E. Whewell, Helen Caldwell, Grant Malloch, Bethan Garrett
{"title":"跨越国界的数字学习:在国际背景下支持变革的沉浸式技术","authors":"E. Whewell, Helen Caldwell, Grant Malloch, Bethan Garrett","doi":"10.7203/REALIA.27.18019","DOIUrl":null,"url":null,"abstract":"The Digital Learning Across Boundaries: Developing Changemakers (DLAB) project uses immersive technologies in education to explore three challenges across three years: physical, personal and environmental. This paper focuses on the first of these, bringing together the themes of digital making and changemaking to cross physical boundaries by raising awareness about physical inactivity in 11 and 12 year old school pupils. Immersive technologies such as augmented and virtual reality enabled the development of empathy and intercultural understanding among participants, fostered an understanding of changemaking, and created environments for sharing prototype exergames. Research data is analysed to seek evidence of the development of changemaker attributes and impact within a sample group of 60 English school pupils. \n ","PeriodicalId":40166,"journal":{"name":"Research in Education and Learning Innovation Archives-REALIA","volume":" ","pages":""},"PeriodicalIF":1.0000,"publicationDate":"2021-07-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"3","resultStr":"{\"title\":\"Digital Learning Across Boundaries: Immersive technologies supporting changemaking in an international context\",\"authors\":\"E. Whewell, Helen Caldwell, Grant Malloch, Bethan Garrett\",\"doi\":\"10.7203/REALIA.27.18019\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"The Digital Learning Across Boundaries: Developing Changemakers (DLAB) project uses immersive technologies in education to explore three challenges across three years: physical, personal and environmental. This paper focuses on the first of these, bringing together the themes of digital making and changemaking to cross physical boundaries by raising awareness about physical inactivity in 11 and 12 year old school pupils. Immersive technologies such as augmented and virtual reality enabled the development of empathy and intercultural understanding among participants, fostered an understanding of changemaking, and created environments for sharing prototype exergames. Research data is analysed to seek evidence of the development of changemaker attributes and impact within a sample group of 60 English school pupils. \\n \",\"PeriodicalId\":40166,\"journal\":{\"name\":\"Research in Education and Learning Innovation Archives-REALIA\",\"volume\":\" \",\"pages\":\"\"},\"PeriodicalIF\":1.0000,\"publicationDate\":\"2021-07-15\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"3\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Research in Education and Learning Innovation Archives-REALIA\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.7203/REALIA.27.18019\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q3\",\"JCRName\":\"EDUCATION & EDUCATIONAL RESEARCH\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Research in Education and Learning Innovation Archives-REALIA","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.7203/REALIA.27.18019","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"EDUCATION & EDUCATIONAL RESEARCH","Score":null,"Total":0}
Digital Learning Across Boundaries: Immersive technologies supporting changemaking in an international context
The Digital Learning Across Boundaries: Developing Changemakers (DLAB) project uses immersive technologies in education to explore three challenges across three years: physical, personal and environmental. This paper focuses on the first of these, bringing together the themes of digital making and changemaking to cross physical boundaries by raising awareness about physical inactivity in 11 and 12 year old school pupils. Immersive technologies such as augmented and virtual reality enabled the development of empathy and intercultural understanding among participants, fostered an understanding of changemaking, and created environments for sharing prototype exergames. Research data is analysed to seek evidence of the development of changemaker attributes and impact within a sample group of 60 English school pupils.