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dc.contributor.authorIoannis, Leftheriotis
dc.contributor.authorGiannakos, Michail
dc.contributor.authorJaccheri, Maria Letizia
dc.date.accessioned2018-06-18T11:17:13Z
dc.date.available2018-06-18T11:17:13Z
dc.date.created2017-09-07T16:13:07Z
dc.date.issued2017
dc.identifier.citationSmart Learning Environments. 2017, 4 (2), 1-19.nb_NO
dc.identifier.issn2196-7091
dc.identifier.urihttp://hdl.handle.net/11250/2501889
dc.description.abstractInteractive displays (IDs) are increasingly employed in informal learning environments, where they are seen as a medium for enhancing students’ creativity, and engagement. Due to the larger space they provide and thus the larger interaction area, they allow for group-work, working in parallel, co-creating artifacts or co-experiencing the interaction in a playful manner. In particular, gaming activities in IDs enhance students’ mental exercise and fantasy and promote students engagement through rewards and collaboration. However, despite the increased prevalence of interactive displays and gamification, we know very little about how designers and instructors can gamify their learning activities by taking advantage of the IDs. In this paper, a framework for developing gamified activities for interactive displays is presented. For the empirical evaluation, pre-post attitudinal surveys and cognitive tests along with photos and observations were recorded and used. The contribution of this article is twofold: 1) an adaptable framework for developing gamified activities on interactive displays (GAID), and 2) the results of a field study where students have been engaged with an interactive display application during an extracurricular activity. By incorporating GAID to a traditional informal learning activity, it is found that students’ knowledge acquisition, satisfaction, enjoyment and intention to participate on similar events in the future are significantly improved.nb_NO
dc.language.isoengnb_NO
dc.publisherSpringer Naturenb_NO
dc.rightsNavngivelse 4.0 Internasjonal*
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/deed.no*
dc.titleGamifying informal learning activities using interactive displays: an empirical investigation of students’ learning and engagementnb_NO
dc.typeJournal articlenb_NO
dc.typePeer reviewednb_NO
dc.description.versionpublishedVersionnb_NO
dc.source.pagenumber1-19nb_NO
dc.source.volume4nb_NO
dc.source.journalSmart Learning Environmentsnb_NO
dc.source.issue2nb_NO
dc.identifier.doi10.1186/s40561-017-0041-y
dc.identifier.cristin1491863
dc.description.localcode© The Author(s). 2017 Open Access This article is distributed under the terms of the Creative Commons Attribution 4.0 International License (http://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license, and indicate if changes were made.nb_NO
cristin.unitcode194,63,10,0
cristin.unitnameInstitutt for datateknologi og informatikk
cristin.ispublishedtrue
cristin.fulltextoriginal
cristin.qualitycode1


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