Interdisciplinary Journal of Practice,
Theory, and Applied Research published “Cultivating Positive Classroom
Environments: Exploring the Efficacy of Immersive Technologies in Removing
Barriers to Learning Among Primary School Students” in March 2024. The article
largely focuses on how technology in the classroom helps students with autism,
and mentions how “nearly three-quarters of autistic children diagnosed [have] a
co-occurring condition,”—conditions that “have a detrimental impact on the
overall learning environment”—especially in mainstream classrooms (Molloy and
Farrell). The article gives examples that include “hyperactivity and attention
issues, deficits in executive functioning, difficulties in social
communication, self-injurious behaviors, stereotypical behaviors, and
heightened emotional sensitivity, along with co-morbid anxiety disorders”
(Molloy and Farrell). In order to reduce these behaviors, or the intensity of
them, a study was conducted to determine whether immersive technology, in particular,
would aid in these students’ classroom
experience.
The journal describes immersive technology
as new ways of interacting with content and experiences. The examples they give
are Augmented Reality (AR), Mixed Reality (MR), and Virtual Reality (VR)—the last
one being the only I had previously heard of. The Journal offers many in depth
explanations as to why these kinds of technologies are so beneficial to
students. To name a few of these benefits, students’ “ability to engage in
tasks without the fear of failure, coupled with previous successes,
significantly contributed to improving students’ self-efficacy,” “self-directed”
learning led to confidence in their competence, more avenues for creativity,
more ways for students to work independently—alleviating some pressures they
face in normal classrooms, and so on (Molloy and Farrell). The article is
really quite extensive on the benefits of immersive technology in the classroom.
The article did have disclaimers though, noting
in particular, that the sample size of students observed was small, and that
the findings did not measure the long term behaviors of students while using
immersive technology. It was noted that in the future, more students should be
observed, and for longer periods of time to make sure the changed behavior isn’t
in large part due to the “novelty” of the technology (Molloy and Farrell).
As an English major, it’s not uncommon for
folks in my field to be. . . hesitant with technology. We joke that we need to
feel pages in our hands, and the smell of books is part of the experience, and
so on. Many of my professors have discouraged or even banned the use of
technology in classrooms—even for notetaking. So, it’s definitely something I’m
not super accustomed to using in the classroom. I think I may always have a
hesitancy to jump all in, and I admit, a big part is really the romanticization
of a slower and simpler life. On the other hand, I do have a real concern about
the limitlessness of technology. I do read articles about bullying and even virtual
sexual assaults in some of these virtual worlds (maybe it’s more in the video
game arena?) but I would just want to make sure everything was able to be closely
monitored to make sure the technology was being used for educational, artistic,
or even for friendly gaming purposes only. But as a future educator, I
understand that there are cases especially where students will simply have more
specific needs to be able to flourish, whereas other students may be fine in a
more “traditional” classroom. I would never want to hinder a students’ success
because I was unwilling to incorporate something like immersive technology in
my classroom.
Educational
interest to me . . .
Let’s
just stick with this week’s article topic—immersive technology. I didn’t really
grow up with computers or even internet at times, but my friends were obsessed
with an online game called “Sims” (I believe). So, that was the virtual reality
knowledge I’ve always had. So, it is interesting to look at this through an
educational lens. A platform the article mentioned is called “CoSpaces Edu,”
which sounds like it would be a fun experience for students. Apparently,
students can present their learning experiences in 3D form with this platform,
and even add audio and movement to their creations. It offers lessons on the
core curricular areas, but also teaches students skills like coding. All very
interesting.
Works Cited
Molloy,
Ciara, and Rachel Farrell. “Cultivating Positive
Classroom Environments: Exploring the
Efficacy of Immersive Technologies in Removing Barriers to Learning Among
Primary School Students.” Computers in the Schools: Interdisciplinary
Journal of Practice, Theory, and Applied Research, 18 Mar. 2024, pp. 1–29,
https://doi.org/10.1080/07380569.2024.2325441.
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