Why AR/MR for Education?

Part 3— An Immersive Transmedia Storytelling Design & Cross-cultural Educational Strategy.

Cross-cultural learning and pedagogy that can be enjoyed and understood at a universal, cross-cultural level.

Photo by Freepik.com (2021)

What is possible for us to sense, understand, articulate, want and imagine?

What is possible for us to sense, understand, articulate, want and imagine?Understanding global issues often requires learners to examine a complex web of cultural and material processes and contexts on local and global levels. […] — Andreotti, V., (2006–2020)

Combining activities for different learning styles: Auditory, Sensory, Kinetic, Visual and Writing/Reading to allow kids to experience various types of media, choose and understand which media they prefer to reach their goals. Similarly, in a classroom context, they will be able to engage with more confidence. Augmented and Mixed Reality features have proven to be an effective medium to deliver learning, Fun and Play Values both in a solo-environment and in a class, or family, context. Offering highly engaging features, easily accessible from all devices, without disconnecting kids from reality but offering a bridge between the learning experience, the story-worlds and their imagination.

Finally, focusing on Social Emotional Learning (SEL) to help young users to Integrate skills, attitudes, and behaviors to deal effectively and ethically with daily tasks and challenges. CASEL, (2019)

Hoppipop! KidsZone top-goal is to breaking barriers among cultures with a cross-cultural teaching-learning methodology through universal themes, gamification and fun activities. Finally, understanding Learners Motivations is Key to any successful educational experience. Learners behave very similarly to Players since Play and Fun are intrinsic needs of the human nature.

Intrinsic and Extrinsic Motivations. Pratten, R. (2011)

The Key-Elements to Engaging Learning

Enhanced gaming features through AR/MR/VR/360 to increase engagement and participation, motivation and sense of achievement. The element of fun is by itself a highly motivating reward for any players, in particular for kids and teens. Combine activities and gamification elements that reward the various type of players personalities: Killer, Achiever, Explorer, Socializer.

Educational: Content & Activities tailored for each level and styles of learning, including basic skills, STEM and SEL activities.

Storytelling: powerful, original, motivational and inspirational stories to enhance self-growth and critical thinking.

Active Play: users are active participant in the characters actions.

Rewarding Fun: fun as primary reward, along with fullfilling to intrinsic and extrinsic motivations through attentive gamification.

Persistent: the story evolves over time, reacting to audience engagement.

Participatory: the audience interacts with characters and other audience members.

Personalized: the story remembers decisions and becomes tailored to each audience member.

Immersive: the experience connects across platforms and to the real world.

Inclusive: universal learning reflecting the needs of users from all backgrounds, contexts and abilities.

Web-based: accessible to as many people as possible are allowed to enjoy the story even if at different levels of depth and sophistication.


Play & Engagement

A child who does not play is not a child. — Pablo Neruda

In A Playworker’s Taxonomy of Play Types, Hughes (1996) defines 16 types of play, each of one implies the learning and practice of a specific human ability or behaviour, from social to physical and creative skills. Hughes research is particularly relevant from many perspectives, pedagogical, behavioural, sociological, educational and psychological, but also from a transmedia storytelling point of view. In fact, to develop a narrative with engaging dynamics and interactions, designers and content writers must take into account all those 16 types of needs.

Photo by Freepik.com (2021)Photo by Freepik.com (2021)
Play is the best way for children to learn, including social skills. — Halloran, J. (Encourage Play, 2018)

Learning Through…?

Focus on high quality storytelling content: original stories that mirror real-life situations in a fantasy world, promoting diversity, inclusivity, accessibility, kindness, self-reflection, criticality, empathy, imagination, creativity, self-confidence, trust and resilience.

Photo by Freepik.com (2021)Photo by Freepik.com (2021)


Engagement: being in the moment. — Pratten (2011)

Being in the moment means focusing on something to the exclusion of all else and this can apply just as well to reading a book or looking at a painting as it can to clicking around a web page. Jackie Turnure (2014) called The Rules of Engagement. Her five point process for audience engagement is:

Engage — create curiosity and suspense
Involve — create compelling characters
Extend — direct audience within and across media
Surprise — keep audience on the move
Reward — make it worthwhile.

Five Levels of Engagement. Pratten, R. (2011)

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Download the research resources list here: https://mailchi.mp/dd7b9abf8ac6/hoppipop-kidszone

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Thank You!

Why AR/MR for Education? was originally published in AR/VR Journey: Augmented & Virtual Reality Magazine on Medium, where people are continuing the conversation by highlighting and responding to this story.

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