Investigating Immersion and Learning in a Low-Embodied versus High-Embodied Digital Educational Game: Lessons Learned from an Implementation in an Authentic School Classroom.
Yiannis GeorgiouAndri IoannouMarianna IoannouPublished in: Multimodal Technol. Interact. (2019)
Keyphrases
- lessons learned
- educational games
- learning process
- digital games
- learning environment
- learning algorithm
- case study
- online learning
- primary school
- learning opportunities
- secondary school
- elementary school
- digital literacy
- educational tools
- reinforcement learning
- learning experience
- blended learning
- teachable agent
- science education
- middle school
- interactive learning environments
- virtual world
- real world
- fourth grade
- sixth grade
- social studies
- learning activities
- learning outcomes
- video games
- high school students
- game design
- student learning