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 c...

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Main Authors: Emma Whewell, Helen Caldwell, Beth Garrett, Grant Malloch
Format: Article
Language:Spanish
Published: Universitat de València 2021-07-01
Series:Research in Education and Learning Innovation Archives
Subjects:
Online Access:https://ojs.uv.es/index.php/realia/article/view/18019
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spelling doaj-c5eb40b51a9f4649a821ba6d4e80c8222021-08-30T10:05:31ZspaUniversitat de ValènciaResearch in Education and Learning Innovation Archives2659-90312021-07-01271932https://doi.org/10.7203/realia.27.18019Digital Learning Across Boundaries: Immersive technologies supporting changemaking in an international contextEmma Whewell0https://orcid.org/0000-0002-7981-5805Helen Caldwell1https://orcid.org/0000-0002-5531-6593Beth Garrett2https://orcid.org/0000-0002-4774-4539Grant Mallochhttps://orcid.org/0000-0002-6484-3942University of NorthamptonUniversity of NorthamptonUniversity of NorthamptonThe 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.https://ojs.uv.es/index.php/realia/article/view/18019digital literacychanging societysocial dynamicssocial progresseducational technology
collection DOAJ
language Spanish
format Article
sources DOAJ
author Emma Whewell
Helen Caldwell
Beth Garrett
Grant Malloch
spellingShingle Emma Whewell
Helen Caldwell
Beth Garrett
Grant Malloch
Digital Learning Across Boundaries: Immersive technologies supporting changemaking in an international context
Research in Education and Learning Innovation Archives
digital literacy
changing society
social dynamics
social progress
educational technology
author_facet Emma Whewell
Helen Caldwell
Beth Garrett
Grant Malloch
author_sort Emma Whewell
title Digital Learning Across Boundaries: Immersive technologies supporting changemaking in an international context
title_short Digital Learning Across Boundaries: Immersive technologies supporting changemaking in an international context
title_full Digital Learning Across Boundaries: Immersive technologies supporting changemaking in an international context
title_fullStr Digital Learning Across Boundaries: Immersive technologies supporting changemaking in an international context
title_full_unstemmed Digital Learning Across Boundaries: Immersive technologies supporting changemaking in an international context
title_sort digital learning across boundaries: immersive technologies supporting changemaking in an international context
publisher Universitat de València
series Research in Education and Learning Innovation Archives
issn 2659-9031
publishDate 2021-07-01
description 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.
topic digital literacy
changing society
social dynamics
social progress
educational technology
url https://ojs.uv.es/index.php/realia/article/view/18019
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