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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>An Embodied Perspective of Open Educational Resources (OERs) Collaborative Design supporting Self-determined and Autonomous Learning</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Annaleda Mazzucato</string-name>
          <email>annaleda.mazzucato@gmail.com</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Joanna Kic-Drgas</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Adam Mickiewicz University</institution>
          ,
          <addr-line>Al. Niepodległości 4, Poznań, 61-874</addr-line>
          ,
          <country country="PL">Poland</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>University of Naples Federico II</institution>
          ,
          <addr-line>Via Porta di Massa 1, Naples, 80133</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>In the framework of the EULALIA project (Enhancing University Language courses with an App powered by game-based Learning and tangible user Inter-faces Digital Creativity Enhanced in Teacher education) the authors develop a blended embodied approach to cultural competence education by using scenario based and multisensorial methodologies applying Tangible User Interfaces (TUIs) and Mobile Learning. Combining virtual and multisensorial physical dimensions thanks to the application TUIs and VR elements, situational affordances are distributed across a network of Learning Objects (Smart) storing a variety of digital contents. Exploring a physical map the user experiment learning scenarios constructing personal meanings, self-directing and serf regulating their learning path. In this view, the students and teachers are able to creatively, and collaboratively design Open Educational Resource (OER), co-creating their Language Learning Strategy (LLS), in the form of a game scenario. The paper explores the potential of OERs co-design approach in the in the educational context presenting the EULALIA workshops experience.</p>
      </abstract>
      <kwd-group>
        <kwd>1 Tangible User Interfaces</kwd>
        <kwd>Scenario Based Learning</kwd>
        <kwd>Digital Game Based Learning</kwd>
        <kwd>OERs</kwd>
        <kwd>Collaborative learning</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction 1.1. An embodied approach to cultural and language learning</title>
      <p>
        has the structure of a serious game in which the player deals with multidimensional data through a
gamified learning experience in which visual and spatial, auditive and tactile aspects interact using TUI
applications [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. EULALIA is a technology enhanced learning tool providing multimodal
communication and multisensory applications that transform the approach to language learning,
immersing the player/learner in a simulated scenario that situate the knowledge in a context with an
interactive storytelling approach [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. Scenario-based learning (SBL) provides meaningful learning
experiences by engaging students in authentic environments to support reflective practices and active
learning in a real-world problem and in a subsequent solution finding process [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. Within EULALIA
the narrative of scenarios is hinged on tangible and intangible cultural elements and interactions built
as problem-oriented tasks. In language learning, scenarios facilitate language learners to practice in real
life simulated situations. TUIs paradigm allows a continuous interaction between user and digital
interface, e.g. a software installed on PC or smartphone. This interaction is granted through tangible
objects that can stimulate different senses, including touch, smell and taste. The users interact with the
digital interfaces and is guided to perform actions within scenarios whose elements are anchored to
physical and real objects, characterizing elements of the tangible and intangible cultural heritage.
      </p>
    </sec>
    <sec id="sec-2">
      <title>2. Development of multimodal-multisensory learning scenarios</title>
      <p>
        The software allowing the scenarios development and logic is STELT (Smart Technologies to
Enhance Learning and Teaching) [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ], which also encompasses the communication protocols of the
hardware (RFID/NFC readers) that support the use of tangible interfaces application [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. These
materials permit to link together smart technologies and physical materials, uniting the manipulative
approach and digitalized technologies [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. STELT can be a very flexible and useful tool to develop
inter-active and engaging learning environment. Each object, namely smart object [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ], is equipped
with a RFID/NFC supporting the connection object-meaning, making possible its association to a
multisensory learning scenario [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. The App2 was created as a first prototype of the EULALIA project3
funded by European Commission developed for Android devices. In this context, a learning activity is
deployed through a quest on a physical map by browsing with the phone equipped with NFC sensor,
which represents the sensitive STELT point. Each interaction on the map by browsing and searching
the next answer is part of the learning experience exploring the mart objects that store cultural contents
and language meanings. As scenarios are sequences of communicative situations, they offer a means of
incorporating Common European Framework of Reference for Languages (CEFR) descriptors into
language learning path. In language learning, scenarios facilitate language learners to practice in real
life simulated situations. A CEFR-based scenario provides a set of real-world variables, including a
domain, context, tasks, language activities and, in which “Can-Do” descriptors can be integrated as
learning objectives, together with aspects of strategic, pragmatic and linguistic competence as enabling
objectives, and quality criteria for evaluation purposes [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ].
2 https://play.google.com/store/apps/details?id=it.smarted.eulalia&amp;hl=en
3 eulaliaproject.eu/
      </p>
    </sec>
    <sec id="sec-3">
      <title>3. Using Open Educational Resource (OER) design as a framework supporting self-determined, autonomous learning and collaborative leaning</title>
      <p>
        Conceived as a tool supporting cultural and language education, EULALIA scenarios focus on three
main fields, namely: 1) cultural heritage and traditions, 2) daily life situations, 3) second language
acquisition. Such scenarios are delivered through language domain activities (i.e. Scratch) [
        <xref ref-type="bibr" rid="ref15 ref16">15, 16</xref>
        ]; and
tangible user interfaces applications [
        <xref ref-type="bibr" rid="ref17 ref18 ref19 ref20">17, 18, 19, 20</xref>
        ]; supporting technology enhanced language learning
strategies [
        <xref ref-type="bibr" rid="ref21 ref22 ref23 ref24">21, 22, 23, 24</xref>
        ]. By using the STELT system, the prototype provides an easy to use
mechanism to design and develop new learning scenarios that allow students to explore, trough tasks,
an interactive map embedding cultural and language domain contents within tangible objects. In this
view, the students and teachers are able to creatively design an Open Educational Resource (OER) [25],
co-creating their Language Learning Strategy (LLS), in the form of a game based scenario. In this
process, students become responsible to construct their learning experience, moving from consumers
to co-producers [26]. The pedagogical approach underpinning the development of OERs is based on
the concept that situational affordances are distributed across a network of learning objects (smart)
storing a variety of digital contents and take place when learners collaboratively and creatively generate
new contents connections developing new knowledge artefacts [27], self-directing and serf regulating
their learning path. Furthermore, in the context of EULALIA OERs development reflects a
collaborative and peer-to-peer approach, where teachers guide the tasks and learners acted as sense
makers [28]. Learning occurs as learners are able to probe their own construction of meaning against
others’ understandings; essentially negotiating meaning and knowledge [29].
      </p>
      <p>A participatory approach was adopted in the phase of EORs development, in form of focus group
workshops, stimulating dynamic discussion among students participants guided by a moderator, a
schoolteacher of a HEIs lecturer, in such a way that all group members are engaged and active creating
the scenarios. OER Authoring tool [30], in form of a scheme supporting the advancement of the scenario
storytelling process, was provided, in line with digital game-design tasks logic [31]. The tool supports
the collection of information related to each interaction/task the user will play while exploring the map.</p>
    </sec>
    <sec id="sec-4">
      <title>3.1. EULALIA Workshops</title>
      <p>An integral part of the IO3 lifespan (OERs development) task of the EULALIA project and a unique
opportunity to dissimilate the first project developments were workshops organised by project
participants (University of Naples Federico II (UNINA), Universitat d’Alacant/Universidad de Alicante
(UA), Uniwersytet im Adama Mickiewicza w Poznaniu (AMU) and Università ta’ Malta (UM). During
the workshops organised between November 2020 and March 2021 lecturers and professors from
EULALIA partner universities taught how to use of OER Authoring tool and the App. The first
workshops targeted at researchers, lecturers, professors, etc. involved in teaching Erasmus students.
The idea of the project-leading organisation was to share the development of the project with teachers
from institutions not involved in the project directly so that they also can benefit from the project
findings. During the first day of the workshop, the methodological aspects were presented whereas
during the second day practical activities were organized to involve the participants also into initial
OER development. The workshop was divided into the following steps:
 EULALIA project presentation;
 EULALIA model (IO1) and integration in language course routine;
 Introduction to the Tangible User Interfaces paradigm;
 Introduction and description of the EULALIA APP and their OER Authoring Tools;
 Design of the project OER in the form of game/exercise for language learning/teaching;
 Demonstration of a typical game developed with EULALIA APP, with the digital interface and
with the tangible interface (one example for each template of OER);
 Implementation of the OERs, also with tangible material.</p>
      <p>Approximately 100 among teachers and researchers participated in the workshop. A second
workshop was organized following a similar path but involving approximately 2002 Erasmus students
participating in the courses offered by EULALIA partner universities.</p>
    </sec>
    <sec id="sec-5">
      <title>3.2. Examples of OERs created during workshops</title>
      <p>Both for teachers and students taking part in EULALIA workshops it was the first opportunity to
work with EULALIA App, nevertheless the results of the cooperative teamwork were approximately
50 scenarios developed during the workshops with teachers and students. Topics of the OERs developed
by teachers and students referred to cultural issues (well-known places, eminent people, sightseeing),
potential issues that Erasmus students have to deal with in a foreign country (administration, using
means of transport, accommodation, shopping), or related to university functioning (library, Deans
office, official documents etc.), in line with the findings of the needs analysis conducted at the beginning
of the project. The most common situations were related to Erasmus students needs to use the local
language for shopping (71.9 %), transports (64.9 %), university facilities (61.6 %) and accommodation
(56.2 %). The OERs have different levels of language advancement from A1-B2 (CEFR).</p>
      <p>The user, can either interact through a virtual or physical map, the different symbols (smart objects)
store different digital contents of the situational affordances network. Each interactive object on the
map constitutes an interoperable Learning Object [32, 33, 34] that can be reused to combine a different
instructional learning path. For example, the outline of the eagle in Figure 4, which is the symbol of
Poland, could be a virtual or physical shape, where virtual or physical symbols related to Polish Nobel
Prize winners have been placed. During the workshop, students were asked to match the objects on the
map with specific Nobel Prize winners including details that could provide additional cultural
information about the Nobel winners. For example, the name of the radioactive element is connected
with the person of Marie Skłodowska-Curie, who was awarded the Nobel Prize for the invention and
description of this element, which she named polonium in honor of Poland. When using the interactive
map as a tool to support mainstream curriculum, the student is called to interact placing the physical
symbol on Polish Nobel Prize winner. If correctly placed, the system provides a confirmation statement
(Great, bravo, Great job!). At the same time, the application allows the student to read or hear the
information provided about the person in two language versions (in this case Polish and English). If the
student does not complete the task correctly, he/she is encouraged to try again.</p>
    </sec>
    <sec id="sec-6">
      <title>3.3. Evaluation of EULALIA Workshops</title>
      <p>At the end of the workshops both students and teachers participants evaluated the event through an
online anonym survey and invited to share their suggestions regarding the application in an open
discussion. The results gathered clearly showed the great potential of the project and the interest not
only of the teachers but also of the students themselves. At the same time, it is worth emphasising that
among the advantages mentioned by the participants, it was highlighted that the App is an
unconventional, engaging, usable and effective tool supporting learning, particularly in relation to the
multimodal interaction it allows. Furthermore, it was mentioned that the opportunity to physically
interact, activates a sense of personal control over a cooperative challenge, adaptable to meet learners’
abilities, that enhace motivation, concentrations, engagement, and confidence that introduce a flow
state, which in turn predicts increased performance [35, 36, 37]. Flow is in fact supported when an
activity challenge meets the learner’s abilities and creates an ideal level of arousal, meaning it creates
neither anxiety nor boredom [38]. Positively related to achievement, engagement does increase when
activities are tailored to the personal needs and emotional state of the learner [39].</p>
    </sec>
    <sec id="sec-7">
      <title>4. Conclusion and future directions</title>
      <p>This paper presents the structure of a game application embodying multisensorial learning
experiences via TUI application and presents the theoretical framework underpinning its deployment.
The game application can support the implementation of blended cultural competence education paths,
including scenarios in three main fields, namely: 1) cultural heritage, 2) daily life situations, 3) langue,
incorporating Common European Framework of Reference for Languages (CEFR). The OERs
codesign phase involving students as well as schoolteachers and HEIs lecturers resulted in the
implementation of reusable OERs.</p>
      <p>The next step brings to the piloting of EULALIA methodology in the formal teaching and learning
context, following teachers and lecturers training on how to use and embed the tool within the activities
part of the curriculum. During the piloting phase, data will be collected, both qualitatively and
quantitatively, to assess the following dimensions: development of language competencies, learning of
cultural aspects of a city/country different from that of origin, personal development, and impact on the
teaching and learning practice.</p>
    </sec>
    <sec id="sec-8">
      <title>5. Acknowledgements</title>
      <p>EULALIA (Enhancing University Language courses with an App powered by game-based Learning
and tangible user Interfaces Digital Creativity Enhanced in Teacher education) is co-founded by the
Erasmus+ programme of the European Union, in the call Key Activity 2 – Strategic Partnership (Grant
Agreement 2019-1-IT02-KA203-063228) and runs between October 2019 and September 2021. The
European Commission's support for the production of this publication does not constitute an
endorsement of the contents, which reflect the views only of the authors, and the Commission cannot
be held responsible for any use which may be made of the information contained therein.</p>
    </sec>
    <sec id="sec-9">
      <title>6. References</title>
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