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Two 3D virtual worlds as domain-oriented design environments: closing the educational gap with the action-breakdown-repair model

Anders I. Mørch (Department of Education, University of Oslo, Oslo, Norway)

International Journal of Information and Learning Technology

ISSN: 2056-4880

Article publication date: 28 September 2020

Issue publication date: 9 November 2020

201

Abstract

Purpose

The present study proposes action-breakdown-repair (ABR) as a pedagogical model and 3D virtual worlds as technology, to bridge the gap between curricular goals and students out of school technology experiences, referred to as the educational gap.

Design/methodology/approach

A qualitative study combining design-based research (DBR) and a case study was used with video observation as a data collection method. ABR is demonstrated by an empirical analysis of learning activities with ©Minecraft (hereafter MC) and ©Second LifeTM (hereafter SL) used in two teacher education programs.

Findings

Teachers and students could use the technology with some initial training. Experience in gameplay, collaboration and problem solving eased the transitioning into curricular activities. The teachers integrated domain knowledge by giving students tasks that involved the creation of domain-specific artifacts and role-play scenarios. In total, two dilemmas of educational gap closing were found and discussed: learning domain knowledge vs learning technology and breakdown in action vs breakdown in understanding.

Research limitations/implications

Automated feedback (critiquing) adapted to students' individual needs while building and role-playing in MC or SL to off-load some of the teachers’ work in scaffolding design activities in the classroom is a direction for further work.

Practical implications

The model can provide guidance for teachers and other stakeholders who are in the process of integrating creative technologies like visual programming, design environments and collaboration tools in K-12 education.

Originality/value

A novelty of the present research is treating ABR as a pedagogical model and closing the educational gap.

Keywords

Acknowledgements

Several colleagues have contributed to the work presented here. In particular Valentina Caruso (virtual ethnography in SL) and Melissa Hartley (online instructor and SL developer) and Louise Mifsud (project leader and researcher) and Siv Eie (researcher in social studies teacher education) who helped organize the MC study. The author is grateful to Department of Education, University of Oslo for seed funding the Second Life research, and Norwegian Agency for International Cooperation and Quality Enhancement in Higher Education (Diku) for funding SMILE (MC in Teacher Education: Developing 21st Century Skills in Social Studies).

Citation

Mørch, A.I. (2020), "Two 3D virtual worlds as domain-oriented design environments: closing the educational gap with the action-breakdown-repair model", International Journal of Information and Learning Technology, Vol. 37 No. 5, pp. 295-307. https://doi.org/10.1108/IJILT-03-2020-0029

Publisher

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Emerald Publishing Limited

Copyright © 2020, Emerald Publishing Limited

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