Conference paper Open Access

On the understanding of students' perceptions of technology integration for group learning in low- and high-embodied activities

Marianna Ioannou; Yiannis Georgiou; Andri Ioannou; Mina Johnson-Glenbergc


DataCite XML Export

<?xml version='1.0' encoding='utf-8'?>
<resource xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns="http://datacite.org/schema/kernel-4" xsi:schemaLocation="http://datacite.org/schema/kernel-4 http://schema.datacite.org/meta/kernel-4.1/metadata.xsd">
  <identifier identifierType="DOI">10.5281/zenodo.3523028</identifier>
  <creators>
    <creator>
      <creatorName>Marianna Ioannou</creatorName>
      <affiliation>Cyprus Interaction Lab, Department of Multimedia and Graphic Arts, Cyprus University of Technology</affiliation>
    </creator>
    <creator>
      <creatorName>Yiannis Georgiou</creatorName>
      <nameIdentifier nameIdentifierScheme="ORCID" schemeURI="http://orcid.org/">0000-0002-2850-8848</nameIdentifier>
      <affiliation>Cyprus Interaction Lab, Department of Multimedia and Graphic Arts, Cyprus University of Technology and Research Center on Interactive Media, Smart Systems and Emerging Technologies (RISE)</affiliation>
    </creator>
    <creator>
      <creatorName>Andri Ioannou</creatorName>
      <nameIdentifier nameIdentifierScheme="ORCID" schemeURI="http://orcid.org/">0000-0002-3570-6578</nameIdentifier>
      <affiliation>Cyprus Interaction Lab, Department of Multimedia and Graphic Arts, Cyprus University of Technology and Research Center on Interactive Media, Smart Systems and Emerging Technologies (RISE)</affiliation>
    </creator>
    <creator>
      <creatorName>Mina Johnson-Glenbergc</creatorName>
      <nameIdentifier nameIdentifierScheme="ORCID" schemeURI="http://orcid.org/">0000-0003-0941-3744</nameIdentifier>
      <affiliation>Embodied Games and Arizona State University</affiliation>
    </creator>
  </creators>
  <titles>
    <title>On the understanding of students' perceptions of technology integration for group learning in low- and high-embodied activities</title>
  </titles>
  <publisher>Zenodo</publisher>
  <publicationYear>2019</publicationYear>
  <dates>
    <date dateType="Issued">2019-10-30</date>
  </dates>
  <language>en</language>
  <resourceType resourceTypeGeneral="Text">Conference paper</resourceType>
  <alternateIdentifiers>
    <alternateIdentifier alternateIdentifierType="url">https://zenodo.org/record/3523028</alternateIdentifier>
  </alternateIdentifiers>
  <relatedIdentifiers>
    <relatedIdentifier relatedIdentifierType="DOI" relationType="IsVersionOf">10.5281/zenodo.3523027</relatedIdentifier>
    <relatedIdentifier relatedIdentifierType="URL" relationType="IsPartOf">https://zenodo.org/communities/rise-teaming-cyprus</relatedIdentifier>
  </relatedIdentifiers>
  <version>Accepted pre-print</version>
  <rightsList>
    <rights rightsURI="http://creativecommons.org/licenses/by-nc-nd/4.0/legalcode">Creative Commons Attribution Non Commercial No Derivatives 4.0 International</rights>
    <rights rightsURI="info:eu-repo/semantics/openAccess">Open Access</rights>
  </rightsList>
  <descriptions>
    <description descriptionType="Abstract">&lt;p&gt;Embodied learning activities supported by motion-based technologies are becoming popular in various contexts and settings. However, little is yet known about the technology integration of collaboratively-enacted embodied learning activities in authentic classroom settings, as existing studies have been mostly conducted in laboratory settings. In this work, we examine students&amp;rsquo; learning and perceptions of technology integration of a highly-embodied, Kinect-based educational game (Condition1, n=24 students), in comparison with the low-embodied, desktop-based version of the same game (Condition2, n=18 students), in a group activity, in an authentic classroom setting. Data collection included questionnaires evaluating students&amp;rsquo; baseline, knowledge gains, perceptions of technology integration, and post-activity interviews. Findings showed higher learning gains and more positive perceptions of technology integration for the students in the low-embodied condition. Implications are discussed for supporting highly-embodied learning activities for group work in authentic educational settings.&lt;/p&gt;</description>
    <description descriptionType="Other">This work has been partly supported by the project that has received funding from the European Union's Horizon 2020 research and innovation programme under grant agreement No 739578 (RISE – Call: H2020-WIDESPREAD-01-2016-2017-TeamingPhase2) and the Government of the Republic of Cyprus through the Directorate General for European Programmes, Coordination and Development.</description>
  </descriptions>
  <fundingReferences>
    <fundingReference>
      <funderName>European Commission</funderName>
      <funderIdentifier funderIdentifierType="Crossref Funder ID">10.13039/501100000780</funderIdentifier>
      <awardNumber awardURI="info:eu-repo/grantAgreement/EC/H2020/739578/">739578</awardNumber>
      <awardTitle>Research Center on Interactive Media, Smart System and Emerging Technologies</awardTitle>
    </fundingReference>
  </fundingReferences>
</resource>
18
8
views
downloads
All versions This version
Views 1818
Downloads 88
Data volume 3.4 MB3.4 MB
Unique views 1616
Unique downloads 88

Share

Cite as