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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ftloughboroughun:oai:figshare.com:article/11799036 2023-05-15T16:46:40+02:00 Exploring the use of a virtual reality learning environment to support innovation education in Iceland Gisli Thorsteinsson 2020-02-04T12:00:07Z https://doi.org/10.26174/thesis.lboro.11799036.v1 https://figshare.com/articles/thesis/Exploring_the_use_of_a_virtual_reality_learning_environment_to_support_innovation_education_in_Iceland/11799036 unknown doi:10.26174/thesis.lboro.11799036.v1 https://figshare.com/articles/thesis/Exploring_the_use_of_a_virtual_reality_learning_environment_to_support_innovation_education_in_Iceland/11799036 CC BY-NC 4.0 CC-BY-NC Design Practice and Management not elsewhere classified Virtual Learning Environments Design education Text Thesis 2020 ftloughboroughun https://doi.org/10.26174/thesis.lboro.11799036.v1 2022-01-01T19:24:15Z 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 Loughborough University: Figshare Strauss ENVELOPE(-73.182,-73.182,-71.649,-71.649) |
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Loughborough University: Figshare |
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ftloughboroughun |
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unknown |
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Design Practice and Management not elsewhere classified Virtual Learning Environments Design education |
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Design Practice and Management not elsewhere classified Virtual Learning Environments Design education Gisli Thorsteinsson Exploring the use of a virtual reality learning environment to support innovation education in Iceland |
topic_facet |
Design Practice and Management not elsewhere classified Virtual Learning Environments Design education |
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 |
publishDate |
2020 |
url |
https://doi.org/10.26174/thesis.lboro.11799036.v1 https://figshare.com/articles/thesis/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_relation |
doi:10.26174/thesis.lboro.11799036.v1 https://figshare.com/articles/thesis/Exploring_the_use_of_a_virtual_reality_learning_environment_to_support_innovation_education_in_Iceland/11799036 |
op_rights |
CC BY-NC 4.0 |
op_rightsnorm |
CC-BY-NC |
op_doi |
https://doi.org/10.26174/thesis.lboro.11799036.v1 |
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1766036769641332736 |