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Multimodal Technologies and Interaction

Multimodal Technologies and Interaction is an international, peer-reviewed, open access journal on multimodal technologies and interaction published monthly online by MDPI.

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All Articles (934)

  • Article
  • Open Access

A Serious Game for Learning About Water Conservation in a Science Museum Setting: An Evaluation Study

  • Iolie Nicolaidou,
  • Christina Karanikola and
  • Marlen Vasquez
  • + 3 authors

In water-scarce countries, students need to develop prosocial behaviors in relation to water conservation and sustainability. Studies that used games to develop water conservation skills for primary school students did not use digital games; they focused on formal learning settings and did not measure students’ knowledge of water conservation. The study addresses these gaps by designing and evaluating a serious game on water conservation for students in a museum setting. The study used an explanatory sequential mixed-methods design with 99 students (ages 10–12) who visited a Water Museum and played the game on tablets. The study evaluated the game’s potential effectiveness in supporting students’ learning of water conservation concepts and the game’s usability. Data sources included a pre- and post- test, a usability questionnaire, and semi-structured interviews. Results indicated statistically significant learning gains (t (98) = −11.84; p < 0.001) and a usability rating of 5.5/7 (SD = 1.39). Interviews showed that most students acquired declarative knowledge while actively participating in game activities and enjoyed playing. The study enhances our understanding of effective, engaging methods for supporting students’ learning about water conservation through games in museum settings. Design implications for serious games implemented in informal settings are drawn.

Screenshots of the introductory video in the game showing the two game characters being transported back in time after a stormy night, in the old city of Limassol, Cyprus.
  • Article
  • Open Access

The assessment of teachers’ digital competence has become a key challenge for educational systems seeking to foster effective multimodal, online, and blended learning environments. This study examines the level of self-perceived digital competence and educators’ readiness to design, implement, and support multimodal learning experiences across all educational levels in Galicia, Spain. A descriptive cross-sectional study was conducted using the DigCompEdu Check-In questionnaire with a sample of 1550 teachers. The findings reveal a generally intermediate level of digital competence across educational levels, with significant differences between educational stages in several dimensions of the DigCompEdu framework. Teachers reported stronger competences in professional engagement and digital resources, while lower levels were observed in learner empowerment and the facilitation of students’ digital competence. These results suggest that, although teachers possess a solid foundation for the use of digital technologies, important challenges remain regarding their preparedness to promote active participation, autonomy, and digital engagement in multimodal learning environments. The dimensions most closely associated with the design and facilitation of multimodal educational experiences, particularly digital resources, teaching and learning, learner empowerment, and the development of students’ digital competence, highlight the need for targeted professional development initiatives. The study provides a comprehensive baseline for evaluating teachers’ readiness for multimodal online and blended learning before the full implementation of the European Digital Education Action Plan 2021–2027. Consequently, it offers valuable evidence for assessing the future impact of European policies aimed at strengthening digital education and supporting innovative multimodal teaching practices.

Percentages of competence levels.
  • Brief Report
  • Open Access

We conducted an exploratory evaluation of multimodal LLM performance on a maze-solving and path-drawing task. The task required the model to find and draw, on a supplied image of a maze, a path from the starting point to the exit without crossing the walls. We tested proprietary models Grok, Gemini-3, ChatGPT-4o, and ChatGPT-5.2 on 20 mazes (10 with a path from the start to the exit and 10 without one). Each problem was presented five times in random order. We also tested the effect of language by presenting separate prompts in English and Croatian, resulting in a total of 200 trials per model (100 trials per language). We found that only ChatGPT-5.2 consistently produced correct answers in both verbal and visual modalities. We further examined drawing errors made by other models, such as visual hallucinations (inventing a new, unrelated maze), failing to connect the starting point to the exit, crossing the walls, and walking on the walls. We also conducted an exploratory study on the LLMs’ metacognitive judgments about their performance.

Examples of mazes used in the study: (a) the corner maze with the path; (b) the corner maze without the path; (c) the midline maze with the path; and (d) the midline maze without the path between the starting point X and the exit point Y.
  • Article
  • Open Access

Letters from the Past: Sequenced Multimodal Learning for Historical Empathy in Museums

  • Dimitra Petousi,
  • Akrivi Katifori and
  • Maria Roussou
  • + 3 authors

Museums increasingly employ digital playful experiences to engage younger audiences, yet designing for both engagement and deeper historical understanding remains challenging. This paper presents Letters from the Past, a sequenced multimodal museum learning experience designed to foster historical empathy among middle-school students. The experience combined three interconnected phases: (1) digital storytelling through historical letters and contextual information, (2) a mobile scavenger hunt game linking narratives to museum objects, and (3) collaborative creative writing in which students composed responses from historically situated perspectives. We report findings from an exploratory mixed-method field study with 37 students aged 12–15, using questionnaires, interviews, observations, and analysis of collaboratively written letters. The results indicate that the multimodal playful sequence supported high levels of engagement, collaborative meaning-making, and emotionally grounded interpretations of the past. Students reported high levels of engagement and perceived learning, while interviews and observations highlighted enjoyment, collaboration, object discovery, and engagement with historical content. The collaboratively written letters provided qualitative evidence of historical perspective-taking and affective connection: students adopted historically situated voices, incorporated historical and material elements, and produced imaginative yet historically plausible elaborations of the scenarios. These findings document forms of engagement, meaning-making, and historical empathy emerging within the complete experience. The paper discusses how the observed patterns relate to the theoretically motivated progression from narrative encounter through material exploration to collaborative reinterpretation and considers implications for the design of multimodal museum learning experiences.

Snapshots of the Letters from the Past activities. Left—letter writing (phase 3). Students gathered around their jointly produced response letter while discussing and composing the text. The photograph illustrates the collaborative organization of the final phase, through which students negotiated and externalized their interpretation of the historical scenario. The resulting group letters constituted one of the qualitative data sources subsequently analyzed in the study. Right—mobile-mediated scavenger hunt (phase 2). A student group using the mobile device while moving through the museum gallery in search of the exhibits associated with their selected historical letter. The photograph illustrates how the second phase combined digital guidance, physical navigation, peer collaboration, and direct encounters with museum objects, forming the object-centered exploration stage of the learning sequence.

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Editors: Ana Manzano-León, José M. Rodríguez Ferrer
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Multimodal Technol. Interact. - ISSN 2414-4088