Please use this identifier to cite or link to this item: https://hdl.handle.net/20.500.14279/23132
DC FieldValueLanguage
dc.contributor.authorIoannou, Marianna-
dc.contributor.authorIoannou, Andri-
dc.contributor.authorGeorgiou, Yiannis-
dc.contributor.authorRetalis, Symeon-
dc.date.accessioned2021-09-28T12:07:57Z-
dc.date.available2021-09-28T12:07:57Z-
dc.date.issued2020-06-
dc.identifier.citation14th International Conference of the Learning Sciences, 2020, 19-23 June, Nashvilleen_US
dc.identifier.isbn9781732467262-
dc.identifier.urihttps://hdl.handle.net/20.500.14279/23132-
dc.description.abstractThe concepts of embodiment and embodied learning, deeply rooted in theories of embodied cognition, are gaining traction in the field of education. New and affordable educational technologies (e.g., motion-based technologies, AR, VR) enable researchers and practitioners to include more gestures and body movements into their learning designs. Yet, while technology-enhanced embodied learning shows positive results during controlled trials in laboratory settings or one-to-one interventions in special classrooms or units, findings are dissimilar when relevant implementations are conducted in mainstream school classrooms. This paper presents the first stage of a design-based research study aiming at implementing an orchestration strategy for technology-enhanced embodied learning, guided by an already published conceptual framework on classroom orchestration. With this study we aim to spark the dialog on classroom orchestration strategies for the successful enactment of technology-enhanced embodied learning in the classroom, highlighting the essential need to consider learning design as it is not a simple process to shift laboratory success to real world learning.en_US
dc.formatpdfen_US
dc.language.isoenen_US
dc.relationThe Interactive Media, Education and Edutainment MRG (EdMedia)en_US
dc.rights© ISLSen_US
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/*
dc.subjectComputer scienceen_US
dc.subjectEngineering educationen_US
dc.subjectEmbodied cognitionen_US
dc.subjectLearning designsen_US
dc.subjectReal-world learningen_US
dc.subjectVRen_US
dc.subjectARen_US
dc.titleDesigning and orchestrating the classroom experience for technology-enhanced embodied learningen_US
dc.typeConference Papersen_US
dc.collaborationCyprus University of Technologyen_US
dc.collaborationResearch Center on Interactive Media, Smart Systems and Emerging Technologiesen_US
dc.collaborationKinemsen_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 of the Learning Sciencesen_US
dc.identifier.scopus2-s2.0-85088914365-
dc.identifier.urlhttps://api.elsevier.com/content/abstract/scopus_id/85088914365-
cut.common.academicyear2019-2020en_US
item.openairetypeconferenceObject-
item.cerifentitytypePublications-
item.fulltextNo Fulltext-
item.grantfulltextnone-
item.openairecristypehttp://purl.org/coar/resource_type/c_c94f-
item.languageiso639-1en-
crisitem.project.grantnoEdMedia-
crisitem.author.deptDepartment of Multimedia and Graphic Arts-
crisitem.author.deptDepartment of Communication and Internet Studies-
crisitem.author.facultyFaculty of Fine and Applied Arts-
crisitem.author.facultyFaculty of Communication and Media Studies-
crisitem.author.orcid0000-0002-3570-6578-
crisitem.author.orcid0000-0002-2850-8848-
crisitem.author.parentorgFaculty of Fine and Applied Arts-
crisitem.author.parentorgFaculty of Communication and Media Studies-
Appears in Collections:Δημοσιεύσεις σε συνέδρια /Conference papers or poster or presentation
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