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“TPACKInstructionalDesignModelinVirtual
RealityforDeeperLearninginScienceand
HigherEducation:FromApathytoEmpathy”
M. Fragkaki, S. Mystakidis, I. Hatzilygeroudis, K. Kovas,
Z. Palkova, Z. Salah, G. Hamed, W. M. Khalilia, A. Ewais
Higher
Education
Institutions
1. CEID Department, University of Patras (GREECE)
2. Slovak University of Agriculture in Nitra (SLOVAKIA)
3. Polytechnica University of Bucharest (ROMANIA)
4. Palestine PolytechnicUniversity (PALESTINIAN
TERRITORY)
5. Al-Quds Open University (PALESTINIANTERRITORY)
6. Al-Istiqlal University (PALESTINIANTERRITORY)
7. Arab American University (PALESTINIANTERRITORY)
ACKNOWLEDGEMENTS
 This work has received financial support from the
Erasmus+ KA2 project “Virtual Reality as an Innovative
and ImmersiveTool for HEIs in Palestine (TESLA)”.
Introduction
 Science education in Higher Education is crucial for the social,
scientific and economic progress of both advanced and developing
countries. (Gray, 1999)
Specifically:
 Notable records of persisting skills’ shortage in Science,
Technology, Engineering and Mathematics (STEM) fields. (Caprile
et all, 2015)
 In Higher Education, policies depend on the quality of teaching
and learning practices as curricula are live experiences. (Alvunger
et all, 2017);
 Passive teacher-centred approaches relying on knowledge
transmission often diminish motivation and interest in science up
to the point of ‘apathy’. (Vedder-Weiss & Fortus, 2011);
 Low levels of affective involvement have in turn a detrimental
effect on students’ self-efficacy to identify themselves with STEM
professions. (Papastergiou, 2009
Conceptual
and
Theoretical
Framework
Deeper learning is associated with increased retention, intrinsic
motivation, the durability of knowledge and a solid understanding
of the underlying principles of studied concepts.
Six competencies:
1. Mastery of core academic content;
2. Critical thinking and complex problem solving skills;
3. Collaboration;
4. Effective communication;
5. Life-long learning;
6. Academic mindset development.
Deeper learning
student-centred
teachingand
learning
strategies
Conceptual and
Theoretical Framework
Desktop
Virtual Reality
DesktopVirtual Reality (VR) features pervasive, computer-
generated 3D virtual immersive environments.
Specifically:
 Users interact through digital agents or avatars.
 Virtual worlds offer a series of affordances for learning including
enhanced spatial knowledge representation through
contextualized, experiential learning (Dalgarno & Lee, 2010)
 Learning experiences in virtual spaces support empathy creation
and embodied cognition (Berson et all, 2018)
 Leads to episodic, autobiographical memory of events within
specific spatiotemporal context rather than semantic, abstract
memory. (Sauzeon et al, 2012)
TPACK Model
The TPACK Model features a complex interplay of three primary
forms of knowledge: (Misra & Koehler, 2006)
1. Content Knowledge (CK),
2. Pedagogy Knowledge (PK), and
3. Technology Knowledge (TK)
 Knowledge about the subject matter (CK), and knowledge about
specific ways of thinking and acting withVR tools and resources
(TK) need to be coupled with the pedagogical understanding why
learners learn, what they learn and how they can use it (PK).
TPACK Model
Methodology
Research question:
 Does the instructional design of learning scenarios in
Virtual Reality support deeper learning in Higher
Education?
More specific, we explore if the instructional design of three learning
scenarios following theTPACK model support deeper learning.
Qualitative research approach using content analysis
of all design documents and transcripts of
communications as a basis of inference and explanation.
 Examining the afore-mentioned ten criteria for deeper
learning, we code and categorize systematically data.
Learning
Scenarios
Scenario 1:
Topography of Jericho
and Dead Sea
Scenario 2: Crime
scene investigation &
DNATechnology
Scenario 3: Carry my
stuff!
Learning
Scenarios
Scenario 2: Crime scene
investigation & DNA
Technology
Discussion
Academic teachers were able to enrich their teaching paradigm by
integrating learning activities in virtual reality that evoke students’
interest, engagement, motivation and autonomy towards deeper
learning.
Specifically:
 Case-based learning,
 Multiple, varied representations,
 Self-directed, life-wide, open-ended learning and (6) Learning for
transfer.
Students are immersed in virtual indoor and outdoor environments
of varying scale of visualization to formulate hypotheses,
experiment, discuss, reflect and learn by doing.
Discussion
Absent Strategies
 Interdisciplinary studies.These scenarios are
developed within the constraints of specific academic
courses.
 Diagnostic assessments. It wasn’t foreseen however it
can be part of the holistic course design.
Notable Element
 The scenarios were of increasing level of design and
development complexity.
Implications
for Practice
 Aim deep early, keep your eyes high: they were
prompted in all stages of the immersive instructional
design process to reflect on the impact of their course
design decisions and avoid reverting to practices that
aren’t linked with the intended learning outcomes.
 Break the conventional student – teacher stereotypes:
AcademicTeachers can be active contributors to more
aspects of course design, development and
implementation towards a harmonic creation of
sustainable virtual Community of Practice.
 Unleash student creativity and initiative: Educators
are advised to facilitate spaces, time, methods, and
even intrinsic incentives for informal peer interactions
even outside the strict course boundaries.
Conclusion
 TheTPACK Instructional Design Model inVirtual Reality
can be well aligned with deeper learning principles.
 Passive, teacher-centred approaches in science
education often cause a sentiment of “apathy” to
students.
 Active simulated and collaborative student-centred
approaches for deeper learning inVR environments can
evoke feelings of “empathy” towards scientific roles
and practices through simulated experiences, thus
enhancing learning quality and STEM career prospects.
References
 V Gray, “Guest Editorial: Science education in the developing world: Issues and
considerations,” J. Res. Sci.Teach., vol. 36, no. 3, pp. 261–268, Mar. 1999.
 M. Caprile, R. Palmén, P. Sanz, andG. Dente, “Encouraging STEM Studies. labour market
situation and comparison of practices targeted at young peolple in different member states,”
2015.
 D.Alvunger, D. Sundberg, and N.Wahlström, “Teachers matter – but how?,” J. Curric. Stud., vol.
49, no. 1, pp. 1–6, Jan. 2017.
 D.Vedder-Weiss and D. Fortus, “Adolescents’ Declining Motivation to Learn Science: Inevitable
or Not?,” J. Res. Sci.Teach., vol. 48, no. 2, pp. 199–216, Feb. 2011.
 M. Papastergiou, “DigitalGame-Based Learning in high school Computer Science education:
Impact on educational effectiveness and student motivation,” Comput. Educ., vol. 52, no. 1, pp.
1–12, Jan. 2009. B. Dalgarno and M. J.W. Lee, “What are the learning affordances of 3-D virtual
environments?,” Br.J. Educ.Technol., vol. 41, no. 1, pp. 10–32, Jan. 2010.
 I. R. Berson, M. J. Berson, A. M. Carnes, and C. R.Wiedeman, “Excursion into Empathy:
Exploring Prejudice withVirtual Reality,” Soc. Educ., vol. 82, no. 2, pp. 96–100, 2018.
 D. Parmar, “Evaluating the Effects of Immersive Embodied
 H. Sauzéon et al., “The Use ofVirtual Reality for Episodic Memory Assessment,” Exp. Psychol.,
vol. 59, no. 2, pp. 99–108, Nov. 2012.
 P. Mishra and M. J. Koehler, “Technological pedagogical content knowledge: A framework for
teacher knowledge,” Teachers College Record, vol. 108, no. 6.Teachers College, Columbia
University, pp. 1017–1054, 2006.

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Tesla T-Pack Instructional Design Model in Virtual Reality for Deeper Learning in Science and Higher Education: From Apathy to Empathy

  • 1. “TPACKInstructionalDesignModelinVirtual RealityforDeeperLearninginScienceand HigherEducation:FromApathytoEmpathy” M. Fragkaki, S. Mystakidis, I. Hatzilygeroudis, K. Kovas, Z. Palkova, Z. Salah, G. Hamed, W. M. Khalilia, A. Ewais
  • 2. Higher Education Institutions 1. CEID Department, University of Patras (GREECE) 2. Slovak University of Agriculture in Nitra (SLOVAKIA) 3. Polytechnica University of Bucharest (ROMANIA) 4. Palestine PolytechnicUniversity (PALESTINIAN TERRITORY) 5. Al-Quds Open University (PALESTINIANTERRITORY) 6. Al-Istiqlal University (PALESTINIANTERRITORY) 7. Arab American University (PALESTINIANTERRITORY)
  • 3. ACKNOWLEDGEMENTS  This work has received financial support from the Erasmus+ KA2 project “Virtual Reality as an Innovative and ImmersiveTool for HEIs in Palestine (TESLA)”.
  • 4. Introduction  Science education in Higher Education is crucial for the social, scientific and economic progress of both advanced and developing countries. (Gray, 1999) Specifically:  Notable records of persisting skills’ shortage in Science, Technology, Engineering and Mathematics (STEM) fields. (Caprile et all, 2015)  In Higher Education, policies depend on the quality of teaching and learning practices as curricula are live experiences. (Alvunger et all, 2017);  Passive teacher-centred approaches relying on knowledge transmission often diminish motivation and interest in science up to the point of ‘apathy’. (Vedder-Weiss & Fortus, 2011);  Low levels of affective involvement have in turn a detrimental effect on students’ self-efficacy to identify themselves with STEM professions. (Papastergiou, 2009
  • 5. Conceptual and Theoretical Framework Deeper learning is associated with increased retention, intrinsic motivation, the durability of knowledge and a solid understanding of the underlying principles of studied concepts. Six competencies: 1. Mastery of core academic content; 2. Critical thinking and complex problem solving skills; 3. Collaboration; 4. Effective communication; 5. Life-long learning; 6. Academic mindset development.
  • 7. Desktop Virtual Reality DesktopVirtual Reality (VR) features pervasive, computer- generated 3D virtual immersive environments. Specifically:  Users interact through digital agents or avatars.  Virtual worlds offer a series of affordances for learning including enhanced spatial knowledge representation through contextualized, experiential learning (Dalgarno & Lee, 2010)  Learning experiences in virtual spaces support empathy creation and embodied cognition (Berson et all, 2018)  Leads to episodic, autobiographical memory of events within specific spatiotemporal context rather than semantic, abstract memory. (Sauzeon et al, 2012)
  • 8. TPACK Model The TPACK Model features a complex interplay of three primary forms of knowledge: (Misra & Koehler, 2006) 1. Content Knowledge (CK), 2. Pedagogy Knowledge (PK), and 3. Technology Knowledge (TK)  Knowledge about the subject matter (CK), and knowledge about specific ways of thinking and acting withVR tools and resources (TK) need to be coupled with the pedagogical understanding why learners learn, what they learn and how they can use it (PK).
  • 10. Methodology Research question:  Does the instructional design of learning scenarios in Virtual Reality support deeper learning in Higher Education? More specific, we explore if the instructional design of three learning scenarios following theTPACK model support deeper learning. Qualitative research approach using content analysis of all design documents and transcripts of communications as a basis of inference and explanation.  Examining the afore-mentioned ten criteria for deeper learning, we code and categorize systematically data.
  • 11. Learning Scenarios Scenario 1: Topography of Jericho and Dead Sea Scenario 2: Crime scene investigation & DNATechnology Scenario 3: Carry my stuff!
  • 12. Learning Scenarios Scenario 2: Crime scene investigation & DNA Technology
  • 13. Discussion Academic teachers were able to enrich their teaching paradigm by integrating learning activities in virtual reality that evoke students’ interest, engagement, motivation and autonomy towards deeper learning. Specifically:  Case-based learning,  Multiple, varied representations,  Self-directed, life-wide, open-ended learning and (6) Learning for transfer. Students are immersed in virtual indoor and outdoor environments of varying scale of visualization to formulate hypotheses, experiment, discuss, reflect and learn by doing.
  • 14. Discussion Absent Strategies  Interdisciplinary studies.These scenarios are developed within the constraints of specific academic courses.  Diagnostic assessments. It wasn’t foreseen however it can be part of the holistic course design. Notable Element  The scenarios were of increasing level of design and development complexity.
  • 15. Implications for Practice  Aim deep early, keep your eyes high: they were prompted in all stages of the immersive instructional design process to reflect on the impact of their course design decisions and avoid reverting to practices that aren’t linked with the intended learning outcomes.  Break the conventional student – teacher stereotypes: AcademicTeachers can be active contributors to more aspects of course design, development and implementation towards a harmonic creation of sustainable virtual Community of Practice.  Unleash student creativity and initiative: Educators are advised to facilitate spaces, time, methods, and even intrinsic incentives for informal peer interactions even outside the strict course boundaries.
  • 16. Conclusion  TheTPACK Instructional Design Model inVirtual Reality can be well aligned with deeper learning principles.  Passive, teacher-centred approaches in science education often cause a sentiment of “apathy” to students.  Active simulated and collaborative student-centred approaches for deeper learning inVR environments can evoke feelings of “empathy” towards scientific roles and practices through simulated experiences, thus enhancing learning quality and STEM career prospects.
  • 17. References  V Gray, “Guest Editorial: Science education in the developing world: Issues and considerations,” J. Res. Sci.Teach., vol. 36, no. 3, pp. 261–268, Mar. 1999.  M. Caprile, R. Palmén, P. Sanz, andG. Dente, “Encouraging STEM Studies. labour market situation and comparison of practices targeted at young peolple in different member states,” 2015.  D.Alvunger, D. Sundberg, and N.Wahlström, “Teachers matter – but how?,” J. Curric. Stud., vol. 49, no. 1, pp. 1–6, Jan. 2017.  D.Vedder-Weiss and D. Fortus, “Adolescents’ Declining Motivation to Learn Science: Inevitable or Not?,” J. Res. Sci.Teach., vol. 48, no. 2, pp. 199–216, Feb. 2011.  M. Papastergiou, “DigitalGame-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation,” Comput. Educ., vol. 52, no. 1, pp. 1–12, Jan. 2009. B. Dalgarno and M. J.W. Lee, “What are the learning affordances of 3-D virtual environments?,” Br.J. Educ.Technol., vol. 41, no. 1, pp. 10–32, Jan. 2010.  I. R. Berson, M. J. Berson, A. M. Carnes, and C. R.Wiedeman, “Excursion into Empathy: Exploring Prejudice withVirtual Reality,” Soc. Educ., vol. 82, no. 2, pp. 96–100, 2018.  D. Parmar, “Evaluating the Effects of Immersive Embodied  H. Sauzéon et al., “The Use ofVirtual Reality for Episodic Memory Assessment,” Exp. Psychol., vol. 59, no. 2, pp. 99–108, Nov. 2012.  P. Mishra and M. J. Koehler, “Technological pedagogical content knowledge: A framework for teacher knowledge,” Teachers College Record, vol. 108, no. 6.Teachers College, Columbia University, pp. 1017–1054, 2006.

Editor's Notes

  1. Science education in Higher Education is crucial for the social, scientific and economic progress of both advanced and developing countries [1]. Despite high unemployment rates in many countries, there are notable records of persisting skills’ shortage in Science, Technology, Engineering and Mathematics (STEM) fields [2]. As a result, several initiatives are launched at international, national and institutional policy levels to encourage STEM careers and increase qualifications’ supply in the labour market. In Higher Education, policies depend on the quality of teaching and learning practices as curricula are live experiences [3]. Passive teacher-centred approaches relying on knowledge transmission often diminish motivation and interest in science [4] up to the point of ‘apathy’. Low levels of affective involvement have in turn a detrimental effect on students’ self-efficacy to identify themselves with STEM professions. In contrast, active, constructivist student-centred approaches have the potential to impact positively students’ engagement and achievement [5]. High teaching quality leads to meaningful learning and in depth understanding of the studied topic [6].
  2. Deeper learning is associated with increased retention, intrinsic motivation, the durability of knowledge and a solid understanding of the underlying principles of studied concepts and . It advocates learning beyond rote content knowledge accumulation that focuses on six competencies: Mastery of core academic content; Critical thinking and complex problem solving skills; (iii) collaboration; Effective communication; (v) life-long learning; Academic mindset development
  3. To facilitate deeper learning competencies, faculty members are advised to apply active, student-centred teaching and learning strategies for Deeper Learning.
  4. Desktop Virtual Reality (VR) features pervasive, computer-generated 3D virtual immersive environments where users interact through digital agents or avatars. Social VR environments such as virtual worlds offer a series of affordances for learning including enhanced spatial knowledge representation through contextualized, experiential learning [11]. As a result, learning experiences in virtual spaces support empathy creation [12] and embodied cognition [13] that lead to episodic, autobiographical memory of events within specific spatiotemporal context rather than semantic, abstract memory [14]
  5. The TPACK Model features a complex interplay of three primary forms of knowledge: Content Knowledge (CK), Pedagogy Knowledge (PK), and Technology Knowledge (TK) [22]. To achieve high quality of learning in a VR environment, learners’ knowledge about the subject matter (CK), and knowledge about specific ways of thinking and acting with VR tools and resources (TK) need to be coupled with the pedagogical understanding why learners learn, what they learn and how they can use it (PK). The TPACK Instructional Design Model in Virtual Reality adds a critical thinking component in teaching by specifying the basic elements of the pedagogy, the content, the technology and their combinations, within a layered, multifaceted, multi-factorial approach that emphasizes “why” and “how” beyond “what” [23]. Knowledge of what makes concepts difficult or easy to learn and how technological affordances can help teachers readdress some of the difficulties that students face and knowledge of how VR technology can be exploited to construct new epistemologies or enhance old ones [22]. Effective application of the TPACK model requires developing sensitivity to the dynamic, transactional relationship between these components of knowledge situated in unique contexts.
  6. The current study addresses the following research question: Does the instructional design of learning scenarios in Virtual Reality support deeper learning in Higher Education? More specific, we explore if the instructional design of three learning scenarios following the TPACK model support deeper learning. It employs a qualitative research approach using content analysis of all design documents and transcripts of communications as a basis of inference and explanation [24]. Examining the afore-mentioned ten criteria for deeper learning, we code and categorize systematically data.
  7. Three learning scenarios were developed in the fields of Biology, Earth Sciences (Geology) and Physics in the free open source virtual worlds’ platform OpenSimulator. The Educational Scenarios were developed in Palestinian Higher Education Institutes (HEIs) in the context of the capacity building Erasmus+ KA2 project “Virtual Reality as an Innovative and Immersive Tool for HEIs in Palestine” (TESLA). Scenario 3: Carry my stuff! The core aim of this scenario is the enhancement of students’ critical thinking while analyzing and solving problems using Newton’s laws. The main learning outcomes of the scenario are to understand Newton’s first law by experience, to discover the relation between mass and acceleration by applying Newton’s second law, and to understand the relation between action and reaction forces (Newton’s third law). In the second level, students proceed to a local business to procure the appropriate blocks to raise the furniture. To calculate their mass, they have to undertake a challenge of lifting a block hanging with a rope in the water bowl on a table using a pulley, a frictionless rope, and different masses. If they succeed, they get the blocks, move the furniture and celebrate with their friends. Scenario 1: Topography of Jericho and Dead Sea The general purpose of the scenario is to educate students about topography, earth’s surface, and the impact of human activities on the environment. The learning outcomes are to understand the topography and calculate elevation of the area below the mean sea level, to evaluate the problem of Dead Sea receding, to analyze the hydrological cycle in the area, and to suggest optimal solutions and a strategic plan. In the scenario, the activities present analytical problems and encourage the student to suggest solutions by calculating and planning geometric and mathematical concepts and values. Also short games were set to motivate the student to interact and collaborate. Scenario 2: Crime scene investigation & DNA Technology In this scenario, students learn how DNA analysis is changing the fight against crime. Students have to solve problems around a crime to discover the offender. Initially they explore the use of DNA fingerprinting in criminal investigations. They have to follow a problem-solving process of defining the problem, gathered information/data, organize and analyze it, synthesize evidence so as to reach a solution. Then they have to present this solution and propose ways of facing similar problems/crimes. Who is the perpetrator of this crime, and how we can determine him, to be brought to court? What evidence can be gathered from this crime scene? What can we do with this evidence after it is transferred to the forensic laboratory? After collecting relevant evidence, students’ avatars travel by car to the molecular biology forensic lab. There they learn to wear properly their avatar laboratory clothing and equipment and interact with the lab manager and technicians who perform the processes of DNA extraction and amplification analyze, evaluate and present the results in their quest to solve the crime
  8. The data analysis of three instructional design scenarios indicate that academic teachers were able to enrich their teaching paradigm by integrating learning activities in virtual reality that evoke students’ interest, engagement, motivation and autonomy towards deeper learning. More specific, all scenarios have incorporated at least six (6) strategies for deeper learning. Four strategies were the most commonly coded and observed in all three scenarios: (1) Case-based learning, (2) Multiple, varied representations, (5) Self-directed, life-wide, open-ended learning and (6) Learning for transfer. Indeed, all scenarios feature representations of authentic, realistic 3D environments and simulated procedures that students are encouraged to experience and undertake so as to construct procedural knowledge transferable to the physical world. In these experiences they have the option to expand upon planned, structured activities and engage in peer discussions and related, informal activities. Instead of merely reading and seeing, students are immersed in virtual indoor and outdoor environments of varying scale of visualization to formulate hypotheses, experiment, discuss, reflect and learn by doing.
  9. On the contrary, two strategies where totally absent, (7) Interdisciplinary studies and (10) Diagnostic assessments. Given the fact that these scenarios are developed within the constraints of specific academic courses, they lack the element of interdisciplinarity. Similarly, diagnostic assessment wasn’t foreseen however it can be part of the holistic course design. Another notable element is that the scenarios were of increasing level of design and development complexity.
  10. After discussing the research results from the TESLA learning scenarios, we propose a list of recommendations and emerging characteristics that instructional designers need to take in consideration in order to promote deeper learning in blended distance e-learning settings using social VR: Aim deep early, keep your eyes high: Critical success indicators for deeper learning were incorporated in all design templates developed by University of Patras researchers. Educators appreciated that they were prompted in all stages of the immersive instructional design process to reflect on the impact of their course design decisions and avoid reverting to practices that aren’t linked with the intended learning outcomes. Break the conventional student – teacher stereotypes: In academic settings, usually the students are expected to assume the role of a novice who follow the instructions of the expert, namely the teacher. In complex technologically VR environments this dynamic can be inverted. To the extent that millennials are digital natives or residents, they can be active contributors to more aspects of course design, development and implementation towards a harmonic creation of sustainable virtual Community of Practice [25]. Unleash student creativity and initiative: Virtual Worlds are open environments where students can assume responsibility and undertake their own projects in line with deeper learning principles following their passions. Educators are advised to facilitate spaces, time, methods, and even intrinsic incentives for informal peer interactions even outside the strict course boundaries
  11. Based on research results, we deduce that the TPACK Instructional Design Model in Virtual Reality can be well aligned with deeper learning principles. Passive, teacher-centred approaches in science education often cause a sentiment of “apathy” to students. Active simulated and collaborative student-centred approaches for deeper learning in VR environments can evoke feelings of “empathy” towards scientific roles and practices through simulated experiences, thus enhancing learning quality and STEM career prospects.