Virtual maker spaces: Enhancing student engagement through extended reality in the Co-creation of learning spaces

Jason Zagami
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Abstract

This study investigates the integration of virtual reality (VR) platforms, CoSpaces and Minecraft, and artificial intelligence (AI) tools into primary school technology education courses, focusing on their role in virtual maker spaces. With a quasi-experimental design, 140 pre-service teachers engaged in designing and using virtual classroom spaces, alternating between CoSpaces and Minecraft to examine the strengths of each platform. Virtual maker spaces served as collaborative environments where participants explored creative classroom layouts, instructional strategies, and the application of constructivist and situated learning theories. Findings revealed significant improvements in pedagogical confidence and understanding, with Minecraft excelling in fostering creativity and complex designs, while CoSpaces facilitated rapid prototyping and interactivity. High engagement and collaboration scores underscore the value of virtual maker spaces in simulating real-world teaching scenarios. Regression analysis identified self-efficacy as a key predictor of success, and rubric evaluations highlighted the educational relevance and innovation in virtual classroom designs. This research contributes to the growing discourse on immersive technologies in teacher education, providing actionable insights into the use of virtual maker spaces to prepare future educators for technology-rich classrooms.
虚拟创客空间:通过扩展现实在共同创造学习空间中提高学生参与度
本研究调查了虚拟现实(VR)平台、CoSpaces和Minecraft以及人工智能(AI)工具在小学技术教育课程中的整合,重点关注它们在虚拟创客空间中的作用。通过准实验设计,140名职前教师参与了虚拟教室空间的设计和使用,在CoSpaces和Minecraft之间交替进行,以检查每个平台的优势。虚拟创客空间作为协作环境,参与者可以在这里探索创造性的教室布局、教学策略以及建构主义和情境学习理论的应用。调查结果显示,教学信心和理解能力有了显著提高,《我的世界》在培养创造力和复杂设计方面表现出色,而CoSpaces则促进了快速原型制作和互动。高参与度和协作得分强调了虚拟创客空间在模拟现实世界教学场景中的价值。回归分析发现自我效能感是成功的关键预测因素,标题评估强调了虚拟教室设计的教育相关性和创新性。这项研究促进了沉浸式技术在教师教育中的发展,为使用虚拟创客空间为未来的教育工作者准备技术丰富的教室提供了可行的见解。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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