TY - JOUR
T1 - Utilizing virtual reality to assist social competence education and social support for children from under-represented backgrounds
AU - Wang, Xining
AU - Young, Gareth W.
AU - Plechatá, Adéla
AU - Mc Guckin, Conor
AU - Makransky, Guido
N1 - Funding: This publication has emanated from research conducted with the financial support of Trinity College Dublin-China Scholarship Council Joint Scholarship (ID 202008300006) and Horizon Europe Framework Program (HORIZON - ID 6101070109).
PY - 2023/8/1
Y1 - 2023/8/1
N2 - Although education is a fundamental human right for global citizens, educational inequality still exists within and among countries. Still today, many students struggle to access and receive quality education. Therefore, the value of using immersive technology to increase social competence and perceived social support for children who live in remote areas of the world, reduce inequality, and improve the quality of education requires much attention to address the lacuna between urban and rural education systems. Based on three representative pedagogies (Pedagogy of Technology, Play-based Learning, and Traditional Pedagogy), we designed three social competence educational approaches – virtual reality (VR) assisted social competence education, Lego social competence education, and traditional classroom learning – and applied them to interventions in two rural schools in Southwest China. Our results showed that VR and Lego social competence education prompted children's social competence and perceived social support with elementary school children (Study 1). Furthermore, VR social competence education resulted in substantially greater social competencies and subjective sense of social support than traditional classroom learning with middle school children (Study 2). The results suggest that VR-assisted social competence education (Pedagogy of Technology) could be a potential tool to reduce educational inequalities in underdeveloped countries and regions.
AB - Although education is a fundamental human right for global citizens, educational inequality still exists within and among countries. Still today, many students struggle to access and receive quality education. Therefore, the value of using immersive technology to increase social competence and perceived social support for children who live in remote areas of the world, reduce inequality, and improve the quality of education requires much attention to address the lacuna between urban and rural education systems. Based on three representative pedagogies (Pedagogy of Technology, Play-based Learning, and Traditional Pedagogy), we designed three social competence educational approaches – virtual reality (VR) assisted social competence education, Lego social competence education, and traditional classroom learning – and applied them to interventions in two rural schools in Southwest China. Our results showed that VR and Lego social competence education prompted children's social competence and perceived social support with elementary school children (Study 1). Furthermore, VR social competence education resulted in substantially greater social competencies and subjective sense of social support than traditional classroom learning with middle school children (Study 2). The results suggest that VR-assisted social competence education (Pedagogy of Technology) could be a potential tool to reduce educational inequalities in underdeveloped countries and regions.
KW - Educational inequality
KW - Rural children
KW - Virtual reality
KW - Social competence
KW - Perceived social support
U2 - 10.1016/j.compedu.2023.104815
DO - 10.1016/j.compedu.2023.104815
M3 - Article
AN - SCOPUS:85159099355
SN - 0360-1315
VL - 201
JO - Computers & Education
JF - Computers & Education
M1 - 104815
ER -