A Framework for Participatory Creation of Digital Futures: A Longitudinal Study on Enhancing Media Literacy and Inclusion in K-12 Through Virtual Reality
Abstract
1. Introduction
2. Review of Related Work
2.1. Interdisciplinary Approach in K-12 Virtual Environments for Holistic Education
2.2. Instructional Design Key Elements for Inclusive Learning in Multi-User Virtual Spaces
2.3. DigComp Framework and Participatory Creation of Media in VR Contexts
3. Materials and Methods
3.1. Participants
3.2. Research Design and the Stages of the Intervention
- Phase I: Training on the technological level
- Phase II: Training in media and information literacy (MIL)
- Phase III: Post-training co-creation stage—VR collaborative authoring
- Phase IV: Evaluation
- Phase V: Dissemination
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- Introducing and Defining:
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- Understanding:
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- Categorizing and Applying:
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- Analyzing and Critically Evaluating:
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- Reflecting, Synthesizing, and Creating:
3.3. Research Instruments
- (a)
- Surveys with closed and open-ended questions related to
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- (Pre-course): demographics;
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- Digital and media habits;
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- Prior experiences using technologies;
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- Checklist of digital devices owned or shared with family;
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- (Post-course): the perceived usefulness of specific elements of VR experience;
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- Survey items related to students’ perceptions of social skills building and critical thinking skills development;
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- Willingness to use VR for learning in other contexts;
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- Nine items regarding digital skills enhancement through collaboration and content co-creation in a VR learning context;
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- Ten items assessing the student’s perceptions of usefulness and ease of use of the VR technology based on the Technology Acceptance Model [83];
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- Five questions related to the perceived cognitive load in the VR setting;
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- Reflective open-ended questions.
- (b)
- Pre-tests and post-tests to measure individual academic performance.
- (c)
- A journal kept by the instructor, who was also the researcher of the study, to write down observations of reactions and attitudes, and foster objectivity and consistency throughout the study.
- (d)
- Alternative (project-based) assessment based on the creation of artifacts.
- (e)
- Presentation of artifacts, evaluation, and dissemination.
- Dates;
- Activity summary;
- Observations, i.e., what stood out in terms of students’ reactions, learning experience, progress in either digital or linguistic competencies, talents, and challenges or differences across individuals or groups (group dynamics, inclusion or exclusion observed, moments of struggle, collaboration, creativity, and opportunities for equal contribution);
- Reflections, insights, and unexpected surprises/misunderstandings;
- Methodological adaptations on addressing challenges in the study procedures/on-the-spot adjustments;
- Emerging ideas that led to the creation of a checklist for recurring themes and patterns;
- Follow-up steps for the next sessions (what worked well/what would I do differently next time).
4. Results
4.1. RQ1: How Can Virtual Reality in K-12 Education Improve Learning Outcomes Through an Interdisciplinary Approach?
4.2. RQ2: How Does Participatory Culture in Content Co-Creation Help Bridge the Digital Skills Divide?
4.3. RQ3: What Are the Key Elements of Virtual Reality Interventions That Enhance Digital and Media Literacy Skills?
4.4. RQ4: What Are the Key Design Elements of Virtual Reality Interventions That Promote Inclusive Learning Practices?
5. Proposed Framework for Designing Inclusive Media Literacy Experiences in VR for Education
5.1. Rationale and Derivation of the Framework
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- Narrative Structure: Students created VR artifacts with thoughtful choices of introductory messages, legends, signals, arrows, and visual and auditory cues that facilitated a layout, a user interface (UI) to guide the user journey and create opportunities for a meaningful experience (UX) practically and aesthetically, thus telling a story. The collaborative creation of content and peer feedback (user agency) enhanced the critical discourse toward managing navigation complexity and disruptive VR learning experiences.
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- Strategic Design: Students kept refining the media that best conveyed meaning to communicate their ideas, making their texts more concise and precise, removing objects that hindered navigation using encoded messages through media such as infographics to visualize information, and creating thematic areas to chunk information and optimize cognitive load, thus encouraging schema development through the redundancy effect [86] and eliminating unnecessary information in technology-enhanced learning.
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- Representation Awareness: Designing scenarios that included engaging international peers led the design discourse to include language and symbols such as flags and traditional songs and to identify the age or cultural appropriateness of content, such as intense war scenes or videos, to avoid raising emotional stress and impact.
5.2. Framework Description
- The Narrative Structure incorporates
- Signaling and multisensory cues, such as textual, visual, and auditory cues that direct the users’ attention to specific information explaining their significance;
- A storyline, allowing users to empathize with real-world narratives and assume agency as active participants or co-creators;
- Artful thinking using metaphors, analogies, and aesthetic choices to deepen media interpretation.
- Strategic Design that fosters
- Schema formation as a cognitive framework that helps users organize and interpret information and media messages that align with prior knowledge and experiences;
- Multimedia encoding of messages through multiple channels that are suitable for VR spaces and help users contextualize complex abstract concepts;
- Optimal cognitive load by providing optimal steps and chunked guidance to reduce information noise.
- The Representation Awareness that fosters
- Bias-free and ethical learning environment that welcomes diversity in voice representation, eliminates special identity labels and discrimination, and encourages self-expression in multi-user settings;
- Respect for emotional impact to foster empathy, especially if the content is intense or sensitive and affects the users’ perceptions and emotions;
- Language and symbols for inclusive portrayal of different peoples, cultures, and identities.
6. Discussion
6.1. Improving Learning Outcomes Through an Interdisciplinary Approach in VR Learning Contexts
6.2. Technology Acceptance Model and Participatory Culture in Content Co-Creation to Bridge the Digital Skills Divide
6.3. Key Elements of Virtual Reality Interventions to Enhance Digital and Media Literacy Skills
- (a)
- Selection of Technologies: selecting appropriate technologies for VR content creation to facilitate usability and collaboration.
- (b)
- Safety and Data Protection: assuming ethical responsibility in protecting user privacy and well-being.
- (c)
- Checking Licenses: ensuring legal and ethical use of symbolic and creative content.
- (d)
- Digital Content Storage: organizing materials in cloud environments, enabling peer commenting, evaluation, and decision making.
- (e)
- VR Navigation Design: ensuring a narrative flow and clarity of spatial cues in immersive media for seamless visitor experience.
- (f)
- Gaining Confidence and Digital Competence: building skills through peer support and problem solving in addressing technical issues.
- (a)
- Media Suitability: selecting media types that most effectively communicate targeted information within the VR environment.
- (b)
- Synthesis of Sources: deconstructing and reconstructing media sources to adapt and generate new content according to intended messages.
- (c)
- Encoding of Messages: conveying ideas into clear, media formats that can be accurately interpreted by users.
- (d)
- Language and Symbols Appropriateness: ensuring ongoing critical analysis and respect for the background and characteristics of the target audience or VR users.
- (e)
- User Agency: encouraging active participation in VR content creation with students acting as constructive reviewers and decision makers.
- (f)
- Media Quality: applying filtering, cross-checking, and validation processes to ensure ethical and accurate message inclusion in VR spaces.
- Took ownership of learning goals (1.1);
- Recognized responsibilities as digital citizens (1.2);
- Curated and ethically constructed knowledge (1.3);
- Created new artifacts to solve real problems (1.4);
- Used data analysis to enhance computational thinking (quiz scores, game percentages, etc.) (1.5);
- Selected and remixed digital tools and media to encode messages (1.6);
- Collaborated both locally and globally using digital platforms (1.7).
6.4. Key Design Elements of Virtual Reality Interventions to Promote Inclusive Learning Practices
6.5. Implications for Practice
- -
- The integration of the Framework of the Inclusive Media Literacy Design in VR Experience. A framework for the design of inclusive media literacy experiences in VR educational contexts that supports a meaningful narrative structure, strategic design, and representation awareness. The proposed framework, as presented in the paper and visualized as an infographic (Appendix A), offers actionable items for educators and immersive experience designers to build meaningful learning experiences, maximizing learners’ potential for holistic education. A more extensive list of items is provided in Table 6, in alignment with the updated version of the UDL guidelines, ensuring accessibility and exploration through narrative structure with cues, signals, storylines, and aesthetic thinking; the strategic design choices for schema formation, multimedia encoding, and optimal cognitive load; and representation awareness through empathy and identity portrayal that welcomes diversity and adversity.
- -
- The correlation of the perceived ease of use of technologies with the digital skills advancement and the negative correlation of perceived usefulness with cognitive load. The purposeful use of technologies with well-structured environments is crucial in the adoption of technologies and, especially, immersive technologies due to their multisensory, immerse features and functionalities, prioritizing learning gain rather than the novelty of technology for its own sake.
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- The strong correlation of collaboration with critical thinking and digital skills enhancement through inquiry-based learning, generative activity, peer tutoring, and constructive feedback for collective digital competence building.
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- Key elements for structured instructional design that promote the Critical Immersive-Triggered literacy (CITL) [24] practices for immersive attention to learning objects and a meaningful flow of learning experience in immersive learning contexts.
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- Bridging multiple gaps by encouraging participatory co-creation, advancing social constructivist theory.
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- The integration of immersive technologies in K-12 education, particularly through interdisciplinary approaches that align with STEAM and CLIL pedagogies.
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- The phases of training K-12 students for collaborative digital content creation that follow core guidelines, responding to the emerging need for multiliteracies building and purposeful communication of ideas while consuming and producing digital media in the complex information ecosystem.
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- The promotion of underexplored digital and media literacy skills enhancement in immersive technologies following the DigComp updated guidelines, the UDL updated version 3, the Media Literacy Core Principles 2023 updated version by NAMLE, and ISTE standards for students, viewing students as learner agency for action-oriented goal setting to improve holistic learning gain, thereby empowering individuals to be informed, engaged, and socially responsible participants.
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- The Socio-Ecological Technology Integration (SETI) framework that highlights the community effort needed for effective technology integration at the micro and macro levels, identifying socio-ecological systems and the need for infrastructure and policies.
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- Professional development programs that equip teachers with the necessary skills to design and facilitate student-centered VR design for inclusive learning experiences.
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- Cost-free and user-friendly VR platforms, tools, and resources that can democratize access to immersive learning experiences.
7. Limitations and Future Research
8. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
Appendix A
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Participants’ Demographics | |||
---|---|---|---|
Variable | Category | Number | Frequency |
Age | 13–14 | 59 | 100% |
Gender | Male | 31 | 52.5% |
Female | 28 | 47.5% | |
A2 | 6 | 10.2% | |
Level of English (CEFR) | B1 | 32 | 54.2% |
B2 | 15 | 25.4% | |
C1 | 3 | 5.1% | |
C2 | 3 | 5.1% | |
Prior VR Experience | For entertainment | 5 | 8.5% |
For learning purposes | 11 | 18.6% | |
No prior VR experience | 43 | 72.9% |
Item Code | Survey Item | Component Loading |
---|---|---|
DS1 | I improved my skills for future content creation | 0.962 |
DS4 | I engaged in interdisciplinary sharing of knowledge that enhanced my skills | 0.938 |
DS2 | Collaboration with peers led to better outcomes in the project | 0.937 |
DS6 | Collaboration helped me make wiser choices about media types and formats | 0.933 |
DS3 | I had opportunities to develop my skills through peer tutoring | 0.903 |
DS5 | Collaborative brainstorming helped me select the most appropriate digital tools and technologies | 0.903 |
DS9 | I actively contributed to the design and creation of digital content, which helped me improve my skills | 0.895 |
DS7 | I had some a-ha moments that helped me reflect and enhance my digital skills | 0.751 |
DS8 | Collaborative decision making played an important role in enhancing my digital skills | 0.749 |
Explained Variance | 79.005% | |
Cronbach’s α | 0.97 |
Item Code | Survey Item | Perceived Usefulness (PU) | Perceived Ease of Use (PeoU) |
---|---|---|---|
TAM6 | The VR intervention improved my learning experience | 0.922 | |
TAM4 | The VR intervention helped me improve my English | 0.778 | |
TAM5 | The VR intervention helped me improve my digital skills | 0.700 | |
TAM2 | I enjoyed the VR activity on my PC | 0.618 | |
TAM8 | The VR environment is useful for learning | 0.562 | |
TAM10 | I would like to use the VR environment in the future | 0.552 | |
TAM1 | I found it easy to use the VR environment | 0.858 | |
TAM9 | I am confident in my ability to use the VR environment | 0.800 | |
TAM7 | I felt actively engaged in the VR environment | 0.669 | |
TAM3 | I am satisfied with the VR intervention | 0.588 | |
Explained Variance | 51.91% | 11.44% | |
Cronbach’s α | 0.87 | 0.79 |
Item Code | Survey Item | Component Loading |
---|---|---|
CL3 | I felt isolated while using the VR environment | 0.762 |
CL2 | The VR environment was too complex to navigate | 0.734 |
CL4 | There are elements in the VR environment that distracted me from my learning tasks | 0.722 |
CL1 | I felt overwhelmed in the VR environment | 0.715 |
CL5 | I encountered technical issues that distracted me from my VR experience | 0.700 |
Explained Variance | 52.80% | |
Cronbach’s α | 0.77 |
N | Mean | Median | SD | SE | |
---|---|---|---|---|---|
Pre-test | 59 | 67.5 | 70 | 16 | 2.08 |
Post-test | 59 | 85.5 | 88 | 11.3 | 1.48 |
Mean | SD | Std. Error Mean | 95% Confidence Interval | t | Df | p | Effect Size | 95% Confidence Interval | |||
---|---|---|---|---|---|---|---|---|---|---|---|
Lower | Upper | Lower | Upper | ||||||||
Pre-test/Post-test | −18.0 | 8.0 | 1.04 | −20.12 | −15.95 | −17.3 | 58 | <0.001 | Cohen’s d −2.25 | −2.73 | −1.77 |
Category | Codes | Frequency | Participants’ Excerpts |
---|---|---|---|
Digital Skills | Selection of technologies | 23 | (S3): “We had to check the features of the VR space to collaborate effectively. For the creation of activities, not all tools were collaborative and we decided to use those that were…” (FrameVR platform) |
Safety and data protection | 9 | (S28): “We found a VR platform with very advanced features, but the terms of use indicated that it was only for adult users.” | |
Checking licenses | 18 | (S12): I didn’t know that I had to check licenses before the course. I am more confident in creating content now, giving credits to the original creators”. | |
Digital content storage | 14 | (S51): “Creating folders and subfolders helped me organize my content, share it with my peers, keep notes, and make decisions.” | |
VR navigation design | 18 | (S40): “It was not easy to decide how to create a guide for the users, so we created a welcome and introductory message and decided to build the space into thematic areas, one room for each artist and school of art.” | |
Skills and confidence by supporting others | 10 | (S17): “I was very proud of myself that I helped my peers to solve technical problems, upload and rearrange digital content and explain them architecture, engineering, geometry…. We built our space from scratch, so we had to decide on dimensions, interior spaces, walls, texture, calculate x, y, and z axes… ” (ArtSteps platform) | |
Media Literacy Skills | Suitability of media types | 27 | (S5): “We added a lot of 3D models for the vintage car exhibition, but then we removed some of them because our peers told us that they couldn’t move freely! So we created an infographic to present them” |
Synthesis of sources | 16 | (S11): “In the creation of our VR space we spent much time analyzing, interpreting and synthesizing the sources to create media suitable for VR spaces.” | |
Encoding of messages | 18 | (S13): “In a VR space nobody would read long texts. Too time-consuming to change, paraphrase, etc, especially if you do not want to omit important information, but we did it! We finally encoded our messages within short phrases and links to sources to present the history of cinema from 1895 to 2023!” | |
Language and symbols appropriateness | 12 | (S32): “We knew that our transnational project peers would visit the environment for our final meetings, so we decided to include suitable texts, flags, and traditional songs! They will love it!” | |
User agency | 6 | (S45): “Some of the pictures and videos for our war museum were very harsh, so we asked our peers to share their thoughts about which ones to include.” | |
Quality of media adoption/creation | 18 | (S6): “Although we had access to vast amounts of information, we had to cross-check the quality. The creators’ names were not always available, so we included information only from official sites.” |
Category | Item | Framework Pillar | Sub-Themes | Rationale |
---|---|---|---|---|
Inclusive Media Literacy | Suitability of media types | Strategic Design | Optimal Cognitive Load, Multimedia Encoding | Ensures selected media match content and learner needs |
Synthesis of sources | Narrative Structure | Storyline, Artful Thinking | Integration of diverse ideas supports narrative depth and reflective thinking | |
Encoding of messages | Strategic Design | Schema Formation, Multimedia Encoding | Focuses on intentional structuring and meaning making in media | |
Language and symbols appropriateness | Representation Awareness | Language and Symbols, Respect for Emotional Impact | Promotes cultural sensitivity and emotional responsibility | |
User agency | Strategic Design Representation Awareness | Optimal Cognitive Load, Bias-free | Enhances autonomy and reduces marginalization in interactive design | |
Quality of media adoption/creation | Strategic Design Narrative Structure | Multimedia Encoding, Signaling, Multisensory Cues | Encompasses technological, narrative, and perceptual quality | |
Digital Skills Enhancement | Selection of technologies | Strategic Design | Optimal Cognitive Load, Multimedia Encoding | Choosing tools affects usability and mental processing in VR |
Safety and data protection | Representation Awareness | Bias-free, Respect for Emotional Impact | Ethical responsibility in protecting user privacy and well-being | |
Checking licenses | Representation Awareness | Language and Symbols, Bias-free | Ensures legal and ethical use of symbolic and creative content | |
Digital content storage | Strategic Design | Multimedia Encoding | Technical practice influencing media accessibility and reliability | |
VR navigation design | Narrative Structure | Signaling and Multisensory Cues, Storyline | Impacts the narrative flow and clarity of spatial cues in immersive media | |
Skills and confidence by supporting others | Representation Awareness | Respect for Emotional Impact, Bias-free | Empathy and inclusivity through peer support |
Indicative Elements of the VR Design Based on UDL | |||||
---|---|---|---|---|---|
Design Elements Frequency | Variable | Corresponding Guideline | Code | Associated Consideration | Principle |
-Visuals and pop-up texts (n = 48) -Photographs and related videos (n = 47) -Auditory messages on guide points (n = 52) -Use of multimedia (n = 57) -Language and symbols (n = 47) -Media types to best convey meaning (n = 52) | Access (1) Support (3) Executive function (5) | 1. Perception 2. Language and Symbols 3. Building Knowledge 5. Expression and Communication | 1.1 1.2 2.2 2.5 3.3 5.2 2.4 3.2 | -Dual coding/multiple ways to perceive information -Customize the display of information -Support decoding of texts/symbols -Illustrate through multiple media -Cultivate multiple means of knowing and making meaning -Address bias in the use of language and symbols -Explore patterns and critical features | Representation, Action and Expression |
-Welcome message with navigation instructions (n = 59) -Teleport (n = 55) -Visual cues (n = 51) -Guide points (n = 54) -Legend (n = 48) | Access (4, 7) | 4. Interaction 7. Welcoming Interests and Identities | 4.1 7.4 7.1 4.2 | -Vary methods for response, navigation, and movement -Address distraction -Optimize choice and autonomy -Optimize access to technologies and tools | Action and Expression, Engagement |
-Guide points with embedded questions (n = 57) | Executive function (3) | 3. Building Knowledge | 3.1 | -Connect prior knowledge to new learning | Representation |
-Variety of activities and level of difficulty (n = 52) -Scaffolding (n = 43) -Self-regulation (n = 43) | Access (7) Support (8) | 8. Sustaining Effort and Persistence 7. Welcoming Interests and Identities | 8.1 7.1 | -Clarify the meaning and purpose of goals -Optimize choice and autonomy | Engagement |
-Gamification (n = 57) -Interactive videos (n = 54) | Support (2, 8) Executive function (6) Access (7) | 2. Language and Symbols 6. Strategy Development 7. Welcoming Interests and Activities 8. Sustaining Effort and Persistence | 6.2 7.3 7.2 2.1 8.2 | -Anticipate and plan for challenges -Nurture joy and play -Optimize relevance, value, and authenticity (age appropriateness, rewards) -Clarify symbols and language -Optimize challenge and support | Representation, Engagement, Action and Expression |
-Contributions to decision making (n = 44) -Avatar representation of self and others (n = 58) | Access (1) Executive function (9) | 9. Emotional Capacity 1. Perception | 9.2 1.3 | -Develop awareness of self and others -Diversity of perspectives and identities in authentic ways | Representation, Engagement |
-Collaborative task-oriented activities with roles and responsibilities (n = 54) -Choice of tools and themes for content creation (n = 54) -Teamwork (n = 50) -Chat in VR space (n = 38) -Emojis and reactions (n = 46) -Peer tutoring, evaluation, feedback, and reflection (n = 42) -Authentic content creation and dissemination (n = 46) | Access (1, 4, 7) Support (5, 8) Executive function (3, 6, 9) | 1. Perception 3. Building Knowledge 4. Interaction 5. Expression and Communication 6. Strategy Development 7. Welcome Interests and Identities 8. Sustaining Effort and Persistence 9. Emotional Capacity | 6.1 6.3 4.2 7.1 7.2 7.3 8.3 8.4 8.5 1.3 3.4 6.4 5.1 5.2 3.3 9.3 9.4 | -Set meaningful goals -Organize information and resources -Optimize access to technologies and tools -Foster collaboration, interdependence, and collective learning -Optimize choice and autonomy -Optimize relevance, value, and authenticity -Nurture joy and play -Foster belonging and community Maximize transfer and generalization -Offer action-oriented feedback -Diversity of perspectives and identities in authentic ways -Use multiple tools for construction, composition, and creativity -Enhance capacity for monitoring progress -Use multiple media for communication -Cultivate empathy and restorative practices -Promote individual and collective reflection -Cultivate empathy and restorative practices | Representation, Action and Expression, Engagement |
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Lazou, C.; Tsinakos, A. A Framework for Participatory Creation of Digital Futures: A Longitudinal Study on Enhancing Media Literacy and Inclusion in K-12 Through Virtual Reality. Information 2025, 16, 482. https://doi.org/10.3390/info16060482
Lazou C, Tsinakos A. A Framework for Participatory Creation of Digital Futures: A Longitudinal Study on Enhancing Media Literacy and Inclusion in K-12 Through Virtual Reality. Information. 2025; 16(6):482. https://doi.org/10.3390/info16060482
Chicago/Turabian StyleLazou, Chrysoula, and Avgoustos Tsinakos. 2025. "A Framework for Participatory Creation of Digital Futures: A Longitudinal Study on Enhancing Media Literacy and Inclusion in K-12 Through Virtual Reality" Information 16, no. 6: 482. https://doi.org/10.3390/info16060482
APA StyleLazou, C., & Tsinakos, A. (2025). A Framework for Participatory Creation of Digital Futures: A Longitudinal Study on Enhancing Media Literacy and Inclusion in K-12 Through Virtual Reality. Information, 16(6), 482. https://doi.org/10.3390/info16060482