Critical Immersive-Triggered Literacy as a Key Component for Inclusive Digital Education
Abstract
:1. Introduction
2. Review of Related Work
2.1. Educational Technology and AR in Education
2.2. AR in the EFL Context
- ways of thinking, regarding (i) creativity and innovation, (ii) critical thinking, problem-solving, and decision-making, and (iii) learning to learn and metacognition;
- ways of working, with communication and collaboration (teamwork) skills’ building;
- tools for working, focusing on ICT and information literacy, which includes research on sources, evidence, bias, etc.;
- living in the world, with a focus on citizenship, life and career, and personal and social responsibility including cultural awareness and competence.
2.3. Critical Digital Awareness in Education
2.4. AR for Collaboration, Communication, and Social Skills
3. Methods and Materials
- RQ1: Do UDL principles provide a pedagogical framework for AR-based instruction to long-term memory retention in the CLIL context?
- RQ2: How can AR-triggered attention enhance L2 linguistic competence?
- RQ3: Can AR support diverse sociocultural learning contexts for critical digital literacy?
3.1. Participants
3.2. Research Design
3.3. Research Instruments
3.4. The Immersive Triggered Educational Intervention
3.4.1. The Asynchronous Sessions
- Multiple means of representation of the learning objects through video and auditory assets with further explanations to facilitate individual learning preferences, and personalized learning instances in alignment with the UDL framework for the grouping of content, comprehension, and bridging concepts with analogies. In Figure 3, there is an example of an auditory augmentation with additional information and examples of content and language nuances within the CLIL context of instruction.
- 2.
- Infographics with pointers, color cues and dual coding explanations, providing a visualization of the learning items and size adjustment for the accommodation of learning styles and needs (see Figure 4). This augmentation type is in alignment with the UDL framework for perception, language and symbols, and provision of guides and checklists on how to resist misleading information, low-quality content, and biases on website articles.
3.4.2. The Synchronous Sessions
- Worksheets that provoked team discussion and reflection through AR-based feedback on their work and an AR-based collaborative wiki space to share discussion findings with the rest of the class, thus facilitating (a) awareness raising, (b) knowledge building, (c) the development of productive skills in the target language, and (d) reflection and metacognition. Figure 5 illustrates a synchronous group activity worksheet with AR-based feedback for self-checking and discussion, and speaking skill-triggering affordances based on official statistics.
- 2.
- Team-based gamification within the AR app that served multiple goals for (a) edutainment and social-constructivism knowledge building, (b) assessment, (c) group decision making and peer tutoring, and (d) sustaining interest and engagement.
- 3.
- Opportunities for exposure to authentic international press and articles, building L2 receptive and productive skills, and enhancing metacognition based on the AR infographic-triggered literacy.
3.4.3. The Collaborative Process for Content Creation
- An informative digital storytelling video with the use of AR-based tools. More specifically, while other tools for collaboration and equal contribution were also employed, the main tool that the students decided to work on was an AR-authoring tool, Blender.org. [64], which is an open-source piece of software. The features that Blender supports include animations, simulations, video editing, VFX (visual effects), and story artist, to name a few. The students followed all the steps of storytelling creation, from decision making on the design, script writing, audio, and voice-overs, to organizing files with materials and sources concerning copyright and intellectual property, and leveraged the tool’s affordances to develop their creativity based on new knowledge and skills. The message that the storytelling conveyed was an informative five-tip step addressing the audience on digital and media literacy awareness (see Figure 6). The artifact was uploaded onto the project’s website on Google Sites, allowing for collaborative work, and on the YouTube channel [65] that the students created to communicate their work with peers and the public.
- 2.
- Reflective film making. The students created a film sharing their experiences of transnational interaction, collaboration, and their learning journey, starting from the reasons for working on the specific thematic area of digital awareness based on statistics of resilience, to disinformation and types of misleading information, their media and civic engagement to share emotions, and new knowledge reflection. The film was also uploaded onto the project’s YouTube channel [66] (see Figure 7) and embedded onto the website.
4. Results
4.1. The Online Survey Results
4.2. The Collaborative Process for Content Creation
4.3. Participants’ Responses to the Survey Reflection Open Questions
5. Discussion
5.1. The UDL Framework—Designing for Needs in the AR-Based Intervention
- a.
- Access: the comfort its ergonomics provides, responding to the learners’ need for immersive-triggered experience without disorientation;
- b.
- Analysis: the interpretability of the design that caters for the user interface (UI) making sense to their needs;
- c.
- Evaluation: the content usefulness so that the learner obtains value from the immersive experience;
- d.
- Creation: the delight that all immersive components may trigger for meaningful user experience (UX);
- e.
- Action: the transcendence experience that lifts the learner above passivity, surpassing the limits of ordinary experiences and leading to user participation (UP) for creativity, new artifact creation, and self-actualization.
- the learners’ prolonged engagement with the AR-based activities;
- the multimodality of the AR assets providing meaningful learning instances through AR-triggered auditory and audiovisual assets;
- the visualization of feedback on their activities;
- the contextualization of abstract notions and their bridging with analogies;
- the playful manner of checking progress based on gamification;
- group interaction and common goal setting;
- the initial learners’ decision on the type of materials they would like to work on.
- A.
- Multiple means for representation for resourceful and knowledgeable learning via:
- grouping of information, with each AR asset focusing on a specific learning instance;
- resizable learning objects, texts, and images;
- bridging concepts with analogies;
- highlight patterns;
- use of infographics and concept maps.
- B.
- Multiple means of engagement for purposeful learning:
- variety of activities and source of information;
- involvement of learners in setting their own goals for media consumption and production;
- differentiation of the degree of difficulty;
- use of real-life examples and situations;
- elevation of the frequency of self-reflection;
- creation of collaborative learning groups through the collaborative digital board embedded in the app.
- C.
- Multiple means for action and expression for strategic and self-directed learning:
- highlighting patterns;
- providing alternatives for time, speed and motor action;
- access to alternative keyboards and touch screens;
- within-app use of web tools, animations, and digital collaborative boards;
- providing guides and checklists.
5.2. AR-Triggered Attention for Sociolinguistic Competence
- unlimited, asynchronous access to AR content and interaction with peers in the target language;
- AR auditory explanations on nuances of the target language, the media literacy concepts, types of misleading information, and strategies to collaboratively explore digital content validity;
- the visualization and dual coding of the subject matter that empowered learners of lower L2 linguistic competences to comprehend, internalize new knowledge and achieve meaningful output;
- the strategic grouping of content in units through the AR-enriched learning objects added to the platform that allowed for step-by-step knowledge and skills’ building;
- AR-based formative assessment for individual (self-assessment) and peer assessment opportunities;
- critical digital skills empowerment through peer exploration of tools for collaborative content consumption and creation;
- team challenges on AR gamification that provided peer learning instances as they had to make decisions based on elaboration and justification of their recommended answers before team answer submission.
5.3. Social-Constructivism in AR Learning Settings for Digital Fluency and Well-Being
5.4. Limitations and Recommendations for Future Research
6. Conclusions
- The UDL framework coupled with the five levels for designing for needs that involve a meaningful user interface (UI), user experience (UX), and user participation (UP) in an AR-based learning environment can have a positive impact on learners’ long-term memory retention and the transfer of knowledge to a new context. This universal instructional design for needs proved to be an effective approach to address learners with diverse demographic characteristics and learning preferences, especially considering the population mobility and connectivity of today’s world. Teachers and instructional designers must consider the curriculum pre-requisites along with the specific group of learners’ needs. This study’s results suggest that the design of a course based on the UDL principles coupled with the AR attention-triggering that provides meaningful contextualization of specific learning objects minimizes the need for continuous changes to address diverse learners’ needs.
- The persistent deployment of AR-based interventions when and where needed within a broader learning environment, that is, in conjunction with an LMS platform, can (a) complement the learning process and promote in-depth knowledge development [15,17,22], and (b) enhance the social-constructivism aspect of AR-based learning for competences’ and skills’ development in the connectivity era. The proposed CIT literacy can be realized in BL environments, providing learners with (a) meaningful, specific learning objects individual learning instances for better internalization of knowledge through multisensory experiences, and (b) social interaction and constructivism learning opportunities that promote the sense of belonging and co-presence in the digitally connected world.
- The AR immersive-triggered framework for attracting students’ attention to specific learning objects can have a positive impact on their linguistic competence building in L2, maximizing opportunities for optimizing their receptive and productive skills. This finding was particularly observed in cases of students with low or average performance. Similarly, it was observed that shy and less extroverted students were more active participants in the learning process. High-performance students may not have displayed better results in their L2 performance in isolation but improved their holistic competences’ performance in a social-constructivism learning setting. More specifically, the students stated that their self-esteem and confidence had improved through their opportunities for acting as peer tutors, but not as group leaders, thus interacting in purposeful sociolinguistic contexts, and reflecting on their own creative potentials in a mixed-ability group dynamics schema.
- While visual augmentations prevail in the AR-based learning context, auditory augmentations that derive from the instructors’ intentional supplementary support to address diverse learning styles or special needs have a positive impact on most students while additionally providing inclusiveness. The need for one-to-one tuition that cannot be supported within the traditional classroom can be remediated through the intentional personalized instruction that the AR applications’ functionalities support.
- The AR-based framework needs to be in alignment with specific intended learning goals through scaffolding that facilitates the learning process rather than cause stress and anxiety due to the novelty of the technology. New generation learners opt for autonomy and self-actualization on the premise that they are aware of the “what”, “how”, and “why” of learning that immersive-triggered literacy contexts provide. As such, superimposed digital information towards specific objectives during the learning process provides the learner with useful transmedia content in order to accelerate the process of mastering specific skills and thus achieve the pre-defined learning objectives.
7. Contribution to the Literature
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
- Madakam, S.; Ramaswamy, R.; Tripathi, S. Internet of Things (IoT): A Literature Review. J. Comput. Commun. 2015, 3, 164–173. [Google Scholar] [CrossRef] [Green Version]
- Henderson, M.; Selwyn, N.; Finger, G.; Aston, R. Students’ everyday engagement with digital technology in university: Exploring patterns of use and ‘usefulness’. J. High. Educ. Policy Manag. 2015, 37, 308–319. [Google Scholar] [CrossRef] [Green Version]
- Bozkurt, A.; Jung, I.; Xiao, J.; Vladimirschi, V.; Schuwer, R.; Egorov, G.; Lambert, S.; Al-Freih, M.; Pete, J.; Olcott, D., Jr.; et al. A global outlook to the interruption of education due to COVID-19 pandemic: Navigating in a time of uncertainty and crisis. Asian J. Distance Educ. 2020, 15, 1–126. [Google Scholar]
- Bruns, A. Blogs, Wikipedia, Second Life, and Beyond: From Production to Produsage; Peter Lang: Bern, Switzerland, 2008; p. 45. [Google Scholar]
- Sparrow, J. Digital Fluency: Preparing Students to Create Big, Bold Problems. Available online: https://er.educause.edu/articles/2018/3/digital-fluency-preparing-students-to-create-big-bold-problems (accessed on 12 March 2018).
- Panagıotou, N.; Lazou, C.; Baliou, A. Generation Z: Media Consumption and MIL. İmgelem 2022, 6, 455–476. [Google Scholar] [CrossRef]
- OSIS (12 October 2022). Media Literacy Index 2022. Open Society Institute Sofia. Available online: https://osis.bg/?p=4243&lang=en (accessed on 10 March 2023).
- Akçayır, M.; Akçayır, G. Advantages and challenges associated with augmented reality for education: A systematic review of the literature. Educ. Res. Rev. 2017, 20, 1–11. [Google Scholar] [CrossRef]
- Ozdemir, M.; Sahin, C.; Arcagok, S.; Demir, M.K. The effect of augmented reality applications in the learning process: A meta-analysis study. Eurasian J. Educ. Res. 2018, 18, 165–186. [Google Scholar] [CrossRef] [Green Version]
- Forsyth, E. Ar u feeling appy? augmented reality, apps and mobile access to local studies information. Australas. Public Libr. Inf. Serv. 2011, 24, 125. [Google Scholar]
- Karamanoli, P.; Tsinakos, A. Augmented Reality and Dyslexia: A New Approach in Teaching Students. In Proceedings of the IABL 2016: Blended Learning for the 21st Century Learner, Kavala, Greece, 22–24 April 2016; pp. 102–110, ISBN 978-618-82543-0-5. [Google Scholar]
- del Cerro Velázquez, F.; Morales Méndez, G. Augmented reality and mobile devices: A binomial methodological resource for inclusive education (SDG 4). An example in secondary education. Sustainability 2018, 10, 3446. [Google Scholar] [CrossRef] [Green Version]
- Quintero, J.; Baldiris, S.; Rubira, R.; Cerón, J.; Velez, G. Augmented reality in educational inclusion. A systematic review on the last decade. Front. Psychol. 2019, 10, 1835. [Google Scholar]
- Alqarni, T. Comparison of Augmented Reality and Conventional Teaching on Special Needs Students’ Attitudes towards Science and Their Learning Outcomes. J. Balt. Sci. Educ. 2021, 20, 558–572. [Google Scholar] [CrossRef]
- Dünser, A.; Billinghurst, M. Evaluating augmented reality systems. In Handbook of Augmented Reality; Springer: New York, NY, USA, 2011; pp. 289–307. [Google Scholar]
- Mott, M.; Cutrell, E.; Franco, M.G.; Holz, C.; Ofek, E.; Stoakley, R.; Morris, M.R. Accessible by design: An opportunity for virtual reality. In Proceedings of the 2019 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct), Beijing, China, 10–18 October 2019; pp. 451–454. [Google Scholar]
- Pellas, N.; Fotaris, P.; Kazanidis, I.; Wells, D. Augmenting the learning experience in primary and secondary school education: A systematic review of recent trends in augmented reality game-based learning. Virtual Real. 2019, 23, 329–346. [Google Scholar] [CrossRef]
- Simon-Liedtke, J.T.; Baraas, R.C. The Need for Universal Design of eX-tended Reality (XR) Technology in Primary and Secondary Education. In Virtual, Augmented and Mixed Reality: Applications in Education, Aviation and Industry; Chen, J.Y.C., Fragomeni, G., Eds.; HCII 2022, Lecture Notes in Computer Science; Springer: Cham, Switzerland, 2022; Volume 13318. [Google Scholar] [CrossRef]
- Christopoulos, A.; Mystakidis, S.; Pellas, N.; Laakso, M.-J. ARLEAN: An Augmented Reality Learning Analytics Ethical Framework. Computers 2021, 10, 92. [Google Scholar] [CrossRef]
- Lazou, C.; Tsinakos, A. Exploring Augmented Reality Affordances for Media Literacy in the EFL Context. In Proceedings of the European Conference on E-Learning, Brighton, UK, 27–28 October 2022; Volume 21, pp. 449–457. [Google Scholar] [CrossRef]
- Parmaxi, A.; Demetriou, A.A. Augmented reality in language learning: A state-of-the-art review of 2014–2019. J. Comput. Assis Learn 2020, 36, 861–875. [Google Scholar] [CrossRef]
- Radu, I.; Joy, T.; Bott, I.; Bowman, Y.; Schneider, B. A Survey of Educational Augmented Reality in Academia and Practice: Effects on Cognition, Motivation, Collaboration, Pedagogy, and Applications. In Proceedings of the 2022 8th International Conference of the Immersive Learning Research Network (iLRN), Vienna, Austria, 30 May–4 June 2022; ISBN 978-1-7348995-2-8/22. [Google Scholar]
- Fernández-Batanero, J.M.; Montenegro-Rueda, M.; Fernández-Cerero, J.; García-Martínez, I. Digital competences for teacher professional development. Systematic review. Eur. J. Teach. Educ. 2020, 45, 513–531. [Google Scholar] [CrossRef]
- Darling-Hammond, L. Accountability in Teacher Education. Action Teach. Educ. 2020, 42, 60–71. [Google Scholar] [CrossRef]
- Kurt, S. TPACK: Technological Pedagogical Content Knowledge Framework. 2019. Available online: https://educationaltechnology.net/technological-pedagogical-content-knowledge-tpack-framework/ (accessed on 11 October 2022).
- Koehler, M.; Mishra, P. What is technological pedagogical content knowledge (TPACK)? Contemp. Issues Technol. Teach. Educ. 2009, 9, 60–70. [Google Scholar] [CrossRef] [Green Version]
- Redondo, B.; Cózar-Gutiérrez, R.; González-Calero, J.A.; Ruiz, R.S. Integration of augmented reality in the teaching of English as a foreign language in early childhood education. Early Child. Educ. J. 2020, 48, 147–155. [Google Scholar] [CrossRef]
- Dick, E. The Promise of Immersive Learning: Augmented and Virtual Reality’s Potential in Education. Information Technology and Innovation Foundation. 2021. Available online: https://itif.org/sites/default/files/2021-ar-vr-education.Pdf (accessed on 23 January 2022).
- Huang, X.; Zou, D.; Cheng, G.; Xie, H. A Systematic Review of AR and VR Enhanced Language Learning. Sustainability 2021, 13, 4639. [Google Scholar] [CrossRef]
- Pachler, N.; Bachmair, B.; Cook, J.; Kress, G. Mobile Learning; Springer: New York, NY, USA, 2010. [Google Scholar]
- Liu, T.Y. A context-aware ubiquitous learning environment for language listening and speaking. J. Comput. Assist. Learn. 2009, 25, 515–527. [Google Scholar] [CrossRef]
- Kucuk, S.; Yilmaz, R.M.; Goktas, Y. Augmented Reality for Learning English: Achievement, Attitude and Cognitive Load Levels of Students. Educ. Sci./Egit. Ve Bilim 2014, 39, 393–404. [Google Scholar]
- Tobar-Muñoz, H.; Baldiris, S.; Fabregat, R. Augmented reality game-based learning: Enriching students’ experience during reading comprehension activities. J. Educ. Comput. Res. 2017, 55, 901–936. [Google Scholar] [CrossRef]
- Bursali, H.; Yilmaz, R.M. Effect of augmented reality applications on secondary school students’ reading comprehension and learning permanency. Comput. Hum. Behav. J. 2019, 95, 126–135. [Google Scholar] [CrossRef]
- Chang, Y.S.; Chen, C.N.; Liao, C.L. Enhancing English-learning performance through a simulation classroom for EFL students using augmented reality—A junior high school case study. Appl. Sci. 2020, 10, 7854. [Google Scholar] [CrossRef]
- Keller, J.M. Development and use of the ARCS model of instructional design. J. Instr. Dev. 1987, 10, 2–10. [Google Scholar] [CrossRef]
- Saltan, F.; Arslan, Ö. The use of augmented reality in formal education: A scoping review. Eurasia J. Math. Sci. Technol. Educ. 2016, 13, 503–520. [Google Scholar] [CrossRef]
- Binkley, M.; Erstad, O.; Herman, J.; Raizen, S.; Ripley, M.; Miller-Ricci, M.; Rumble, M. Defining twenty-first century skills. In Assessment and Teaching of 21st-Century Skills; Springer: Dordrecht, The Netherlands, 2012; pp. 17–66. [Google Scholar]
- UNESCO. Global Education Monitoring Report 2020: Inclusion and Education: All Means All; UNESCO: Paris, France, 2020. [Google Scholar] [CrossRef]
- UNESCO. A Guide for Ensuring Inclusion and Equity in Education. 2017. Available online: https://unesdoc.unesco.org/ark:/48223/pf0000248254 (accessed on 10 March 2023).
- Vuorikari, R.; Kluzer, S.; Punie, Y. DigComp 2.2: The Digital Competence Framework for Citizens—With New Examples of Knowledge, Skills and Attitudes; EUR 31006 EN; JRC128415; Publications Office of the European Union: Luxembourg, 2022; ISBN 978-92-76-48883-5. [Google Scholar] [CrossRef]
- Yan, Z.; Robertson, T.; Yan, R.; Park, S.Y.; Bordoff, S.; Chen, Q.; Sprissler, E. Finding the weakest links in the weakest link: How well do undergraduate students make cybersecurity judgment? Comput. Hum. Behav. 2018, 84, 375–382. [Google Scholar] [CrossRef]
- Hsu, H.P.; Wenting, Z.; Hughes, J.E. Developing elementary students’ digital literacy through augmented reality creation: Insights from a longitudinal analysis of questionnaires, interviews, and projects. J. Educ. Comput. Res. 2019, 57, 1400–1435. [Google Scholar] [CrossRef]
- Bennett, S.; Maton, K. Beyond the ‘digital natives’ debate: Towards a more nuanced understanding of students’ technology experiences. J. Comput. Assist. Learn. 2010, 26, 321–331. [Google Scholar] [CrossRef] [Green Version]
- UNESCO. Media and Information Literacy Curriculum for Teachers. 2011. Available online: http://unesdoc.unesco.org/images/0019/001929/192971e.pdf (accessed on 10 March 2023).
- Hobbs, R.; Jensen, A. The Past, Present, and Future of Media Literacy Education. J. Media Lit. Educ. 2013, 1, 1–11. Available online: https://digitalcommons.uri.edu/jmle/vol1/iss1/1 (accessed on 10 March 2023). [CrossRef]
- Semali, R. Ways with Visual Languages: Making the Case for Critical Media Literacy; The Clearing House: New York, NY, USA, 2003; Volume 76, pp. 271–277. [Google Scholar]
- European Commission/EACEA/Eurydice. Digital Education at School in Europe; Eurydice Report; Publications Office of the European Union: Luxembourg, 2019. [Google Scholar]
- Ferrari, A. Digital Competence in Practice: An Analysis of Frameworks; Ferrari, A., Ed.; EUR 25351 EN; JRC68116; Publications Office of the European Union: Luxembourg; Sevilla, Spain, 2012; Volume 10, p. 82116. [Google Scholar]
- Fernández, S.S.; Pozzo, M.I. Intercultural competence in synchronous communication between native and non-native speakers of Spanish. Lang. Learn. High. Educ. 2017, 7, 109–135. [Google Scholar] [CrossRef] [Green Version]
- Kondrateva, I.; Sabirova, D.; Plotnikova, N. Subjectivity functions in reflexive and intercultural process of linguistic development in teaching and learning. Cypriot J. Educ. Sci. 2018, 13, 529–536. [Google Scholar] [CrossRef] [Green Version]
- Punar Özçelik, N.; Yangin Eksi, G.; Baturay, M.H. Augmented Reality (AR) in Language Learning: A Principled Review of 2017–2021. Particip. Educ. Res. 2022, 9, 131–152. [Google Scholar] [CrossRef]
- Zhang, X.; Zhou, M. Interventions to promote learners’ intercultural competence: A meta-analysis. Int. J. Intercult. Relat. 2019, 71, 31–47. [Google Scholar] [CrossRef]
- Kincheloe, J.L. Critical Pedagogy Primer, 2nd ed.; Peter Lang: New York, NY, USA, 2008. [Google Scholar]
- Coyle, D.; Hood, P.H.; Marsh, D. CLIL, Content, and Language Integrated Learning; Cambridge University Press: Cambridge, UK, 2010. [Google Scholar]
- CAST. Universal Design for Learning Guidelines, Version 2.0; CAST: Wakefield, MA, USA, 2011. [Google Scholar]
- Council of Europe. Common European Framework of Reference for Languages: Learning, Teaching, Assessment—Companion Volume; Council of Europe Publishing: Strasbourg, France, 2020; Available online: www.coe.int/lang-cefr (accessed on 6 December 2022).
- ARTutor. Available online: http://artutor.ihu.gr/home/ (accessed on 10 November 2022).
- Terzopoulos, G.; Tsinakos, A. A Comparative Study of Online Augmented Reality Platforms for Building Educational Experiences. In Proceedings of the 6th World Conference on Blended Learning (WCBL 2021), Online, 6–7 May 2021; pp. 80–87. [Google Scholar]
- Terzopoulos, G.; Kazanidis, I.; Tsinakos, A. Building a General Purpose Educational Augmented Reality Application: The Case of ARTutor. In Interactive Mobile Communication, Technologies and Learning; Springer: Cham, Switzerland, 2022; pp. 168–179. [Google Scholar]
- Liu, H.; Kolg, D.; Zhang, Z.; Shu, J.; Cao, T. Cloud-class Blended Learning Pattern Innovation and Its Applications. In Proceedings of the 2017 International Symposium on Educational Technology, Hong Kong, China, 27–29 June 2017; Available online: https://www.researchgate.net/publication/318099730_2017_International_Symposium_on_Educational_Technology_ISET_2017 (accessed on 10 March 2023).
- Vaughan, N.D.; Cleveland-Innes, M.; Garrison, D.R. Teaching in Blended Learning Environments: Creating and Sustaining Communities of Inquiry; Athabasca University Press: Athabasca, AB, Canada, 2013. [Google Scholar]
- Garrison, D.R. E-Learning in the 21st Century: A Community of Inquiry Framework for Research and Practice, 3rd ed.; Routledge: Oxfordshire, UK, 2016. [Google Scholar]
- Blender. Available online: https://www.blender.org/ (accessed on 28 June 2023).
- CommuniTIES. Media Literacy Tips [Video]. Available online: https://www.youtube.com/watch?v=-fxYYlHb_38 (accessed on 10 March 2023).
- CommuniTIES. CommuniTIERS Experiences [Video]. Available online: https://www.youtube.com/watch?v=Jmh4FY32VPE (accessed on 10 March 2023).
- Maslow, A.H. Motivation and Personality; Harper & Row: New York, NY, USA, 1970. [Google Scholar]
- Anderson, L.W.; Krathwohl, D.R.; Bloom, B.S. A Taxonomy for Learning, Teaching, and Assessing; Longman: Harlow, UK, 2001. [Google Scholar]
- Lantolf, J.P.; Thorne, S.L.; Poehner, M.E. Sociocultural theory and second language development. In Theories in Second Language Acquisition; Routledge: Oxfordshire, UK, 2014; pp. 221–240. [Google Scholar]
- Fuegen, S.H. The impact of mobile technologies on distance education. TechTrends 2012, 56, 49–53. [Google Scholar] [CrossRef]
- Crompton, H. A diachronic overview of technology contributing to mobile learning: A shift towards student-centered pedagogies. In Perspectives on Open and Distance Learning: Increasing Access through Mobile Learning; Ally, M., Tsinakos, A., Eds.; Commonwealth of Learning and Athabasca University: Athabasca, AB, Canada, 2014; pp. 7–16. [Google Scholar]
- Papanastasiou, G.; Drigas, A.; Skianis, C.; Lytras, M.; Papanastasiou, E. Virtual and augmented reality effects on K-12, higher and tertiary education students’ twenty-first century skills. Virtual Real. 2019, 23, 425–436. [Google Scholar] [CrossRef]
- Lazou, C.; Psychogiou, M. Mobile Devices as a Vehicle for Inclusive Educational Practices: A Case Study. J. Mod. Educ. Rev. 2020, 10, 381–395. [Google Scholar]
- Saltan, F.; Arslan, K. A comparison of in-service and pre-service teachers’ technological pedagogical content knowledge self-confidence. Cogent Educ. 2017, 4, 1311501. [Google Scholar] [CrossRef]
- Wardle, C.; Derakhshan, H. Information Disorder: Toward an Interdisciplinary Framework for Research and Policy-Making; Council of Europe: Strasbourg, France, 2017; Available online: https://edoc.coe.int/en/media-freedom/7495-information-disorder-toward-an-interdisciplinaryframework-for-research-and-policy-making.html (accessed on 10 March 2023).
Category | Demographics | N of Students | Special Characteristics |
---|---|---|---|
Country | Greece | 28 | Participants from rural areas in Kavala, Northern Greece, from a variety of nationalities. |
Bulgaria | 23 | Participants from the capital city of the country, from a variety of nationalities. | |
Romania | 26 | Participants from a town most of them attending vocational school, all Romanian. | |
Age | 13–14 | 40 | 10 participants with past AR experience. |
15–16 | 15 | 4 participants with past AR experience. | |
17 | 22 | 4 participants with past AR experience. | |
Gender | Male | 38 | No predetermined equal distribution. |
Female | 39 | No predetermined equal distribution. | |
Level of English CEFR | A2+ | 10 | Participants with a lower-than-expected level but with a strong willingness to participate. |
B1/B2 | 52 | Most participants fall into the prerequisite level of L2. | |
B2+/C1 | 13 | Above the prerequisite level of L2. | |
C2 | 2 | Remarkably high level of L2. |
Activity | Learning Goal | AR Asset | Tool Used | Added Value Based on UDL |
---|---|---|---|---|
1. My Media Landscape (p. 5) | Familiarize with types of mass media and explore media consumption trends. | Infographic | Web source | Visualization of results based on statistical information/curated feedback—engagement, self-regulation. |
2. Media Literacy Core Concepts (p. 6) | Enumerate and illustrate on MIL core concepts. | Auditory augmentation | Voice recorder | Further oral explanations of abstract concepts/personalized learning inclusive for SEN students/listening skills enhancement—perception, communication, and expression. |
3. MIL Core Concepts game (p. 7) | Check understanding. | Educational game | wordwall.net | Edutainment/alternative formative assessment approach—recruiting interest, sustaining effort, and persistence. |
4. Evaluating news articles (p. 8) | Identify key strategies for MIL and develop fact-checking skills. | Infographic | Web source (Image from MCLA Library) | Visualization of strategies with pointers to enhance memory retention—perception, language, and symbols, provide guides and checklists. |
5. Types of fake news (p. 9) | a. Categorize the types of fake news according to intentions. b. Enhance vocab and L2 prefix nuances. | Auditory augmentation | Voice recorder | Additional information and examples of content and language nuances (CLIL)—comprehension, bridge concepts with analogies. |
6. Clickbait explained (p. 11) | Analyze content, and deconstruct and reconstruct meaning. | Video | YouTube | Multisensory material to explain abstract notions with examples—long-term memory enhancement. |
7. Pseudoscience vs. Science (p. 12) | a. Differentiate content that is not curated but is a misinterpretation of scientific studies. b. Analyze, compare and contrast concepts in L2. | Infographic | Web source | Visualization of text that clarifies misunderstanding/L2 vocabulary enhancement—language and symbols, executive function. |
8. The Millionaire Game/Play and Learn (p. 13) | Check understanding. | Educational game | Learningapps.org | Individualized formative assessment to reach mastery of content—recruiting interest, sustaining effort, and persistence. |
9. The Wheel of Emotions (p. 14) | a. Analyze the power of format in the media. b. Illustrate the nuances of synonyms. c. Apply critical-thinking skills to check emotions. | Image | Plutchik’s Wheel of Emotions image | Visualization and illustration of vocab on emotions nuances/color intensity related to the visual impact on emotions—perception, language and symbols, comprehension. |
10. MIL interactive Game (p. 15) | a. Apply new knowledge to real-life contexts. b. Evaluate L2 reading comprehension, critical-thinking skills and media literacy competences. | Interactive game | Quizizz.com | Reflective summative assessment, high-order critical thinking, problem solving—recruiting interest, sustaining effort and persistence, self-reflection. |
11.“Collaborative Digital Wall”—Consumption and creation of information based on MIL key strategies through collaborative learning (p. 2) | a. Develop digital, social, soft, and critical-thinking skills. b. Evaluate new knowledge. c. Create new content. d. Reflect on the learning process. | Interactive digital wall for collaborative /Participatory learning experience | Padlet.com | Social constructivism learning in online environments. Interactive digital wall for collaborative learning/collection of artifacts/reflection (ePortfolio)—self-reflection, communication, action, and expression. |
Level of English (CEFR) | ||||||
---|---|---|---|---|---|---|
B1 | B2 | C1 | C2 | Total | ||
Age | 13.00 | 3 | 7 | 8 | 0 | 18 |
14.00 | 3 | 5 | 13 | 1 | 22 | |
15.00 | 0 | 2 | 6 | 1 | 9 | |
16.00 | 0 | 4 | 2 | 0 | 6 | |
17.00 | 2 | 11 | 9 | 0 | 22 | |
Total | 8 | 29 | 38 | 2 | 77 |
Chi-Square Tests | Value | Df | Asymptotic Significance (2-Sided) |
---|---|---|---|
Pearson Chi-Square | 12.324 | 12 | 0.420 |
Likelihood Ratio | 13.720 | 12 | 0.319 |
Linear-by-Linear Association | 0.063 | 1 | 0.801 |
N of Valid Cases | 77 |
Disclaimer/Publisher’s Note: The statements, opinions and data contained in all publications are solely those of the individual author(s) and contributor(s) and not of MDPI and/or the editor(s). MDPI and/or the editor(s) disclaim responsibility for any injury to people or property resulting from any ideas, methods, instructions or products referred to in the content. |
© 2023 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
Share and Cite
Lazou, C.; Tsinakos, A. Critical Immersive-Triggered Literacy as a Key Component for Inclusive Digital Education. Educ. Sci. 2023, 13, 696. https://doi.org/10.3390/educsci13070696
Lazou C, Tsinakos A. Critical Immersive-Triggered Literacy as a Key Component for Inclusive Digital Education. Education Sciences. 2023; 13(7):696. https://doi.org/10.3390/educsci13070696
Chicago/Turabian StyleLazou, Chrysoula, and Avgoustos Tsinakos. 2023. "Critical Immersive-Triggered Literacy as a Key Component for Inclusive Digital Education" Education Sciences 13, no. 7: 696. https://doi.org/10.3390/educsci13070696
APA StyleLazou, C., & Tsinakos, A. (2023). Critical Immersive-Triggered Literacy as a Key Component for Inclusive Digital Education. Education Sciences, 13(7), 696. https://doi.org/10.3390/educsci13070696