Student group project, potential high schools and educational organizations
Education, Design, VR, Edtech
High school students, age 14 - 18
Project research and design, project management
3 months, 2023
This class uses a digital platform incorporating Virtual Reality (VR) technology, aimed at revolutionizing history education in high school classrooms. Addressing the issue of passive learning and superficial knowledge in traditional history classes, this platform targets students aged 14-18 and seeks to create a more engaging, interactive, and effective learning experience. The platform allows for multimodal, personalized interaction with historical content, fostering deep understanding, respect for cultural diversity, and a global perspective among students.
Traditional settings of history class often struggle to fully engage students and may fail to convey the complex, holistic aspect of historical events, cultures and perspectives. In these settings, teachers are the main resources of knowledge, with students being passive absorbers. The passive learning approach often leads students to memorize facts without gaining a deeper understanding or connection to the material (King, 1993). As a result, there can be a lack of interest, superficial knowledge, and a diminished capacity to critically analyze historical contexts.
Our group decided to develop an innovative digital platform that transforms the way traditional history class is taught, making it more engaging, interactive and effective. This platform with VR technology would deliver historical factual knowledge and immerse students in their learning experiences to promote active learning. By linking different pieces of historical knowledge, students can develop a more comprehensive and nuanced understanding of history.
In our project, our focus will be on explaining the content, scenes, and items of a specific Dunhuang cave—the 112th cave. Through this immersive VR experience, students will not only be able to visually learn about ancient musical instruments, clothing, and other cultural elements but also gain a deeper understanding of the history and cultural significance behind the mural.
The application of VR technology allows students to experience aspects of ancient life vividly, thereby enhancing their understanding and retention of the material. Additionally, this VR experience provides a unique perspective for students to compare Eastern and Western cultures. This comparison not only helps students appreciate the uniqueness of Dunhuang art but also fosters an awareness of the importance of cultural transmission and assimilation, thereby broadening their global perspective and cultural comprehension. This teaching method aims not only to impart knowledge but also to stimulate a deep understanding of cultural diversity and historical value among students.
By the end of this lesson, students will be able to:
(1) Articulate the date and location of Dunhuang Murals;
(2) Describe the period, location, and general context of Mogao Cave;
(3) Explain the period and narrative context of the Dunhuang Band;
(4) Identify and describe the musical instruments and characters in the Dunhuang Band;
(5) Understand the general historical knowledge about The Silk Road, including its period, location, and trade objects.
Cognitive Load Theory: Cognitive load theory (CLT) optimizes instructional outcomes by managing intrinsic, extraneous, and relational cognitive load in instructional design (Moreno & Park, 2010). Our design combines Cognitive Load Theory (CLT) with VR and real-world classroom design to provide students with an interactive learning environment.
Learner Control: Learner control is one of the solutions to solve the overloaded problem, which is a specific application of the segmenting principle in multimedia learning (Mayer, R. E., & Pilegard, C., 2014). Virtual reality's immersive quality greatly improves the emotional component of learning. Deepening the impact of education requires creating an experience that is both emotionally resonant and vivid.
Dual Coding Theory: This theory suggests that information is easier to understand and remember when it is presented both verbally and visually, emphasizing the importance of the combination of verbal and visual information in enhancing the learning outcomes.
Emotion, Motivation, and Engagement: Integrating VR into educational settings enhances learning by engaging students behaviorally through interaction, emotionally through immersive experiences, and cognitively through embodied cognition, aligning with theories of motivation and engagement in learning.
Bloom, B. S., Engelhart, M. D., Furst, E. J., Hill, W. H., & Krathwohl, D. R. (1956). Taxonomy of educational objectives: The classification of educational goals. Handbook I: Cognitive domain. David McKay Company.
Budmouth Academies. (n.d.). How do we revise for history? Retrieved from https://budmouth.academies.aspirationsacademies.org/wp-content/uploads/sites/4/2020/10/How-Do-We-Revise-for-History.pdf
Calvert, J., & Abadia, R. (2020). Impact of immersing university and high school students in educational linear narratives using virtual reality technology. Computers & Education, 159, 104005. https://doi.org/10.1016/j.compedu.2020.104005
Clark, R. C., & Mayer, R. E. (Eds.). (2016). Engagement in e‐learning. In R. C. Clark & R. E. Mayer (Eds.), e‐Learning and the Science of Instruction (pp. 219–235). John Wiley & Sons.
HealthLink BC. (n.d.). Cognitive development, ages 15 to 18 years. Retrieved from https://www.healthlinkbc.ca/pregnancy-parenting/parenting-teens-12-18-years/teen-growth-and-development/cognitive-development
King, A. (1993). From sage on the stage to guide on the side. Coll. Teach., 41(1), 30–35.
Mayer, R. E. (2001). Multimedia learning. Cambridge University Press.
Mayer, R. E., & Pilegard, C. (2014). Principles for managing essential processing in multimedia learning: Segmenting, pre-training, and modality principles. In R. Mayer (Ed.), The Cambridge Handbook of Multimedia Learning (2nd ed., pp. 316–344). Cambridge University Press.
Paivio, A. (1971). Imagery and verbal processes. Holt, Rinehart, and Winston.
Piaget, J. (1923). Langage et pensée chez l'enfant [Language and thought in children]. (3e éd. 1948 revue et avec un nouvel avant-propos et un nouveau chapitre II inséré utgave bind). Delachaux et Niestlé.
Shapiro, L., & Spaulding, S. (2021). Embodied cognition. In E. N. Zalta (Ed.), The Stanford Encyclopedia of Philosophy (Winter 2021 Edition). Retrieved from https://plato.stanford.edu/archives/win2021/entries/embodied-cognition/
Silva, T. (n.d.). SPANISH: Exploring Spain (Student Age 14-18). Retrieved from https://www.classvr.com/case-studies/spanish-exploring-spain-age-14-18/
Simsek, A. (2012). Learner control. In N. M. Seel (Ed.), Encyclopedia of the Sciences of Learning. Springer. https://doi.org/10.1007/978-1-4419-1428-6_372
Trowler, V. (2010). Student engagement literature review.