The dissemination of innovative pedagogies in French secondary education, under the effect of both educational policies and the spontaneous action of teachers, raises the question of the socio-cognitive and material conditions of the design, appropriation, and use of a 3D VW learning space in school. To answer this question, we study the design of a learning space using a 3D VW and the interactions that emerge between the different actors involved in techno-pedagogical innovation. The case study included 22 5th grade students. The videos recorded concern the use of a scenario-based 3D VW for Mathematics, French and Second Language. The analysis of these scenarios based on co-presence, remote-learning and autonomy retrace the material and socio-cognitive conditions of a changing learning space that co-evolves with identities and the teachers’ intent to create meaning within a hybridised institutional and organisational framework.
CITATION STYLE
Gadille, M., Corvasce, C., & Impedovo, M. (2023). Material and Socio-Cognitive Effects of Immersive Virtual Reality in a French Secondary School: Conditions for Innovation. Education Sciences, 13(3). https://doi.org/10.3390/educsci13030251
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