Exploring the use of a virtual reality learning environment to support innovation education in Iceland

Innovation Education (IE) in Iceland aims to train students to identify needs and problems in their environment and to find solutions: this is referred to as the process of ideation. The thesis explores the contexts of teaching and learning, incorporating the VRLE with IE to support the students’ wo...

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Main Author: Gisli Thorsteinsson
Format: Thesis
Language:unknown
Published: Loughborough University 2020
Subjects:
Online Access:https://dx.doi.org/10.26174/thesis.lboro.11799036.v1
https://repository.lboro.ac.uk/articles/Exploring_the_use_of_a_virtual_reality_learning_environment_to_support_innovation_education_in_Iceland/11799036/1
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spelling ftdatacite:10.26174/thesis.lboro.11799036.v1 2023-05-15T16:46:41+02:00 Exploring the use of a virtual reality learning environment to support innovation education in Iceland Gisli Thorsteinsson 2020 https://dx.doi.org/10.26174/thesis.lboro.11799036.v1 https://repository.lboro.ac.uk/articles/Exploring_the_use_of_a_virtual_reality_learning_environment_to_support_innovation_education_in_Iceland/11799036/1 unknown Loughborough University https://dx.doi.org/10.26174/thesis.lboro.11799036 CC BY-NC 4.0 https://creativecommons.org/licenses/by-nc/4.0 CC-BY-NC 120399 Design Practice and Management not elsewhere classified FOS Arts arts, history of arts, performing arts, music Text Thesis article-journal ScholarlyArticle 2020 ftdatacite https://doi.org/10.26174/thesis.lboro.11799036.v1 https://doi.org/10.26174/thesis.lboro.11799036 2021-11-05T12:55:41Z Innovation Education (IE) in Iceland aims to train students to identify needs and problems in their environment and to find solutions: this is referred to as the process of ideation. The thesis explores the contexts of teaching and learning, incorporating the VRLE with IE to support the students’ work. There is a focus on blended learning, as the VRLE is used in conjunction with conventional classroom-based activity. The work employed the grounded theory (Glaser and Strauss, 1967) perspective, in order to observe the complex social/educational activity relating to this real-life learning context. It was intended to build understanding (grounded theory), rather than an attempt to establish cause and effect. The author intended to observe, describe and interpret settings as sources of data and the main aim was to gain a greater understanding of the use of the VRLE in supporting students work in conventional Innovation Education classes within Icelandic schools. The overall research question was: ‘How does the use of the VRLE affect teacher’s pedagogy and the students’ work, in conventional Innovation Education in Iceland?’ [Continues.] Thesis Iceland DataCite Metadata Store (German National Library of Science and Technology) Strauss ENVELOPE(-73.182,-73.182,-71.649,-71.649)
institution Open Polar
collection DataCite Metadata Store (German National Library of Science and Technology)
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topic 120399 Design Practice and Management not elsewhere classified
FOS Arts arts, history of arts, performing arts, music
spellingShingle 120399 Design Practice and Management not elsewhere classified
FOS Arts arts, history of arts, performing arts, music
Gisli Thorsteinsson
Exploring the use of a virtual reality learning environment to support innovation education in Iceland
topic_facet 120399 Design Practice and Management not elsewhere classified
FOS Arts arts, history of arts, performing arts, music
description Innovation Education (IE) in Iceland aims to train students to identify needs and problems in their environment and to find solutions: this is referred to as the process of ideation. The thesis explores the contexts of teaching and learning, incorporating the VRLE with IE to support the students’ work. There is a focus on blended learning, as the VRLE is used in conjunction with conventional classroom-based activity. The work employed the grounded theory (Glaser and Strauss, 1967) perspective, in order to observe the complex social/educational activity relating to this real-life learning context. It was intended to build understanding (grounded theory), rather than an attempt to establish cause and effect. The author intended to observe, describe and interpret settings as sources of data and the main aim was to gain a greater understanding of the use of the VRLE in supporting students work in conventional Innovation Education classes within Icelandic schools. The overall research question was: ‘How does the use of the VRLE affect teacher’s pedagogy and the students’ work, in conventional Innovation Education in Iceland?’ [Continues.]
format Thesis
author Gisli Thorsteinsson
author_facet Gisli Thorsteinsson
author_sort Gisli Thorsteinsson
title Exploring the use of a virtual reality learning environment to support innovation education in Iceland
title_short Exploring the use of a virtual reality learning environment to support innovation education in Iceland
title_full Exploring the use of a virtual reality learning environment to support innovation education in Iceland
title_fullStr Exploring the use of a virtual reality learning environment to support innovation education in Iceland
title_full_unstemmed Exploring the use of a virtual reality learning environment to support innovation education in Iceland
title_sort exploring the use of a virtual reality learning environment to support innovation education in iceland
publisher Loughborough University
publishDate 2020
url https://dx.doi.org/10.26174/thesis.lboro.11799036.v1
https://repository.lboro.ac.uk/articles/Exploring_the_use_of_a_virtual_reality_learning_environment_to_support_innovation_education_in_Iceland/11799036/1
long_lat ENVELOPE(-73.182,-73.182,-71.649,-71.649)
geographic Strauss
geographic_facet Strauss
genre Iceland
genre_facet Iceland
op_relation https://dx.doi.org/10.26174/thesis.lboro.11799036
op_rights CC BY-NC 4.0
https://creativecommons.org/licenses/by-nc/4.0
op_rightsnorm CC-BY-NC
op_doi https://doi.org/10.26174/thesis.lboro.11799036.v1
https://doi.org/10.26174/thesis.lboro.11799036
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