2017
DOI: 10.1007/978-3-319-70284-1_1
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WeMake: A Framework for Letting Students Create Tangible, Embedded and Embodied Environments for Their Own STEAM Learning

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Cited by 10 publications
(4 citation statements)
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“…It might be beneficial to use a blend of synchronous and asynchronous to support all participants as they advance through the project. One participant remarked that it was important to think “about the wrap around time for each session which needs to be built into this virtual synchronous work.” Karakostas, Palaiageorgio, and Kompatsiaris (2017) have suggested that Mixed Reality Makerspaces can merge digital screens or wall projections and physical making to provide learners with an immersive interface. In the virtual makerspace, the technology needs to accommodate the need for a one‐to‐large group, one‐to‐small group, and one‐to‐one interactions.…”
Section: Discussion Of the Findingsmentioning
confidence: 99%
“…It might be beneficial to use a blend of synchronous and asynchronous to support all participants as they advance through the project. One participant remarked that it was important to think “about the wrap around time for each session which needs to be built into this virtual synchronous work.” Karakostas, Palaiageorgio, and Kompatsiaris (2017) have suggested that Mixed Reality Makerspaces can merge digital screens or wall projections and physical making to provide learners with an immersive interface. In the virtual makerspace, the technology needs to accommodate the need for a one‐to‐large group, one‐to‐small group, and one‐to‐one interactions.…”
Section: Discussion Of the Findingsmentioning
confidence: 99%
“…Despite these suggested learning affordances, incorporating innovative embodied and natural user interfaces in the school classroom introduces new challenges to teaching and learning; therefore, their incorporation in mainstream education is at a very slow pace [51]. According to Karakostas, Palaigeorgiou, and Kompatsiaris [52] existing research on embodied learning technologies has been fragmented and has taken place mostly in laboratory settings focusing on the participants' interactions with the embodied environments, therefore lacking a clear focus on investigating their efficacy in authentic educational contexts. Moreover, while a number of technology-enhanced embodied learning environments have received positive evaluation in high-controlled laboratory settings [29,53], the limited number of studies conducted in authentic school classrooms had not be as successful as initially expected in promoting students' learning gains, compared to low-embodied, desktop-based environments [54,55].…”
Section: Learning With Embodied Digital Gamesmentioning
confidence: 99%
“…This novel pedagogy is supported by the widespread population of affordable motion-based technologies in combination with the emergence of immersive interfaces, which have opened the doors for the design of embodied digital learning apps [1]. Despite the tremendous educational affordances of technology-enhanced embodied learning, its integration in mainstream education is currently at very slow pace [2], given that in-service teachers are reluctant to adopt such educational innovations, as they lack appropriate training [3]. However, little are yet known about teachers' concerns towards the adoption of technology-enhanced embodied learning, while there is also a lack of Professional Development (PD) programmes supporting teachers on the topic.…”
Section: Introduction and Theoretical Backgroundmentioning
confidence: 99%