研究実績の概要 |
To engage the student developers in the active design and construction of their learning environments both in the 3D virtual space and the real-world lab, the virtual Fukushima space was designed for training and familiarity with virtual maneuvers, interactions and ‘emotion-mind’ conflict that often results in motion sickness when using the Oculus Rift 3D Head Mounted Display. The students’ development of the Synthetic Learning Environment began to represent the desired education paradigm shift. The students began to learn from each other “through a dynamic form of reciprocal apprenticeship, exploring creative solutions to problems, negotiating worldviews, and socially constructing skills and knowledge” (Marone, 2016). The students were also able to transfer their own learning to unique situations. They began to transfer knowledge, generalize concepts experienced in developing the virtual Fukushima, its components and its activities. Through their transboundary interactions the students developed communication and social skills, digital literacy, and recognition of multi-modal literacies. These are the traits often considered of experts. Through pedagogic partnerships and mutually informative collaborations, students started to think like designers, think like programmers, and think in a shared construction space. They were creating a Synthetic Learning Environment through shared modelling, designing and programming. Essentially, students were learning ‘in’ technology. They were working in an ‘antidisciplinary’ space.
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