publication . Other literature type . Conference object . Part of book or chapter of book . 2019 . Embargo end date: 30 Oct 2020

Investigating children's immersion in a high-embodied versus low-embodied digital learning game in an authentic educational setting

Marianna Ioannou; Andri Ioannou; Yiannis Georgiou;
Open Access English
  • Published: 30 Oct 2019
  • Publisher: Zenodo
Abstract
Prior research has supported that game-based learning is dependent on the degree of immersion achieved, namely the degree to which children be-come cognitively and emotionally engaged with a given educational digital game. With the emergence of embodied digital educational games, researchers have assumed that the affordances of these games for movement-based interac-tion may heighten even more experienced immersion. However, there is lack of empirical research on the investigation of children’s immersive experiences in embodied educational games, warranting this claim. Existing research on im-mersion is still restricted in highly-controlled laboratory settings a...
Subjects
ACM Computing Classification System: ComputingMilieux_PERSONALCOMPUTING
free text keywords: Embodied digital games, Children, Educational settings, Immersion, Immersion (virtual reality), Empirical research, Embodied cognition, Mathematics education, Digital learning, Affordance, School classroom, Media content, Psychology
Related Organizations
Funded by
EC| RISE
Project
RISE
Research Center on Interactive Media, Smart System and Emerging Technologies
  • Funder: European Commission (EC)
  • Project Code: 739578
  • Funding stream: H2020 | SGA-CSA
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ZENODO
Conference object . 2019
Provider: ZENODO
http://dx.doi.org/10.1007/978-...
Part of book or chapter of book
Provider: Sygma
http://link.springer.com/conte...
Part of book or chapter of book . 2019
Provider: Crossref
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