Please use this identifier to cite or link to this item: https://hdl.handle.net/20.500.14279/31334
DC FieldValueLanguage
dc.contributor.authorTheodosi, Sotiroula-
dc.contributor.authorNicolaidou, Iolie-
dc.date.accessioned2024-02-19T09:15:10Z-
dc.date.available2024-02-19T09:15:10Z-
dc.date.issued2023-07-10-
dc.identifier.citationEdMedia + Innovate Learning, 2023, 10 - 14 July, Vienna, Austriaen_US
dc.identifier.urihttps://hdl.handle.net/20.500.14279/31334-
dc.description.abstractThis case study adds empirical data on the use of gamified e-learning platforms in K-12 by exploring 5th-grade students’ perspectives after their hands-on experience of an inquiry-based learning unit in Geography incorporating Nearpod as a delivery platform. The study’s aim was twofold: (a) to measure perceived usability, learning benefits, and engagement associated with the use of this platform (RQ1) and (b) to document students’ perceptions of interest, challenge, choice, and enjoyment (RQ2), which are key components in preserving students’ motivation in their classroom. Validated questionnaires were administered post-intervention to 30 fifth-grade students who participated in three 80-minute Geography lessons. Results revealed considerably high students’ perceptions of Nearpod’s usability, learning benefits, and engagement (RQ1). Interest and enjoyment were also perceived as high, while challenges and choices had lower scores (RQ2). These results indicate that the use of interactive e-learning platforms as delivery methods of inquiry learning content on STEM topics is beneficial for promoting students’ active learning and engagement in primary school.en_US
dc.formatpdfen_US
dc.language.isoenen_US
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 Internationalen_US
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/*
dc.subjectInternet of Thingsen_US
dc.subjectGamificationen_US
dc.subjectE-learningen_US
dc.subjectUsabilityen_US
dc.subjectEngagementen_US
dc.subjectMoticationen_US
dc.subjectNearpoden_US
dc.titlePromoting active learning and engagement in science with the use of gamified interactive e-learning platformsen_US
dc.typeConference Papersen_US
dc.linkhttps://www.learntechlib.org/p/222494/en_US
dc.collaborationCyprus University of Technologyen_US
dc.subject.categoryEducational Sciencesen_US
dc.countryCyprusen_US
dc.subject.fieldSocial Sciencesen_US
dc.publicationPeer Revieweden_US
dc.relation.conferenceEdMedia + Innovate Learningen_US
cut.common.academicyear2023-2024en_US
item.fulltextNo Fulltext-
item.cerifentitytypePublications-
item.grantfulltextnone-
item.openairecristypehttp://purl.org/coar/resource_type/c_c94f-
item.openairetypeconferenceObject-
item.languageiso639-1en-
crisitem.author.deptDepartment of Communication and Internet Studies-
crisitem.author.deptDepartment of Communication and Internet Studies-
crisitem.author.facultyFaculty of Communication and Media Studies-
crisitem.author.facultyFaculty of Communication and Media Studies-
crisitem.author.orcid0000-0002-8267-0328-
crisitem.author.parentorgFaculty of Communication and Media Studies-
crisitem.author.parentorgFaculty of Communication and Media Studies-
Appears in Collections:Δημοσιεύσεις σε συνέδρια /Conference papers or poster or presentation
CORE Recommender
Show simple item record

Page view(s)

57
Last Week
2
Last month
6
checked on May 10, 2024

Google ScholarTM

Check


This item is licensed under a Creative Commons License Creative Commons