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Playful Blended Digital Storytelling
in 3D Immersive eLearning Environ-
ments for Literacy Motivation
Stylianos Mystakidis &
Niki Lambropoulos
University of Patras
Habib M. Fardoun &
Daniyal M. Alghazzawi
King Abdulaziz University
3rd Workshop on Interaction Design in Educational Environments (Albacete, June 9th 2014)
Stylianos Mystakidis
MSc, PMP, Phd cand.
• Learning Innovator @ Library & Information
Services, University of Patras (Greece)
• Adjunct Faculty @ University of the West of
England – UWE (Bristol, UK)
• Adjunct Faculty @ Open University of Catalonia
– UOC (Barcelona, Spain)
• Teaching Mentor @ University of Washington –
UW (Seattle, USA)
Playful Blended Digital Storytelling in 3D Immersive eLearning Environments for Literacy Motivation
Good Digital Teaching Practice
Seal
#mathisi20
Storytime!
• Scenery
• Theoretical Background
• Pedagogical Design
• Technical Development
• Preliminary Results
• Conclusion
Scenery
University of Patras (Upatras)
• World Ranking*: #327
• Greece Ranking*: #2
• 24,460 students | 754 Faculty members
• 24 Departments in 5 Schools
• Prominent Research Center on ICT & Engineering
• St Andrew (Patras’ patron Saint)
*Webometrics, 2012
Library & Information Services
• National & European Research Projects
• Institution-wide Services (e.g. Repository)
• ISO 9001:2000
• Openness- & Innovation-oriented
“Schools go to University”
• Open days
• 2 weeks each Spring
• Primary & Secondary
School class visits
• 2014: 14 Departments
offering 36 educational programs & activities
Challenge
Prepare a short,
engaging educational
program for K-12
classes visiting the
University of Patras’
Library
Theoretical
Background
Storytelling
• Stories are extremely powerful tools for
learning
• Better recall when in a narrative (Adval, 1998)
• “Stories allow us to learn from the experience
of others without having to face another
person’s personal consequences”
Gamification & The Power of Play
Flow Theory (Csikszentmihalyi)
Games vs Play vs Gamification vs Toys
3D Virtual Immersive Learning
Environments Instructional Strategies
• Socio-constructivist instructional methods
• Situated and experiential learning (Dawley &
Dede, 2013; Falconer, 2013)
• Simulated learning (Falconer & Frutos-Perez,
2009)
• Game-based learning experiences (Hill &
Mystakidis, 2012)
Pedagogical Design
Technical Development
From the Ancient to the
Modern Tablets
Learning Objectives
• Motivate extracurricular reading and promote of
early literacy;
• Establish cognitive links between writing, books
and acquiring knowledge with technology;
• Possess introductory user skills with a tablet; and
• Practice team collaboration
Experience Design (Levels)
1. Playful Library Tour *30’+
2. Interactive Presentation & Game *45’+
3. Creative Group Reflection with Tablets *30’+
1. Playful Library Tour
Engagement through Play
• Team play
• Competition
• Challenge
• Quests
• Choices
• Curiosity
• Expression
2. Interactive Presentation & Game
• Classroom & video projector
• Instructor controls avatar in the 3d Virtual
Environment
• Avatar appearance & movement
• 2 Teams
• Scoring points by answering questions
• Mini-game: Phoenician Alphabet Challenge
Interactive Presentation & Game (II)
Immersion (Second Life)
3d Virtual Immersive Environments :
• UW Museum of Virtual Media
• Museum Island
• Ancient Alexandria
• Alice Academy
• International Spaceflight Museum
3D Virtual Immersive Learning
Environments
• Cave Paintings, Lascaux Cave, France 32000 BC
• Ancient Tablets, Mesopotamia, 3500 BC
• Ancient Greece, Linear Α & Β’, 1450 BC
• Alphabet, Phoenicia, 1200 BC
• Great Library of Alexandria, Egypt, 200 BC
• Manuscript copying, Byzantine Empire, 600 AD
• Movable Type, China 1040 AD
• The Future of Books & Knowledge
Lascaux Cave,
UW Museum of Virtual Media
The Role of 3D Virtual Immersive
Learning Environments
• Depict civilization’s architecture, natural environment
and aesthetics,
• Show clothing and appearance of a representative of
each milestone (through the avatar’s clothing and skin)
• Visualize objects and notions not available in the
physical life, e.g. the arrangement of scrolls in the
Great Library of Alexandria
• Demonstrate through programming how inventions
worked (e.g. movable type)
• Include objects to be used as prompts during the game
(e.g. the Phaistos disk)
3. Creative Group Reflection with Tablets
Results I
Results II
We love books!
Preliminary Results
Statistics
• “From the Ancient to the Modern Tablets”
• Program offered since 2012
• Participation: 1500 students from 20 schools
(ages: 7-15)
Evaluation Findings
• Online Questionnaire (Likert scale)
• 28 teachers
• 81% children acquired new skills
(agree & fully agree)
• 85% helped children assume a positive
attitude towards books & reading
• 98% 3D VIEs useful for facts recall & history
understanding
Teachers’ Quotes
“I have never seen my class so quiet and
concentrated as when they attended this
program” (oral statement)
“You exceeded teachers’ & students’
expectations; you have captivated childrens’
interest and they enjoyed the program greatly.
The whole visit to the Library was so alive.”
(email)
Conclusions
• Customization / adaptation for older classes
• Atmosphere creation
• Avatar appearance &
gestures count!
• Encourage participation
non-stop with
micro-interactions!
• Surprise!
• Learning as Show
Acknowledgements
• University of Washington
• Randy Hinrichs, CEO 2b3d
• Anna Gadler-Pratt,
SL Educator & Artist
• Tom Layton, Alice Academy
• Carlolello Zapatero, Museum Island
Contact us for more…
Stylianos Mystakidis
smyst@upatras.gr
@stylianosm2
Niki Lambropoulos
nikilambropoulos@
gmail.com

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Playful Blended Digital Storytelling in 3D Immersive eLearning Environments for Literacy Motivation

  • 1. Playful Blended Digital Storytelling in 3D Immersive eLearning Environ- ments for Literacy Motivation Stylianos Mystakidis & Niki Lambropoulos University of Patras Habib M. Fardoun & Daniyal M. Alghazzawi King Abdulaziz University 3rd Workshop on Interaction Design in Educational Environments (Albacete, June 9th 2014)
  • 2. Stylianos Mystakidis MSc, PMP, Phd cand. • Learning Innovator @ Library & Information Services, University of Patras (Greece) • Adjunct Faculty @ University of the West of England – UWE (Bristol, UK) • Adjunct Faculty @ Open University of Catalonia – UOC (Barcelona, Spain) • Teaching Mentor @ University of Washington – UW (Seattle, USA)
  • 4. Good Digital Teaching Practice Seal #mathisi20
  • 5. Storytime! • Scenery • Theoretical Background • Pedagogical Design • Technical Development • Preliminary Results • Conclusion
  • 7. University of Patras (Upatras) • World Ranking*: #327 • Greece Ranking*: #2 • 24,460 students | 754 Faculty members • 24 Departments in 5 Schools • Prominent Research Center on ICT & Engineering • St Andrew (Patras’ patron Saint) *Webometrics, 2012
  • 8. Library & Information Services • National & European Research Projects • Institution-wide Services (e.g. Repository) • ISO 9001:2000 • Openness- & Innovation-oriented
  • 9. “Schools go to University” • Open days • 2 weeks each Spring • Primary & Secondary School class visits • 2014: 14 Departments offering 36 educational programs & activities
  • 10. Challenge Prepare a short, engaging educational program for K-12 classes visiting the University of Patras’ Library
  • 12. Storytelling • Stories are extremely powerful tools for learning • Better recall when in a narrative (Adval, 1998) • “Stories allow us to learn from the experience of others without having to face another person’s personal consequences”
  • 13. Gamification & The Power of Play
  • 15. Games vs Play vs Gamification vs Toys
  • 16. 3D Virtual Immersive Learning Environments Instructional Strategies • Socio-constructivist instructional methods • Situated and experiential learning (Dawley & Dede, 2013; Falconer, 2013) • Simulated learning (Falconer & Frutos-Perez, 2009) • Game-based learning experiences (Hill & Mystakidis, 2012)
  • 18. From the Ancient to the Modern Tablets
  • 19. Learning Objectives • Motivate extracurricular reading and promote of early literacy; • Establish cognitive links between writing, books and acquiring knowledge with technology; • Possess introductory user skills with a tablet; and • Practice team collaboration
  • 20. Experience Design (Levels) 1. Playful Library Tour *30’+ 2. Interactive Presentation & Game *45’+ 3. Creative Group Reflection with Tablets *30’+
  • 22. Engagement through Play • Team play • Competition • Challenge • Quests • Choices • Curiosity • Expression
  • 23. 2. Interactive Presentation & Game • Classroom & video projector • Instructor controls avatar in the 3d Virtual Environment • Avatar appearance & movement • 2 Teams • Scoring points by answering questions • Mini-game: Phoenician Alphabet Challenge
  • 25. Immersion (Second Life) 3d Virtual Immersive Environments : • UW Museum of Virtual Media • Museum Island • Ancient Alexandria • Alice Academy • International Spaceflight Museum
  • 26. 3D Virtual Immersive Learning Environments • Cave Paintings, Lascaux Cave, France 32000 BC • Ancient Tablets, Mesopotamia, 3500 BC • Ancient Greece, Linear Α & Β’, 1450 BC • Alphabet, Phoenicia, 1200 BC • Great Library of Alexandria, Egypt, 200 BC • Manuscript copying, Byzantine Empire, 600 AD • Movable Type, China 1040 AD • The Future of Books & Knowledge
  • 27. Lascaux Cave, UW Museum of Virtual Media
  • 28. The Role of 3D Virtual Immersive Learning Environments • Depict civilization’s architecture, natural environment and aesthetics, • Show clothing and appearance of a representative of each milestone (through the avatar’s clothing and skin) • Visualize objects and notions not available in the physical life, e.g. the arrangement of scrolls in the Great Library of Alexandria • Demonstrate through programming how inventions worked (e.g. movable type) • Include objects to be used as prompts during the game (e.g. the Phaistos disk)
  • 29. 3. Creative Group Reflection with Tablets
  • 34. Statistics • “From the Ancient to the Modern Tablets” • Program offered since 2012 • Participation: 1500 students from 20 schools (ages: 7-15)
  • 35. Evaluation Findings • Online Questionnaire (Likert scale) • 28 teachers • 81% children acquired new skills (agree & fully agree) • 85% helped children assume a positive attitude towards books & reading • 98% 3D VIEs useful for facts recall & history understanding
  • 36. Teachers’ Quotes “I have never seen my class so quiet and concentrated as when they attended this program” (oral statement) “You exceeded teachers’ & students’ expectations; you have captivated childrens’ interest and they enjoyed the program greatly. The whole visit to the Library was so alive.” (email)
  • 37. Conclusions • Customization / adaptation for older classes • Atmosphere creation • Avatar appearance & gestures count! • Encourage participation non-stop with micro-interactions! • Surprise! • Learning as Show
  • 38. Acknowledgements • University of Washington • Randy Hinrichs, CEO 2b3d • Anna Gadler-Pratt, SL Educator & Artist • Tom Layton, Alice Academy • Carlolello Zapatero, Museum Island
  • 39. Contact us for more… Stylianos Mystakidis [email protected] @stylianosm2 Niki Lambropoulos nikilambropoulos@ gmail.com