Learning experience design with immersive virtual reality in physics education

Y Georgiou, O Tsivitanidou, A Ioannou - … Technology Research and …, 2021 - Springer
Abstract Immersive Virtual Reality (VR) simulations are argued to support students' learning
of complex scientific phenomena via the use of realistic graphics and interactions that …

Technology-enhanced embodied learning

M Ioannou, A Ioannou - Educational Technology & Society, 2020 - JSTOR
The enactment of embodied learning in the authentic classroom introduces new challenges.
The educational system has yet to develop a clear vision or learning design models that …

Integrating a movement‐based learning platform as core curriculum tool in kindergarten classrooms

V Aloizou, S Linardatou, M Boloudakis… - British Journal of …, 2024 - Wiley Online Library
Incorporating immersive technologies in education has become increasingly popular due to
their ability to facilitate active learning and engage students in the acquisition of concepts …

Investigating immersion and learning in a low-embodied versus high-embodied digital educational game: Lessons learned from an implementation in an authentic …

Y Georgiou, A Ioannou, M Ioannou - Multimodal Technologies and …, 2019 - mdpi.com
Immersion is often argued to be one of the main driving forces behind children's learning in
digital educational games. Researchers have supported that movement-based interaction …

[HTML][HTML] Cyborg Children: A Systematic Literature Review on the Experience of Children Using Extended Reality

M Everri, M Heitmayer - Children, 2024 - mdpi.com
This literature review presents a comprehensive and systematic account of research on the
experiences of children with extended reality (XR), including VR, AR, and other types of …

A co-design approach for the development and classroom integration of embodied learning apps

Y Georgiou, A Ioannou - … : 7th International Conference, LCT 2020, Held as …, 2020 - Springer
The development of embodied learning apps has gained traction in the recent years.
However, current design approaches present two main limitations:(a) the inadequate …

A Study on Immersion and Intention to Pay in AR Broadcasting: Validating and Expanding the Hedonic Motivation System Adoption Mode

JC Tu, XH Jia - Sustainability, 2024 - mdpi.com
With the rapid growth of online entertainment live streaming, how to continuously innovate
and achieve long-term sustainability has become a major challenge for the industry …

Alternative design for an interactive exhibit learning in museums: How does user experience differ across different technologies-VR, tangible, and gesture

P Phichai, J Williamson, M Barr - 2021 7th international …, 2021 - ieeexplore.ieee.org
This paper investigates three types of user interface: VR, Gesture-based, and Tangible. We
examine how user experience differs across these different technologies, and explore the …

Embodied Technologies: Integration and Orchestration in Authentic Classroom Contexts

M Ioannou - 2023 - ktisis.cut.ac.cy
A new generation of technologies that harness the affordances of motion is gaining the
attention of the educational community due to evidence that they can enhance student …