Immersive interactive experiences like virtual field trips are increasingly popular in K-12 education, yet they often position youth as consumers. This paper details a design-based-research approach to developing a learning sequence that empowers students as creators of their own immersive learning experiences, grounded in principles of project- and place-based learning. An initial series of four case studies, involving six educators and 100+ youth, illustrates design milestones; highlighting that while students enjoy creating these experiences and educators recognize the pedagogical value, challenges such as time constraints and project scaffolding can impede implementation. Although these case studies represent small, non-controlled samples, findings were consistent across iterations. In response to these findings we present the VFT Creation Sequence, a suite of learning resources that uplifts the student experience and provides practical support for authentic implementation. A final case study showcases the sequence in practice in an elementary science classroom and examines domain-specific features of the student work, yielding promising results in using student products as evidence of sense-making. VFT creation can complement instruction across domains and learning contexts; the VFT Creation Sequence was designed to be easily distributed to and adapted by educators interested in integrating learner-driven digital activities into their curriculum.
STEAM approaches create new opportunities for students to develop thinking skills connected to technical and scientific education. By combining different areas of knowledge, STEAM encourages students to explore ideas from multiple perspectives and find creative solutions to challenges. This approach is highly relevant...
João Ferreira-Santos, Lúcia Pombo, M. Marques et al.· Digital· 0 citations
Findings reveal that early adopters demonstrated innovative pedagogical applications and a strong emphasis on student engagement, while non-users cited cost, access, and curriculum alignment as key barriers.
Erica Southgate, Paul Unsworth, Matt Bower et al.· Online Learning· 0 citations
The findings indicate that adapting hands-on, practice-oriented instruction to digital platforms was hindered by diminished interactivity, limited opportunities for collaboration, and difficulties in conducting practical activities, as well as unequal access to digital devices and reliable internet connectivity.
This study examines a common problem: adding digital technology to education does not always lead to real learning, a gap often called the “rich-technology, poor-pedagogy” phenomenon. Although students increasingly use social media platforms, most studies remain quantitative or focus on media development, and few captu...
Tata Wulandari Nas, S. Wahyono· Indonesian Journal of Islami...· 0 citations
This mixed-methods study examines the views of in-service English teachers (INSETs) on augmented reality (AR) and flipped learning (FL). Twenty-three INSETs participated in a pre-test-post-test study, providing data via surveys and lesson plans. Six months later, a follow-up assessment evaluated how well teachers had i...
Ayşegül Okumuş, Emine Cabı, Hacer Türkoğlu et al.· The Turkish Online Journal o...· 0 citations
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