{"title":"从儿童学校空间设计看基于元宇宙的学习","authors":"Neal Dreamson, Gayoung Park","doi":"10.1111/jade.12449","DOIUrl":null,"url":null,"abstract":"<p>Metaverse is understood with technological terms such as augmented reality, lifelogging, mirrored worlds, and virtual worlds, and using a metaverse platform is considered an emerging form of learning. Yet, its pedagogical features, such as self-learning, collaborative learning, and learning-by-doing, are identical to those of online learning. In this study, we argue that metaverse-based learning refers to a new reality learners create by assuming that the existence of reality is different in the metaverse. We extracted six educational values in epistemological and ontological senses, reviewing the four realities of the metaverse, including virtual reality, augmented reality, mixed reality, and extended reality, which is a way to avoid technological determinists'; approach to education. Based on the values – bottom-up, collaboration, authorship, ownership, interconnectivity, and community, primary school children's (year 5 & 6) groups (<i>n</i> = 20) redesigned 20 assigned school spaces such as classroom teacher office, science room, and music room on their chosen metaverse platforms. Throughout the thematic analysis of design artifacts, activity scenarios, and reflection & presentation, we discovered four themes: collaborative learning with co-ownership and co-authorship; being interconnected with all living and non-living things; co-participants with different roles; and transdisciplinary research-driven learning, which is used to articulate a framework for metaverse-based learning, which is different from online learning.</p>","PeriodicalId":45973,"journal":{"name":"International Journal of Art & Design Education","volume":"42 1","pages":"125-138"},"PeriodicalIF":1.1000,"publicationDate":"2023-01-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"Metaverse-Based Learning Through Children's School Space Design\",\"authors\":\"Neal Dreamson, Gayoung Park\",\"doi\":\"10.1111/jade.12449\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<p>Metaverse is understood with technological terms such as augmented reality, lifelogging, mirrored worlds, and virtual worlds, and using a metaverse platform is considered an emerging form of learning. Yet, its pedagogical features, such as self-learning, collaborative learning, and learning-by-doing, are identical to those of online learning. In this study, we argue that metaverse-based learning refers to a new reality learners create by assuming that the existence of reality is different in the metaverse. We extracted six educational values in epistemological and ontological senses, reviewing the four realities of the metaverse, including virtual reality, augmented reality, mixed reality, and extended reality, which is a way to avoid technological determinists'; approach to education. Based on the values – bottom-up, collaboration, authorship, ownership, interconnectivity, and community, primary school children's (year 5 & 6) groups (<i>n</i> = 20) redesigned 20 assigned school spaces such as classroom teacher office, science room, and music room on their chosen metaverse platforms. Throughout the thematic analysis of design artifacts, activity scenarios, and reflection & presentation, we discovered four themes: collaborative learning with co-ownership and co-authorship; being interconnected with all living and non-living things; co-participants with different roles; and transdisciplinary research-driven learning, which is used to articulate a framework for metaverse-based learning, which is different from online learning.</p>\",\"PeriodicalId\":45973,\"journal\":{\"name\":\"International Journal of Art & Design Education\",\"volume\":\"42 1\",\"pages\":\"125-138\"},\"PeriodicalIF\":1.1000,\"publicationDate\":\"2023-01-20\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"International Journal of Art & Design Education\",\"FirstCategoryId\":\"95\",\"ListUrlMain\":\"https://onlinelibrary.wiley.com/doi/10.1111/jade.12449\",\"RegionNum\":4,\"RegionCategory\":\"教育学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"0\",\"JCRName\":\"ART\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Journal of Art & Design Education","FirstCategoryId":"95","ListUrlMain":"https://onlinelibrary.wiley.com/doi/10.1111/jade.12449","RegionNum":4,"RegionCategory":"教育学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"0","JCRName":"ART","Score":null,"Total":0}
Metaverse-Based Learning Through Children's School Space Design
Metaverse is understood with technological terms such as augmented reality, lifelogging, mirrored worlds, and virtual worlds, and using a metaverse platform is considered an emerging form of learning. Yet, its pedagogical features, such as self-learning, collaborative learning, and learning-by-doing, are identical to those of online learning. In this study, we argue that metaverse-based learning refers to a new reality learners create by assuming that the existence of reality is different in the metaverse. We extracted six educational values in epistemological and ontological senses, reviewing the four realities of the metaverse, including virtual reality, augmented reality, mixed reality, and extended reality, which is a way to avoid technological determinists'; approach to education. Based on the values – bottom-up, collaboration, authorship, ownership, interconnectivity, and community, primary school children's (year 5 & 6) groups (n = 20) redesigned 20 assigned school spaces such as classroom teacher office, science room, and music room on their chosen metaverse platforms. Throughout the thematic analysis of design artifacts, activity scenarios, and reflection & presentation, we discovered four themes: collaborative learning with co-ownership and co-authorship; being interconnected with all living and non-living things; co-participants with different roles; and transdisciplinary research-driven learning, which is used to articulate a framework for metaverse-based learning, which is different from online learning.
期刊介绍:
The International Journal of Art & Design Education (iJADE) provides an international forum for research in the field of the art and creative education. It is the primary source for the dissemination of independently refereed articles about the visual arts, creativity, crafts, design, and art history, in all aspects, phases and types of education contexts and learning situations. The journal welcomes articles from a wide range of theoretical and methodological approaches to research, and encourages submissions from the broader fields of education and the arts that are concerned with learning through art and creative education.