Implementation of the "Codex Justinianus" educational scenario in a group of eighth grade students: Meaning generation in history and highlighting aspects of emotional intelligence through the utilization of digital technologies

Postgraduate Thesis uoadl:2675915 435 Read counter

Unit:
Κατεύθυνση Σύγχρονες Τεχνολογίες στην Εκπαίδευση
Library of the School of Philosophy
Deposit date:
2018-03-03
Year:
2018
Author:
Chatzigiannaki Aliki
Supervisors info:
Χρόνης Κυνηγός, καθηγητής, Φ.Π.Ψ, ΕΚΠΑ
Νικολέτα Γιαννούτσου, μεταδιδακτορική ερευνήτρια, Φ.Π.Ψ, ΕΚΠΑ
Ζαχαρούλα Σμυρναίου, επίκουρη καθηγήτρια, Φ.Π.Ψ, ΕΚΠΑ
Original Title:
Υλοποίηση του εκπαιδευτικού σεναρίου «Ιουστινιάνειος Κώδικας» από μαθητές της Β΄ Γυμνασίου: Κατασκευή νοημάτων στην Ιστορία και ανάδειξη πτυχών συναισθηματικής νοημοσύνης μέσω της αξιοποίησης των ψηφιακών τεχνολογιών
Languages:
English
Greek
Translated title:
Implementation of the "Codex Justinianus" educational scenario in a group of eighth grade students: Meaning generation in history and highlighting aspects of emotional intelligence through the utilization of digital technologies
Summary:
In this dissertation, we attempt to investigate the process of meaning generation in History when supported by a digital-games based learning environment and aspects of Emotional Intelligence emerged both through the involvement of students in activities that include argumentation and game-play. The research conducted involved four eighth grade students who voluntarily participated in the implementation of the educational scenario “Codex Justinianus’’ we designed. The subjects first participated in a debate regarding the personality of the byzantine emperor Justinian (6th century AD) and then played the “Emperor’s Internal and External Policy” games we designed. The data collected involve transcripts of student discourse (both with each other and between them and the researcher in the context of a semi-structured interview) and recording of their interactions with the games. The analysis of our data indicated that by participating in these activities students: a) managed to create meaning in history and b) collaborated in terms of Emotional Intelligence.
The research method used was based on the Design Based Research framework.
Main subject category:
Technology - Computer science
Keywords:
emotional intelligence, meaning generation, digital games, collaboration, CSCL learning environments
Index:
Yes
Number of index pages:
3
Contains images:
Yes
Number of references:
96
Number of pages:
155
File:
File access is restricted only to the intranet of UoA.

Διπλωματική Χατζηγιαννάκη Σεπτ.2017.pdf
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File access is restricted only to the intranet of UoA.