![]() With the help of this avatar, which was controlled by an LIC staff member, the children travelled back in time. ![]() The students were asked to help a digital agent, an avatar, on his quest in the 3D computer-generated virtual environments. Utilizing the avatar psychology power, the visualization and simulation affordances of 3D immersive eLearning environments and the appeal of storytelling and game-based learning, the "gamified" blended narrative on the book evolution enabled learning as embedded and context-generated. The advanced technologies combined with engaging pedagogical methods enabled a cost effective yet rich learning experience. The project experience consisted of a playful library tour, an interactive game-based digital storytelling activity with game elements followed by a collaborative creative hands-on activity as an open-door two-week institution-wide initiative called "Schools go to the University". The main aims for the students were to: motivate and promote the early literacy and extracurricular reading establish cognitive links between writing, books and acquiring knowledge with technology and possess the basic digital skills when using a tablet. Targeting at primary and secondary school students, this project aimed at creating immersive multimedia eLearning experiences about the book history as well as its future. ![]() ![]() This paper presents the pedagogical design, the technical development and initial findings of the educational program "From the Ancient to the Modern Tablets". ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |