Development of Cross-Curricular Key Skills Using a 3D Immersive Learning Environment in Schools
DOI:
https://doi.org/10.56198/v4gtgs79Keywords:
Pedagogy, 3D visualization, Cross-curricular skills, Game-based learning, Collaboration, Creativity, Self-directed learningAbstract
Pedagogical opportunities offered by 3D immersive environments are not restricted to subject-based knowledge but also include non-disciplinary and cross-curricular key skills. This pilot study introduced a large 3D scene of a non-extant architectural exhibition into teaching and learning activities at three UK schools. From observation and qualitative data capture, a comparative case study identified a number of pedagogical opportunities and challenges. Despite diverse teacher and student approaches, a number of common factors were identified including constructionist teaching methods and the suitability of 3D environments for developing cross-curricular key skills and capabilities. In relation to the literature, this paper analyses how subject-aligned use of the 3D model met with differing levels of success, identifies four key skills that emerged from student use of the model across all three schools, and considers how challenges might be translated into further learning opportunities.
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