
My Rationale
As an instructional designer, I am thrilled to integrate augmented and virtual reality (AR/VR) technologies into the "LiterARy Realms" course to create a dynamic and engaging learning experience for middle school students. The use of AR/VR in education is supported by research (e.g., Merchant et al., 2014) showing that immersive technologies can significantly enhance student engagement, motivation, and comprehension of complex concepts.
In the Analysis phase, I will closely examine the course content, identifying key literary concepts, themes, and objectives that can be enriched through AR/VR experiences. By integrating immersive elements that align with learning objectives, I aim to deepen students' understanding and appreciation of literature. Research (Dalgarno & Lee, 2010) suggests that immersive environments can improve spatial awareness and contextual understanding, making them ideal for exploring literary settings and narratives.
During the Design phase, I will create a visually captivating interface that guides students through virtual literary worlds. This design will include interactive elements such as virtual book settings, character explorations, and thematic journeys, which will encourage students to engage deeply with the material. Collaboration features will be incorporated, allowing students to share insights and work together on projects within the virtual space.
In the Development phase, I will ensure that the course content is accessible across multiple devices, providing a seamless experience whether students are using VR headsets, tablets, or computers. This phase will also involve creating detailed AR/VR scenarios that align with the literary texts being studied, ensuring that each virtual environment enhances the learning objectives.
The Implementation phase will involve pilot testing the course with a small group of students to ensure its functionality and effectiveness. Feedback from this group will be used to make necessary adjustments before rolling out the course to a larger audience. Additionally, I will provide training and support for students and educators to maximize the benefits of the AR/VR technologies used in the course.
Finally, in the Evaluation phase, I will employ a variety of assessment methods, including surveys, interviews, and performance tasks, to measure the course's effectiveness in achieving its learning objectives. This data will inform any revisions needed to improve the course further. Studies (Johnson-Glenberg, 2018) have shown that AR/VR can enhance both formative and summative assessments by providing immersive and interactive testing environments.
By leveraging the ADDIE model, I aim to create a transformative educational experience that not only makes literature more accessible and engaging for middle school students but also equips them with critical thinking and digital literacy skills essential for the 21st century. The integration of AR/VR in "LiterARy Realms" represents an innovative approach to teaching literature, one that aligns with modern educational standards and prepares students for future academic and career success.
References:
Dalgarno, B., & Lee, M. J. W. (2010). What are the learning affordances of 3-D virtual environments? British Journal of Educational Technology, 41(1), 10-32.
Johnson-Glenberg, M. C. (2018). Immersive VR and education: Embodied design principles that include gesture and hand controls. Frontiers in Robotics and AI, 5, 81.
Merchant, Z., Goetz, E. T., Cifuentes, L., Keeney-Kennicutt, W., & Davis, T. J. (2014). Effectiveness of virtual reality-based instruction on students' learning outcomes in K-12 and higher education: A meta-analysis. Computers & Education, 70, 29-40.