跨太平洋转移和适应XR设计原则

C. Aguayo
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引用次数: 0

摘要

混合现实(MR,也称为XR)作为一种教育方法和教学策略,已经在教育环境和背景下探索了将现实世界和数字能力结合在一起的沉浸式学习连续体(Liu et al., 2017;Maas & Hughes, 2020)。在一项研究中,在海洋保护教育的背景下,利用课堂内外的自由选择和自主移动学习来检验有目的的教育设计,以提高生态素养,研究人员与小学生和合作伙伴共同设计了一种XR干预措施,并在新西兰奥特罗阿奥克兰北部海洋保护区附近的海洋教育中心实施(Eames & Aguayo, 2019)。XR干预措施的设计、开发和实施遵循了XR学习发展的设计原则和指导方针,分为四个主要领域:海洋科学和保护(背景);发展生态素养;教与学的考虑;以及移动学习机会(技术)(Aguayo et al., 2020)。XR干预被命名为“Pipi的世界”,包括一系列模拟和数字元素、资源和学习机会,主题是鲷鱼Pipi,一个可以向用户展示她的世界的年轻女性角色,以及海洋保护的积极影响。皮皮的世界干预包括增强现实(AR)应用程序、触发360度虚拟现实(VR)视频的二维码、高端CGI(计算机生成界面)水下VR冒险、一系列以海带森林为主题的非数字触觉体验(Smith, 2018),以及在海洋保护区的浮潜之旅。本研究的证据表明,通过在干预期间和干预后帮助学习者对海洋生态素养的一些知识和态度发展,XR干预具有教育影响(Eames & Aguayo, 2020)。在2020-2021年期间,在智利中部拉斯克鲁塞斯的类似海洋保护教育背景下,为Pipi的世界研究提供信息的框架被转移、改编和测试。当地环境与Pipi的世界有相似之处,因为这两个项目都位于海洋研究站和海洋保护区旁边的海洋教育中心内,除了为公众游客提供学习活动外,还为中小学学习者量身定制了适合当地国家课程的教育计划。从一开始,Aguayo等人(2020)开发的框架就包含了设计原则,这些原则在许多方面是通用的,但根据每个教育背景的具体特征和条件,具有足够的灵活性和适应性,可以在当地开发。遵循社会民族志和社会文化活动理论的考虑和策略(Aguayo, 2016;Engestrom, 1987;Leadbetter, 2005),以设计为基础的研究方法为框架(Amiel & Reeves, 2008),该框架在智利背景下的基础包括检查框架组件在当地背景下的可行性和适应性(例如定义海洋保护的当地主题)。这一过程是由当地的专家小组进行的,他们通过在线和对目标地点的多次访问,产生了XR干预“探索智利海洋”(explore Chile Es Mar),其中包含一系列真实和虚拟的功能,解决了智利海洋保护的优先事项,于2021年6月启动。本报告报告了导致XR干预措施Explora Chile es Mar发展的过程和关键方面,重点是原始框架在智利背景下的可转移性和适应性,包括两个案例研究之间的比较,以及对未来研究和实践的影响和建议。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Transferring and adapting XR design principles across the Pacific
The use of mixed reality (MR, also XR) as an educational approach and pedagogical strategy merging real world and digital affordances along an immersive learning continuum has been explored across educational settings and contexts (Liu et al., 2017; Maas & Hughes, 2020). In a study examining purposeful educational design using free-choice and self-determined mobile learning in and outside of the classroom in the context of marine conservation education to enhance ecological literacy, an XR intervention was co-designed with primary students and partners and implemented at a marine education centre located adjacent to a marine reserve north of Auckland, in Aotearoa New Zealand (Eames & Aguayo, 2019). The design, development, and implementation of the XR intervention followed design principles and guidelines for the development of XR learning, grouped under four main areas: marine science and conservation (the context); development of ecological literacy; teaching and learning considerations; and mobile learning opportunities (the technology) (Aguayo et al., 2020). The XR intervention was named ‘Pipi’s World’, and included a set of analog and digital elements, resources and learning opportunities themed around Pipi the snapper, a young female character who could show users her world, and the positive impacts of marine conservation. Pipi’s World intervention included an augmented reality (AR) app, QR codes triggering 360 virtual reality (VR) videos, a high-end CGI (computer-generated interface) underwater VR adventure, a series of non-digital haptic experiences themed under a kelp forest (Smith, 2018), and a snorkel tour in the marine reserve. Evidence from this study indicates that the XR intervention had educational impact, by assisting some knowledge and attitude development on learners towards marine ecological literacy during and post-intervention (Eames & Aguayo, 2020).  The framework that informed Pipi’s World study was transferred, adapted, and tested during 2020-2021 in a similar marine conservation education context in Las Cruces, in central Chile. The local context presented similarities with Pipi’s world in that both projects were based within a marine education centre situated next to a marine research station and marine reserve, with educational programmes tailored to meet the local national curriculum for primary and secondary learners, in addition to learning activities for visitors from the public. From the outset the framework developed by Aguayo et al. (2020) contained design principles that are generic in many ways but flexible and adaptable enough to be locally developed, according to the specific characteristics and conditions of each educational context. Following socio-ethnographic and socio-cultural activity theory considerations and strategies (Aguayo, 2016; Engeström, 1987; Leadbetter, 2005), framed on a design-based research methodology (Amiel & Reeves, 2008), the grounding of the framework in the Chilean context consisted of examining the viability and adaptability of the framework’s components within the local context (e.g. defining local topics of interests in marine conservation). This process was carried out with a local panel of experts, both online and over several visits to the target location, resulting in the XR intervention ‘Explora Chile Es Mar’ (explore Chile’s ocean) containing a range of real and virtual affordances addressing Chile’s marine conservation priorities, launched in June 2021. This presentation reports on the process and key aspects leading to the development of the XR intervention Explora Chile es Mar, with emphasis on the transferability and adaptability of the original framework into the Chilean context, including some comparison between both case studies, and implications and recommendations for future research and practice.
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