通过沉浸式技术支持学术参与

Calkin Suero Montero, Naska Goagoses, H. Winschiers-Theophilus, Nicolas Pope, Tomi Suovuo, Erkki Rötkönen, E. Sutinen
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引用次数: 0

摘要

学业参与是指学生参与学校教育的整体质量,包括他们的活动和目标,以及他们与同龄人和教育者的联系。许多研究考察了在物理课堂环境中促进和支持学生的学术参与。然而,教育领域正在经历从面对面教学到在线同步/异步教学的转变,这影响了学生的参与度。这种变化增加了开发和适应数字技术的需求,这些技术可以支持学生参与整个在线学习过程,并使他们适应新的教育规范。对沉浸式技术开发和实施的基础研究可以提供一条前进的道路,但我们认为,这些技术的发展需要以当前的教学和心理学理论为指导。因此,在本文中,我们首先考察了经验证实的沉浸性框架,并确定了在开发新的沉浸式技术时需要考虑的方面。然后,我们简要回顾了技术增强学习环境的文献,以确定沉浸式技术(即虚拟现实(VR),增强现实(AR)和3D体积视频)如何支持(或没有)参与。最后,我们已经开始开发我们的内部技术,一种沉浸式3D视频原型,我们展示了技术设置以及我们正在实施的共同创造过程,以指导其发展。基于教育学和心理学的研究,我们强调了几个重要因素,包括教师角色的重要性,师生互动和学生互动的重要性。这些因素有助于指导我们在共同创造会议期间的定性数据收集,以揭示学生和教师对沉浸式技术应提供的支持的参与的新观点。我们的工作为教育工作者、技术设计师和研究人员提供了关于重要教育框架和指导我们开发沉浸式技术以支持学术参与的考虑因素的见解。”
本文章由计算机程序翻译,如有差异,请以英文原文为准。
SUPPORTING ACADEMIC ENGAGEMENT THROUGH IMMERSIVE TECHNOLOGIES
"Academic engagement refers to the overall quality of students’ involvement with schooling, including their activities and goals, as well as their connections with peers and educators. Much research has examined the facilitation and support of students’ academic engagement within physical classroom settings. However, the field of education has been experiencing a shift from the status quo modus operandi of face-to-face instruction to online synchronous/asynchronous instruction, which has impacted students’ engagement. This change has increased the demand to develop and adapt digital technologies that can support the engagement of students throughout online learning processes and their adjustment to the new educational norm. Fundamental research on the development and implementation of immersive technologies could provide a way forward, however we maintain that the development of such technologies needs to be guided by current pedagogical and psychological theories. Hence, in this paper, first we examine empirically substantiated frameworks of engagement and identify aspects that require consideration when developing new immersive technologies. Then, we present a succinct review of the technology-enhanced learning environments literature to determine how engagement has (or has not) been supported through immersive technologies, i.e., virtual reality (VR), augmented reality (AR), and 3D volumetric video. Finally, having embarked on the development of our in-house technology, an immersive 3D video prototype, we present the technology setup alongside the co-creation process that we are implementing to guide its development. Based on pedagogical and psychological research, we highlight several vital factors substantiating students’ engagement, including the significance of the teacher’s role and the importance of teacher-student and student-student interactions. These factors serve to guide our qualitative data collection during co-creation sessions to uncover students’ and teachers’ new perspectives of engagement in relation to the affordances that immersive technologies should offer. Our work presents insights to educators, technology designers and researchers about important educational frameworks and considerations directing our development of immersive technologies in support of academic engagement."
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