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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Loughborough University
2020
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ftdatacite:10.26174/thesis.lboro.11799036 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 https://repository.lboro.ac.uk/articles/Exploring_the_use_of_a_virtual_reality_learning_environment_to_support_innovation_education_in_Iceland/11799036 unknown Loughborough University 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 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) |
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120399 Design Practice and Management not elsewhere classified FOS Arts arts, history of arts, performing arts, music |
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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 https://repository.lboro.ac.uk/articles/Exploring_the_use_of_a_virtual_reality_learning_environment_to_support_innovation_education_in_Iceland/11799036 |
long_lat |
ENVELOPE(-73.182,-73.182,-71.649,-71.649) |
geographic |
Strauss |
geographic_facet |
Strauss |
genre |
Iceland |
genre_facet |
Iceland |
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 |
_version_ |
1766036784466100224 |