2019
DOI: 10.1007/978-3-030-29736-7_47
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Investigating In-Service Teachers’ Concerns About Adopting Technology-Enhanced Embodied Learning

Abstract: Despite the affordances of technology-enhanced embodied learning, its integration in mainstream education is currently at slow pace given that inservice teachers are reluctant to adopt this innovation. This exploratory study investigated the concerns of 31 in-service primary education teachers, who took part in a Professional Development (PD) programme, using a questionnaire grounded in the Concerns Based Adoption Model (CBAM) about the adoption of technology-enhanced embodied learning. The findings of this st… Show more

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Cited by 8 publications
(7 citation statements)
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“…In recent years, high-embodied digital learning games, grounded in motion-based technologies (e.g., Kinect, Wii, Motion) and immersive interfaces (e.g., virtual or mixed reality technologies) have started to emerge and enter the educational arena. The prevalence of these innovative digital games in comparison to low-embodied digital educational games is often attributed to their perceived affordances to facilitate experienced immersion by creating an embodied sense of being into the digital game [15,25,39]. However, despite these arguments, empirical research is mainly focused on the evaluation of experienced immersion in highly controlled laboratory settings with young adult populations, using non-educational high-embodied digital games.…”
Section: Discussionmentioning
confidence: 99%
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“…In recent years, high-embodied digital learning games, grounded in motion-based technologies (e.g., Kinect, Wii, Motion) and immersive interfaces (e.g., virtual or mixed reality technologies) have started to emerge and enter the educational arena. The prevalence of these innovative digital games in comparison to low-embodied digital educational games is often attributed to their perceived affordances to facilitate experienced immersion by creating an embodied sense of being into the digital game [15,25,39]. However, despite these arguments, empirical research is mainly focused on the evaluation of experienced immersion in highly controlled laboratory settings with young adult populations, using non-educational high-embodied digital games.…”
Section: Discussionmentioning
confidence: 99%
“…Others have conducted design-based research, in order to generate recommendations for the design of more effective embodied digital educational games [24]. In addition, a few prior studies have taken place in special education units [38], rather than in mainstream educational settings [39,40].…”
Section: Immersion In Embodied Digital Gamesmentioning
confidence: 99%
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“…Teachers' lack of awareness regarding the value of gestures in teaching and learning contexts is not surprising. Teacher education and professional development programs provide little to no guidance on gesture use in classrooms (Georgiou & Ioannou, 2019;Roth, 2001). Still, teachers' naïveté of the role of gestures in cognition may well impact their skills of noticing how gestures can convey students' reasoning.…”
Section: Teachers' Views Of Gestures In Learning and Teachingmentioning
confidence: 99%
“…El aprendizaje corporeizado o incorporado constituye una estrategia de aprendizaje que tiene como base los principios de la cognición incorporada (ECognition) resaltando el importante papel del cuerpo en la formación de la mente (Anderson, 2003;Wilson, 2002). Esta estrategia, utilizada como recurso dentro de la pedagogía contemporánea, enfatiza los beneficios del uso del cuerpo en la práctica educativa (Antle, 2013;Georgiou y Ioannou, 2019). Estos autores afirman que la participación del cuerpo físico en el proceso de aprendizaje puede cambiar las capacidades cognitivas de los seres humanos e impulsar nuevas experiencias de aprendizaje.…”
Section: Introductionunclassified