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    Using emerging technology to draw learning across the curriculum (2021)

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    Type of Content
    Journal Article
    UC Permalink
    https://hdl.handle.net/10092/103627
    
    Publisher's DOI/URI
    http://doi.org/10.15663/tandc.v21i0.383
    
    ISSN
    2382-0349
    Collections
    • Education: Journal Articles [247]
    Authors
    Rimmer T
    Le Comte K
    MacCallum, Kathryn cc
    show all
    Editors
    Reinsfield E
    Eames C
    Fox-Turnbull W
    Abstract

    To drive the wider adoption of STEM in schools, researchers have promoted the benefits of teaching STEM subjects integrated across the curriculum. This integration can support more authentic learning opportunities where learning is framed in real-world application or driven through problem/project based learning. The integration of digital technologies (DT), where the learning moves away from consumption to creation, provides for further application of learning where the development of artefacts can be situated within other subjects. This integration, however, raises new challenges for effective teaching and learning, and while new technologies and approaches can support this practice, this is still evolving. In this study we explore how one high school in New Zealand has integrated the creation of digital artefacts situated, in the digital technologies (DT) class, with learning in the Māori Performing Arts class. The study explores how mixed reality (MR), combined with design thinking approaches, provide new opportunities to integrate learning and support engagement in STEM. Drawing on a participatory action research methodology, this article explores the experiences and perceptions of three teachers as they adopt MR to engage and teach students drawing on critical DT skills.

    Citation
    MacCallum K, Rimmer T, Le Comte K (2021). Using emerging technology to draw learning across the curriculum. Teachers and Curriculum. 21(2). 37-44.
    This citation is automatically generated and may be unreliable. Use as a guide only.
    ANZSRC Fields of Research
    39 - Education::3901 - Curriculum and pedagogy::390113 - Science, technology and engineering curriculum and pedagogy
    46 - Information and computing sciences::4607 - Graphics, augmented reality and games::460708 - Virtual and mixed reality
    Rights
    All rights reserved unless otherwise stated
    http://hdl.handle.net/10092/17651

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