Papers by Eirini Malegiannaki
5ο ΣΥΝΕΔΡΙΟ ΣΤΗ ΣΥΡΟ- ΤΠΕ ΣΤΗΝ ΕΚΠΑΙΔΕΥΣΗ, 2009
Με σκοπό τη γνωριμία της μαθητικής και τοπικής κοινότητας με τον ορυκτό πλούτο της Νάξου, τον τρό... more Με σκοπό τη γνωριμία της μαθητικής και τοπικής κοινότητας με τον ορυκτό πλούτο της Νάξου, τον τρόπο εκμετάλλευσής του καθώς και την ευαισθητοποίηση μαθητών και τοπικής κοινωνίας σε θέματα διαχείρισης του περιβάλλοντος, κατά την σχολική χρονιά 2007-08, η Περιβαλλοντική ομάδα του 2ου Γυμνασίου Νάξου πραγματοποίησε το πρόγραμμα Περιβαλλοντικής Εκπαίδευσης «Ακολουθώντας τους δρόμους της Ναξιακής σμύριδας». Στα πλαίσια του προγράμματος και χρησιμοποιώντας τις νέες τεχνολογίες η ομάδα δημιούργησε το εκπαιδευτικό υλικό «Η βαλίτσα της σμύριδας» το οποίο είναι μια δανειστική βαλίτσα που έχει σκοπό να γίνει γνωστή η σμύριδα και σε μαθητές σχολείων εκτός Νάξου. Η βαλίτσα περιλαμβάνει έντυπο πληροφοριών για τη σμύριδα, παζλ, DVD με το ντοκιμαντέρ που δημιούργησε η ομάδα και το επιτραπέζιο εκπαιδευτικό παιχνίδι της σμύριδας.
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International Journal of Game-Based Learning, 2021
Serious games are used in the field of cultural heritage as a means to transmit cultural knowledg... more Serious games are used in the field of cultural heritage as a means to transmit cultural knowledge and enable an experiential contact with cultural content. The authors' aim is to investigate whether a game design exploiting the less used combination of complex storytelling, endogenous cooperation, and competition has the potential to sufficiently convey cultural content. More specifically, through four game interventions, it was investigated how a story-driven board game functions with teenage and adult users alike. A mixed research methodology was followed in all game sessions and data were collected through observation, semi-structured group interviews, and short questionnaires. Findings confirmed the playability of the suggested design and the potential to amuse players while providing learning gains and engagement with cultural content. Nevertheless, further evaluation in formal and non-formal educational settings is essential to validate our conclusions.
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Journal on Computing and Cultural Heritage , 2020
Games are used in various learning situations and domains, among which is cultural heritage. Stor... more Games are used in various learning situations and domains, among which is cultural heritage. Storytelling is used in games regarding cultural places, but it often takes a simple form. Thus, the authors’ aim is to investigate the possibility to communicate cultural content through a narrative-based game that can function with multiple narratives. Another core element of our design is the less exploited in serious games combination of endogenous cooperation and competition. The social dimension of our design was expressed through features of Classroom Multiplayer Presential Games (CMPGs), in respect of using a one-to-many game environment projected on a single screen, while enhancing collaborative work in small teams. After providing an overview of the game, we briefly explain how this was implemented with the use of Twine, a free authoring tool for the creation of interactive stories and text-based games. Subsequently, we present the two interventions we conducted, one with teenage students (n = 19) and one with post-graduate students (n = 14), to test how our game design functions with real users. A mixed research methodology was followed in the two trials and data were collected through observation, focus group discussions, short questionnaires, and game reports. Findings indicated that the suggested design is playable but provided helpful insights into its future improvements. The game managed to engage both teenagers and adults with the cultural content and create motivation towards it. Learning gains were registered for both groups, but these were more appreciated by the adult participants, who additionally found the game to be more entertaining. The limited character of our results imposes the need for future extensive evaluation of the game design in both formal and non-formal educational contexts.
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Integrating game-based approaches with learning constitutes a prevailing trend in education and t... more Integrating game-based approaches with learning constitutes a prevailing trend in education and training, applied in several domains, one of which is cultural heritage. The present paper attempts a literature review of such approaches developed in the cultural domain. It analyzes 34 games which intend to enable a physical or virtual interaction with a cultural place and its objects. The article focuses, first, on the game genres and game plots used to cope with cultural content and then it investigates the contexts of use in which games for culture are applied and the social relationships they create. Finally, given the need for a better understanding of games effectiveness for learning and training, we examine the reported outcomes of the reviewed games.
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Bulletin of the Geological Society of Greece, Sep 19, 2018
The possible exploitation of eastern Samos emery deposits during the antiquity is explored, takin... more The possible exploitation of eastern Samos emery deposits during the antiquity is explored, taking into account the attested emery mining on the island, during the 19th and 20th c. A.D. Is it possible that Samos diasporitic emery had been used in a similar way with the diasporite and/or corundite emery of Naxos, the main and best known emery source in the Aegean archipelago? As a first step for the investigation of this question, existing geological and historical data on Samian emery are collated and then examined with reference to the Naxian mineral. As far as the mineralogical structure of the Samos emery is concerned, besides the existing data, XRD mineralogical analysis, XRF/ICP major and trace element analysis and SEM-EDS micro-analysis was conducted, in order to recognize specific features of the Samos diasporite deposit. Finally, the few known archaeological findings that may indicate a probable ancient exploitation of the Samos emery are presented, underlining the need of further geological and archaeological research in the Aegean Region and Western Anatolia, in order to draw wider conclusions.
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Bulletin of the Geological Society of Greece, 2010
"During the school year 2007-08 the environmental team of Naxos 2nd Junior High school accomplish... more "During the school year 2007-08 the environmental team of Naxos 2nd Junior High school accomplished the project entitled “Following the traces of naxian emery”. The emery related topic was chosen due to the great importance of this mineral to the island’s life and geoenvironment. The main purpose of this project was to inform the students and also a broader public, outside Naxos, about emery - a material that played, since antiquity, a significant role in naxian society and culture, and Greek history in general. The project also intended to sensitize the students and the local community relatively to the sustainable development of regions that suffer of population and cultural decline. In a framework of research and artistic creation, the team created educational material concerning the emery issue, which is available to other schools – “The emery educational kit”. This consisted of a) an information booklet concerning the stone, b) a puzzle game relative to emery mining, c) an educational board game about emery and d) a documentary film produced by the team and entitled “Following the traces of naxian emery”.
Key words: naxian emery, emery educational kit, constructivist learning theory, situated learning, sustainable development, Mining Park, Naxos, Cyclades."
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Thesis Chapters by Eirini Malegiannaki
The subject area of the present thesis concerns the use of serious games in the domain of cultura... more The subject area of the present thesis concerns the use of serious games in the domain of cultural heritage. In particular, its basic scope was the creation and evaluation of a collaborative narrative-based game, which can communicate cultural content, in formal and non-formal educational settings. First, the notions of play and games, which constitute overarching concepts in this thesis, are defined. Afterwards, current approaches integrating games with learning purposes are presented. Their application in the field of cultural heritage has been examined in literature reviews preceding the thesis. However, to better understand the function of games regarding cultural sites, a systematic literature review, focusing on this narrower area, was conducted. The review investigated: a) how different game genres handle cultural content, b) the relationship between gameplay, exploration and narrative, c) the games context of use, d) the social relationships they enable and e) their reported outcomes. One conclusion of the aforementioned review was that storytelling is used in games regarding cultural places, but often in a simple form. Using a narrative-based design for educational purposes is supported by several researchers, however results on the effectiveness of this approach are contradictory and further empirical data are still needed. Moreover, a combined use of cooperation and competition was found only in a few location-based games, an observation which aligns with researchers indicating this shortage and advocating this approach for learning purposes. Based on the above observations, the next aim of the thesis was the design of the story-driven game Tracers of the Past. This is based on the incorporation of scientific information—regarding tangible/intangible cultural heritage and history—into fictional narratives, additionally taking advantage of endogenous cooperation and competition. The design was implemented first as a paper-based board game and next as an interactive fiction game. The latter was developed with the authoring tool Twine and uses features of Classroom Multiplayer Presential Games, a model previously applied in games dealing with STEM subjects. Both versions of the game were evaluated, in regard to playability, learning outcomes, enjoyment, engagement and social interaction, with teenage and adult participants (n = 119) in formal and non-formal educational settings, following a multiple case research design. The evaluation included initially an exploratory study following a qualitative research methodology and next, a main study following a mixed research methodology. Apart from the individual results of the interventions with both versions of the game, which are analytically presented, an overall discussion of all the conducted interventions is attempted. These confirmed the playability of the analogue and the digital implementation of the design and its potential to offer enjoyment while facilitating collaboration and argumentation between teammates. Furthermore, the outcomes of the interventions can be considered positive in respect to the potential of the game to offer learning gains and mostly to motivate participants towards its cultural content, and to enhance engagement. These conclusions, although limited, are consistent with previous studies supporting the effectiveness of narrative-based serious games on learning, motivation and engagement.
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Papers by Eirini Malegiannaki
Key words: naxian emery, emery educational kit, constructivist learning theory, situated learning, sustainable development, Mining Park, Naxos, Cyclades."
Thesis Chapters by Eirini Malegiannaki
Key words: naxian emery, emery educational kit, constructivist learning theory, situated learning, sustainable development, Mining Park, Naxos, Cyclades."