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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Orchestrating the Technology-Enhanced Embodied Learning Classroom via Learning Stations Rotation: A case study</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Cyprus Interaction Lab, Department of Multimedia and Graphic Arts, Cyprus University of Technology</institution>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Kinems, Inc.</institution>
          ,
          <addr-line>New York</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Marianna Ioannou</institution>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>Research Center on Interactive Media</institution>
          ,
          <addr-line>Smart Systems and Emerging Technologies (RISE)</addr-line>
          <country country="CY">Cyprus</country>
        </aff>
      </contrib-group>
      <fpage>25</fpage>
      <lpage>28</lpage>
      <abstract>
        <p>This work presents a case study of orchestrating a technology-enhanced embodied learning experience in an authentic classroom. As new technologies (e.g., motion-based technologies, natural user interfaces) and emerging pedagogies (e.g., embodied learning) find their way into the classroom it is extremely important to advance our knowledge of how to improve practice with respect to planning and orchestrating the classroom environment. This case study presents researchers and teachers' efforts in orchestrating a technology-enhanced embodied learning classroom in elementary education demonstrating the strategies and methods adopted.</p>
      </abstract>
      <kwd-group>
        <kwd>Embodied Learning</kwd>
        <kwd>Classroom Orchestration</kwd>
        <kwd>Learning Stations Rotation</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction and theoretical background</title>
      <p>
        The emergence of natural user interfaces, mixed reality technologies and full body
interaction technologies is thought to have created new opportunities for embodied
learning pedagogies. However, research on technology-enhanced embodied learning is
mostly conducted in controlled laboratory and idealized settings therefore, lacking a
clear focus on investigating the efficacy of such pedagogies in authentic educational
environments
        <xref ref-type="bibr" rid="ref5">(Karakostas, Palaigeorgiou &amp; Kompatsiaris, 2017)</xref>
        . Some recent work on
technology-enhanced embodied learning in authentic classrooms points to issues of
classroom orchestration and relevant factors contributing (positively or negatively) to
the learning experience
        <xref ref-type="bibr" rid="ref1 ref1 ref2 ref2 ref3 ref3">(e.g., Ioannou, Georgiou, Ioannou, Johnson-Glenberg, 2019;
Georgiou, Ioannou &amp; Ioannou, 2019)</xref>
        .
      </p>
      <p>
        Orchestrating learning in the technology-enhanced classroom is not a novel topic.
Yet, as technology and pedagogy evolve, so does the need for new methods and
techniques for teaching and learning. Orchestration is defined as “the process by which
teachers and other actors design, manage, adapt and assess learning activities, aligning
the scaffolding at their disposal to achieve the maximum learning effect, informed by
theory while complying pragmatically with the contextual constraints of the setting”
        <xref ref-type="bibr" rid="ref8">(Prieto, Holenko-Dlab, Abdulwahed, Gutiérrez &amp; Balid, 2011)</xref>
        . Currently, researchers
and practitioners are lacking methods and strategies of orchestrating the
technologyenhanced embodied learning classroom, as both embodied learning technology (e.g.,
motion-based technologies, games) and embodied learning pedagogy (e.g., embodied
are relatively new to the educational arena
        <xref ref-type="bibr" rid="ref4 ref4 ref6 ref6 ref7 ref7">(e.g., Kosmas, Ioannou &amp; Zaphiris, 2018;
Kosmas, Ioannou, Retalis, 2017; Ioannou &amp; Ioannou, 2018)</xref>
        . In this spirit, the
overarching research question of this study is: What methods and strategies can be used for
technology integration and orchestration of embodied learning in an authentic
classroom?
2
      </p>
    </sec>
    <sec id="sec-2">
      <title>Method</title>
      <sec id="sec-2-1">
        <title>Participants</title>
        <p>Participants were fifty-two 1st graders (aged 6-7 years old) who were enrolled in three
classrooms in a public primary school and five in-service teachers (three mainstream
teachers, a speech therapist teacher and a special education teacher).</p>
      </sec>
      <sec id="sec-2-2">
        <title>Procedures</title>
        <p>Via a co-design process, researchers and educators endeavored to co-design the
technology-enhanced embodied learning environment in an authentic school classroom
with mixed ability students. A learning stations rotation model was adopted which
allows students to rotate through stations on a fixed schedule. Students were assigned in
mixed ability groups of four. The domain was language and all activities were directly
linked to the curriculum goals of the unit (i.e., spelling of words of different length).</p>
        <p>Four stations were set in each classroom. Two of the stations utilized technology and
the other two utilized conversional paper-and-pencil tools. The technological stations
comprised of (i) a kinect-based learning game from Kinems (see “Lexis” game at
https://www.kinems.com/) projected on a portable screen-surface and (ii) a learning
game played on the interactive whiteboard which was already fixed in the classroom.
Both games were about language learning – a missing letter game – allowing children
to practice their skills on word spelling by dragging letters into words, using the hands
and arms. The paper and pencil stations were also related to word spelling (crosswords,
spelling games and word and pictures matching games). Overall, the stations were
conceptually connected and the activities built on each other to promote learning in the
domain of language, linked to the school curriculum.</p>
        <p>At the beginning of the session, the researchers introduced the use of the Kinect camera
(new to the students) and the Kinect-based application (how to grasp items). Students
were already familiar with the use of the interactive whiteboard and of course, paper
and pencil activities in groups. The lesson lasted approximately 80 minutes. The lesson
plan was replicated in three different classrooms (n=52 students). Data were gathered
via a group interview with the participating teachers at the end of the learning
intervention. The group interview aimed at understanding teachers’ experience of orchestrating
the technology-enhanced embodied learning experience, enacted via the learning
stations rotation model.
According to the participating teachers design/planning was the most important factor
for the successful technology integration and orchestration of embodied learning.
Teachers evaluated the co-designing process as a positive factor contributing to the
success of the technology-enhanced embodied learning experience. Using the learning
stations rotation model was also perceived as crucial. The teachers thought that rotation
between stations with a variety of activities kept students’ interest and engagement at
high levels and promoted active learning. As the teachers further explained, during the
lesson the teacher became a coach in supporting and scaffolding the learning activities,
rather than delivering information. According to them, teacher monitoring and
scaffolding (e.g., hints and prompts) as well as peer feedback contributed positively to
students’ learning. The teachers further evaluated the integration of the technology as
educationally beneficial.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>4 Discussion</title>
      <p>Technology-enhanced embodied learning can be an engaging experience for the
learners. However, it requires new strategies and methods for classroom planning and
orchestration. The learning stations rotation model and associated classroom
orchestration strategies presented in this paper could be further refined based on classroom
implementations across varying schools and in different domains.</p>
    </sec>
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