Digital Learning Across Boundaries: Immersive technologies supporting changemaking in an international context

Authors

DOI:

https://doi.org/10.7203/realia.27.18019

Keywords:

Digital literacy, Changing society, Social dynamics, Social progress, Educational technology

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.  

 

Downloads

Download data is not yet available.

Author Biographies

Emma Whewell, University of Northampton

Senior Lecturer in Physical Education

Helen Caldwell, University of Northampton

Senior Lecturer in Teacher Continuing Professional Development

Grant Malloch, University of Northampton

Post Graduate Researcher

Beth Garrett, University of Northampton

Undergraduate Researcher

References

Alden-Rivers, B., Armellini, A., Maxwell, R., Allen, S., & Durkin, C. (2015). Social innovation education: towards a framework for learning design. Higher Education, Skills and Work- Based Learning, 5(4), 383–400. https://doi.org/10.1108/HESWBL-04-2015-0026 Azuma, R. (1997). A survey of augmented reality. Presence: Teleoperators & Virtual Environments, 6(4), 355–385. Retrieved from https://www.cs.unc.edu/~azuma/ ARpresence.pdf

 

BMJ. (2008). Qualitative research methodologies: ethnography. The British Medical Journal, 337 , 512–514. https://doi.org/10.1136/bmj.a1020

 

British-Educational-Research-Association. (2018). Ethical Guidelines for Educational Research.

 

Carmigniani, J., Furht, B., Anisetti, M., Ceravolo, P., Damiani, E., & Ivkovic, M. (2011). Augmented reality technologies, systems and applications. Multimedia Tools and Applications, 51(1), 341–377. https://doi.org/10.1007/s11042-010-0660-6

 

Cohen, L., Manion, L., & Morrison, K. (2018). Research Methods in Education. London, England: Routledge.

 

Dziedziewicz, D., Gajda, A., & Karwowski, M. (2014). Developing children’s intercultural competence and creativity. Thinking Skills and Creativity, 13, 32–42. https://doi.org/ 10.1016/j.tsc.2014.02.006

 

Faric, N., Yorke, E., Varnes, L., Newby, K., Potts, H. W., Smith, L., … Fisher, A. (2019). Younger Adolescents’ Perceptions of Physical Activity, Exergaming, and Virtual Reality: Qualitative Intervention Development Study. JMIR Serious Games, 7 (2), 126–134. https://doi.org/10.2196/11960

 

Fazio-Griffith, L., & Ballard, M. B.   (2016).   Transformational Learning Theory and Transformative Teaching: A Creative Strategy for Understanding the Helping Relationship. Journal of Creativity in Mental Health, 11(2), 225–234. https://doi.org/ 10.1080/15401383.2016.1164643

 

Hughes, J., & Maas, M. (2017). Developing 21st Century Competencies of Marginalized Students Through the Use of Augmented Reality (AR). LEARNing Landscapes, 11(1), 153–169. Retrieved from https://files.eric.ed.gov/fulltext/EJ1253490.pdf

 

Kara, H. (2015). Creative research methods in the social sciences: A practical guide. Bristol, England: Policy Press.

 

Lin, C. Y., & Chang, Y. M. (2015). Interactive augmented reality using Scratch 2.0 to improve physical activities for children with developmental disabilities. Research in Developmental Disabilities, 37 , 1–8. https://doi.org/10.1016/j.ridd.2014.10.01 

 

Maxwell, R., & Armellini, A. (2019). Identity, employability and entrepreneurship: the ChANGE framework of graduate attributes. Higher Education, Skills and Work-Based Learning, 9(1), 76–91.

 

Mclaren, P., & Crawford, J. (2010). Critical pedagogy. In C. Kridel (Ed.), Encyclopedia of curriculum studies (pp. 148–149). California: SAGE.

 

Mezirow, J. (1991). Transformative Dimensions of Adult Learning. San Francisco, CA: Jossey- Bass.

 

Mochizuki, Y. (2019). Rethinking Schooling for the 21st Century: UNESCO-MGIEP’s Contribution to SDG 4. The Journal of Record, 12(2), 88–92. https://doi.org/10.1089/ sus.2019.29160

 

Pink, S. (2013). Doing visual ethnography. London, England: SAGE.

 

Rahman, R., Herbst, K., & Mobley, P. (2016). More than simply “doing good:” A definition of Changemaker: what children, truckers, and superheroes all have in common. Retrieved from https://www.evansville.edu/changemaker/downloads/more-than-simply-doing-good-defining-changemaker.pdf

 

Schon, D. A. (1984). The reflective practitioner: How professionals think in action. New York, NY: Basic books.

 

Scorza, D., Mirra, N., & Morrell, E. (2013). It should just be education: critical pedagogy normalized as academic excellence. International Journal of Critical Pedagogy, 4(2), 15–34. Retrieved from http://libjournal.uncg.edu/ijcp/article/view/337/365

 

Strauss, A., & Corbin, J. (1998). Basics of qualitative research techniques. Thousand Oaks, CA: Sage publications.

 

Thornton, T., Ernst, J. V., & Clark, A. C. (2012). Augmented reality as a visual and spatial learning tool in technology education: Potential exists for AR to be incorporated in not only STEMeducation, but across all disciplines. Technology and Engineering Teacher, 71(8), 18–21.

 

Thorogood, J., Azuma, F., Collins, C., Plyushteva, A., & Marie, J. (2018). Changemakers and change agents: encouraging students as researchers through Changemaker’s programmes. Journal of Geography in Higher Education, 42(4), 540–556. https://doi.org/ 10.1080/03098265.2018.1460804

 

United-Nations. (1989). Convention on the Rights of the Child.


United-Nations.    (2015).   Transforming our world: The 2030 Agenda for Sustainable Development. New York: UN.

 

Welsh, M. A., & Dehler, G. E. (2013). Combining Critical Reflection and Design Thinking to Develop Integrative Learners. Journal of Management Education, 37 (6), 771–802. https://doi.org/10.1177/1052562912470107

 

Wu, H. K., Lee, S. W., Chang, H. T., & Liang, J. C. (2013). Current status, opportunities and challenges of augmented reality in education. Computers & Education, 62, 41–49. https://doi.org/10.1016/j.compedu.2012.10.024

Additional Files

Published

2021-07-15

How to Cite

Whewell, E., Caldwell, H., Malloch, G., & Garrett, B. (2021). Digital Learning Across Boundaries: Immersive technologies supporting changemaking in an international context. Research in Education and Learning Innovation Archives, (27), 19–32. https://doi.org/10.7203/realia.27.18019
Metrics
Views/Downloads
  • Abstract
    2847
  • PDF
    639
  • (Español)
    0
  • EPUB
    256
  • HTML
    623

Issue

Section

ARTICLES

Metrics

Similar Articles

1 2 3 4 5 6 7 8 > >> 

You may also start an advanced similarity search for this article.