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Current Event Paper - The Learning Power of Reality (Augmented and Virtual…
Current Event Paper - The Learning Power of Reality (Augmented and Virtual Reality)
Educational technology innovation
Augmented reality and Virtual Reality - The ability to transform learning through immersive experiences within unique learning environments is now an ever more achievable prospect through the use of augmented and virtual realities. The article 'The Learning Power of Reality' (Pascopella & Violino, 2016) explores and outlines the uses of augmented and virtual reality technologies within a range of educational settings and
Summary and Synthesis of Article
Analysis
Pros
Learning that sticks - memorable, immersion in environment
Connects learners to content in a relevant manner
Immerses students in conceptual learning through an experiential lens - Sandbox example - Multi-sensory experience -
Experiential through use, but also collaborative in creation of content - Observation as well as doing
Technology already easily accessible present in mobile phones and tablets
Cons
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- Appreciation of ethics and etiquette in virtual worlds. Escapism - Kuo, A., Lutz, R. J., & Hiler, J. L. (2016, 11)
Intrusive technology - focus on the technology, not on the actual learning - High novelty appeal. Learners distracted from the learning focus. - Bacca
Infancy stages - Time to scale best practices, still in infancy stages - needs further exploration and development to be able to capitalise on potential. Opportunity for innovation though.
AR too much attention to virtual information - interaction with the natural world reduced - Costa and Callick - Repsond with wonderment in awe - need virtual input information, appreciation of the natural world? Bacca. Can't tell when reality stops and digital reality begins??text
Connection to course learning
- (Globalization, leveraging technology, different components of technology integrations, etc.)
Global citizenship skills - Ethics in virtual worlds, chance to increase the connection between real world and virtual worlds. Whilst also a con, opportunity. Pg 19 - Through hands on digital experience that students learn. Additionally - collaborative, communication, critical thinking skills.
SAMR - Redefinition. Learners can be exposed to realities that offer differing perspectives. Real time e.g. augmented realities -
heart beating, tour of the heart as in article.
Flattening of classroom - Flat learning. Experience and engage actively. An estute global educator takes every opportunity to connect themselves and their students to the world.
Collaboration in the digital world. Pg 133 - Fullan et al -- Collaboration deep learning task. AR and VR supports groups demonstration of learning - AR creation of digital artefacts of shared responses to stimuli creation of auras. Cosmogogy aspect is focused on student learner autonomy - whom you learn with and what you create together - e.g. Sandbox example.
Reflection
How can technology be used in your current practice or leadership? Link to learning from article and analysis to current practice
PYP self study - Teaching and learning addresses human commonality, diversity and multiple perspectives. - Opportunity to broaden experience of students other learning contexts outside of Qatar.
ELL - Multisensory conceptual learning very difficult - information learning through 2 modes at a time at best, augmented reality multisensory.
PYP Self study - Enhanced collaborative practice between teachers and students in authentic and meaningful learning engagements. Sandbox activity -