Fig 5 - uploaded by Stéphanie Philippe
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Top-left chart: Setting a multimodal strategy by using the 'argumentation debate'. Topright chart: Selecting the 'audio' tool. Bottom-left chart: Selecting a 'classroom' location card. Bottom-right chart: Selecting a museum location card.

Top-left chart: Setting a multimodal strategy by using the 'argumentation debate'. Topright chart: Selecting the 'audio' tool. Bottom-left chart: Selecting a 'classroom' location card. Bottom-right chart: Selecting a museum location card.

Source publication
Conference Paper
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STEAM is a serious game developed as a medium for helping teachers to experience multimodality for teaching and learning. A design-based paradigm is adopted to elucidate how in-game design elements coupled with learning may visualize in-game multimodal representations. Multimodality is experienced as a process of creating meaning though connecting...

Context in source publication

Context 1
... may choose any of the card decks from strategies, tools and locations categories and then suggested combinations are provided by the game. For example, if players select the argumentation debate card from the strategy category then a suggestion pops up combining a blog tool and a home location (see Figure 5). The number of card combination that a player can make is indicated and also the game highlights the available cards for activities and location, once a strategy has been selected as a way for grouping multimodal strategies with associated tools and locations. ...

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... A game design and usability study of the STEAM game revealed that it balances game mechanics with multimodal learning elements as means to offer a semiotic resource that may help teachers to understand the different meanings of multimodality (e.g. Lameras, Philippe, & Oertel, 2019). The game play represents nonlinear dialogues with a non-player character (NPC) visualising a set of choices for the player to choose from. ...
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