Please use this identifier to cite or link to this item: https://hdl.handle.net/20.500.14279/19387
DC FieldValueLanguage
dc.contributor.authorGeorgiou, Yiannis-
dc.contributor.authorIoannou, Andri-
dc.date.accessioned2020-11-13T05:31:33Z-
dc.date.available2020-11-13T05:31:33Z-
dc.date.issued2021-01-
dc.identifier.citationTechTrends, 2021, vol. 65, no. 1, pp. 38 - 50en_US
dc.identifier.issn15597075-
dc.identifier.urihttps://hdl.handle.net/20.500.14279/19387-
dc.description.abstractThe turn of the millennium has witnessed an increased interest in technology-enhanced embodied approaches for learning in mathematics due to the rapid advancement of motion-based technologies. However, the emergence of technology-enhanced embodied learning brings to the foreground new challenges due to the lack of learning experience (LX) designs, ensuring its successful introduction in real classroom settings. This paper presents a large-scale study on the implementation and systematic evaluation of a LX design, developed and enacted by a cohort of eight primary education teachers to support their students’ engagement and learning in mathematics. The LX design was structured around an embodied educational app for learning in mathematics and was implemented in 13 primary education classrooms (n = 213 children). Analysis of the data collected via pre-post conceptual tests, students’ engagement surveys and testimonials, as well as teachers’ interviews, provided empirical substantiation to the LX design, while also supporting the effectiveness of technology-enhanced embodied learning.en_US
dc.formatpdfen_US
dc.language.isoenen_US
dc.relationThe Interactive Media, Education and Edutainment MRG (EdMedia)en_US
dc.relation.ispartofTechTrendsen_US
dc.rights© Springer Natureen_US
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/*
dc.subjectAuthentic educational settingsen_US
dc.subjectCo-designen_US
dc.subjectLearning experience (LX) designen_US
dc.subjectMathematics educationen_US
dc.subjectTechnology-enhanced embodied learningen_US
dc.titleDeveloping, Enacting and Evaluating a Learning Experience Design for Technology-Enhanced Embodied Learning in Math Classroomsen_US
dc.typeArticleen_US
dc.collaborationResearch Center on Interactive Media, Smart Systems and Emerging Technologiesen_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/s11528-020-00543-yen_US
dc.relation.issue1en_US
dc.relation.volume65en_US
cut.common.academicyear2020-2021en_US
dc.identifier.spage38en_US
dc.identifier.epage50en_US
item.grantfulltextnone-
item.openairecristypehttp://purl.org/coar/resource_type/c_6501-
item.fulltextNo Fulltext-
item.languageiso639-1en-
item.cerifentitytypePublications-
item.openairetypearticle-
crisitem.journal.journalissn1559-7075-
crisitem.journal.publisherSpringer Nature-
crisitem.project.grantnoEdMedia-
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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