en_US
cut.common.academicyear2019-2020en_US
dc.identifier.spage81en_US
dc.identifier.epage94en_US
item.fulltextWith Fulltext-
item.languageiso639-1en-
item.grantfulltextopen-
item.openairecristypehttp://purl.org/coar/resource_type/c_6501-
item.cerifentitytypePublications-
item.openairetypearticle-
crisitem.project.grantnoEdMedia-
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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