Conference Agenda

Overview and details of the sessions of this conference. Please select a date or location to show only sessions at that day or location. Please select a single session for detailed view (with abstracts and downloads if available).

Please note that all times are shown in the time zone of the conference. The current conference time is: 17th May 2024, 03:04:19am GMT

 
 
Session Overview
Session
16 SES 07 B: Virtual and Augmented Reality
Time:
Wednesday, 23/Aug/2023:
3:30pm - 5:00pm

Session Chair: Stavros Nikou
Location: Gilmorehill Halls (G12), 217B [Lower Ground]

Capacity: 20 persons

Paper Session

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Presentations
16. ICT in Education and Training
Paper

Preservice teachers’ Physics Education: A Design-Based Learning Augmented Reality case study

Stavros Nikou

University of Strathclyde, United Kingdom

Presenting Author: Nikou, Stavros

Augmented Reality (AR) superimposes virtual objects to the physical environment, enabling augmented experiences to users. AR has been applied to a variety of fields including education offering immersive, authentic, and meaningful learning experiences to students. Research reports that AR, if it is applied appropriately, can have a positive impact on educational settings. AR enables visualisation of abstract concepts, enhances long-term retention, increases learning motivation and engagement and can improve learning achievement (Akçayır, & Akçayır, 2017; Garzón, Pavón, & Baldiris, 2019). Immersive technologies have the potential to transform education by enabling learning experiences that otherwise are inaccessible, expensive, or even dangerous (Jesionkowska, Wild, & Deval, 2020). According to the “VR/AR Industrial Coalition: strategic paper” published be the European commission (2022), AR/VR is very much related to the development of pupils and students, and with its potential as a tool for remote learning, it can support education in remote and rural areas, improving access to education. As declared in the Future of Education Briefing Notes (UN Secretary-General, 2022) released during the Transforming Education Summit 2022, in order for the digital transformation of education to happen, teachers should harness the power of technology and be able to be become micro-curriculum designers and content developers. While AR can offer new opportunities and transform education, its use in classrooms is rather limited. There are numerous challenges associated with the integration of AR in education. Two of these challenges are the lack of teachers’ digital skills to use AR in the classroom (Nikou, Perifanou, Economides, 2022) and the lack of experience in employing AR in the learning design (Ibáñez & Delgado-Kloos, 2018). Teacher education should build the technological and instructional design capacity of preservice teachers enabling them to “be at the frontlines of helping students to navigate their changing world in contextually relevant and age-appropriate way” (UN Secretary-General, 2022). However, while AR technology has come popular in areas such as mathematics and science, few teachers use this technology in science classes (Perifanou, Econmides & Nikou, 2023) and little research exists on how to introduce and integrate AR with specific pedagogical methods to teach science (Arici et al 2019). The current study investigates the use of AR in a Design-Based Learning (DBL) approach to teach Physics in preservice teachers’ education. The study is aiming also at exploring preservice teachers’ views about the integration of AR in Physics teaching. Design-Based Learning is a student-based learning approach, grounded in constructionism that requires students to use their theoretical knowledge to develop an artifact or a solution to a real-life problem (Ariff, & Nurulaini, 2022; Han & Bhattacharya, 2001). The rationale of choosing the DBL approach is because it promotes critical thinking and creativity (Gómez Puente, van Eijck, & Jochems, 2013) and it is appropriate for science teaching (Ibáñez & Delgado-Kloos, 2018). The DBL process typically consists of four main phases: problem understanding, information gathering, solution generation, and evaluation (Puntambekar & Kolodner, 2005). The current study is aiming to investigate the use of AR in a design-based learning approach to teach Physics to pre-service teachers. Specifically, the study aims to answer the following questions:

  1. How Design-Based Learning Augmented Reality can be deployed in preservice teachers’ Physics education?
  2. What are preservice teachers’ views about Design-Based Learning Augmented Reality in teaching Physics?

Methodology, Methods, Research Instruments or Sources Used
This is a work-in-progress study conducted in the context of a 3rd year undergraduate module on teaching Science in the Primary classroom. The study, after having granted ethics approval from the School of Education Ethics Committee, has started during the fall semester 2022 and it is ongoing. The current proposal aims to report preliminary results from an initial stage. Twenty-five pre-service teachers (eighteen females and seven males) participated in a two-hours session on using AR to develop a digital artefact to teach Physics to primary class pupils. Participants had never had before any experience with AR expect general information about this technology. However, they had already had a class on the Physics topic under discussion (Forces). The overall learning objective of the session was to design a simple AR experience on teaching forces to primary school pupils. The instructional method used was learning-by-design: pre-service teachers actively engaged in a meaningful construction of an AR experience, reflecting their cognitive artifact (i.e., their knowledge and skills) for their target audience (Sarfo, 2012). During the first hour of the session, participants have been given a tutorial on the AR creation platform BlippAR (https://www.blippar.com/). The tutorial covered the basic steps of the AR building process: introduction to the development environment, how to upload assets, how to resize and move objects around the stage, how to create simple animations and how view the AR project on a mobile device. During the second hour of the session, participants were asked to create a simple AR experience demonstrating the impact that forces have when apply to objects. i.e.to set a still object in motion, to change its velocity (magnitude and/or direction) or to change its shape. Participants worked in groups or individually. To facilitate the process, the graphics files with the objects used and the triggers to be recognised by the application (images with gravitational and electric forces) were made available to participants along with instructions.  Participants developed various scenarios demonstrating the impact that forces (gravitational of electrostatic) can have on objects.  In order to capture teachers’ views on the use of AR in teaching Physics, we have developed and used an online questionnaire with open-ended questions (Yin, 2003). An inductive content analysis followed searching for evidence on the use of AR in DBL and teachers’ views. Preliminary results of the analysis of the open-ended questions are presented.
Conclusions, Expected Outcomes or Findings
The open-ended survey questionnaire gathered participants’ views about the use of AR in design-based learning to teach Physics. Preliminary findings revealed that a few patterns emerge. Regarding the open question “What educational opportunities AR can offer to students to stimulate and support their learning?” most participants agreed that AR can generate feelings of immersion and presence and can motivate and engage students. It can support interactivity and playfulness and thus can make learning fun, motivating and engaging. Participants agreed that AR can be a complementary method to teach Physics and they would be willing to use AR to teach primary school Physics. However, they emphasized the need for the proper infrastructure and support as well as teacher training that can facilitate the use of AR in the classroom.  Our findings agree with previous studies on intention to use educational AR (Perifanou, Econmides & Nikou, 2023; Mikropoulos, Delimitros, & Koutromanos, 2022). The analysis of data is ongoing. We are also aiming to gather more data to extend our analysis and strengthen our findings. Current research (Ibáñez & Delgado-Kloos, 2018) suggests that more qualitative research is needed to obtain more in-depth information on the use of AR in science education.  Our study will provide extra evidence on preservice teachers’ views on using AR to teach Physics. Moreover, it is aiming at proposing an AR-based design-based learning approach in the context of teaching Physics to preservice teachers. Findings can be useful to educators, instructional designers and AR developers to design appropriate educational AR applications.
References
Akçayır, M., Akçayır, G. (2017). Advantages and challenges associated with augmented reality for education: a systematic review of the literature. Educ. Res. Rev. 20, 1–11.

Arici, F., Yildirim, P,. Caliklar, S. & Yilmaz,R.M. (2019). Research trends in the use of augmented reality in science education: Content and bibliometric mapping analysis, Computers & Education, 142, 103647.

Ariff, A.S., & Nurulaini. A.S. (2022). Design-Based Learning as a Pedagogical Approach in an Online Learning Environment for Science Undergraduate Students, Frontiers in Education, 7.

European Commission, Directorate-General for Communications Networks, Content and Technology, Vigkos, A., Bevacqua, D., Turturro, L. (2022). VR/AR Industrial Coalition : strategic paper, Publications Office of the European Union. https://data.europa.eu/doi/10.2759/197536

Garzón, J., Pavón, J. & Baldiris, S. (2019). Systematic review and meta-analysis of augmented reality in educational settings. Virtual Reality 23, 447–459.

Gómez Puente, S.M., van Eijck, M., & Jochems, W. (2013). A sampled literature review of design-based learning approaches: A search for key characteristics, International Journal of Technology and Design Education, 23, 717.

Han, S., & Bhattacharya, K. (2001). Constructionism, learning by design, and project-based learning. In M. Orey (Ed.), Emerging perspectives on learning, teaching, and technology. Bloomington, IN: Association for Educational Communications and Technology.

Ibáñez, M.B., & Delgado-Kloos, C. (2018). Augmented reality for STEM learning: A systematic review, Computers & Education, 123, 109-123.

Jesionkowska, J. Wild, F. & Deval, Y. (2020). Active Learning Augmented Reality for STEAM Education—A Case Study. Educ. Sci.  10, 198.

Mikropoulos, T.A., Delimitros, M. & Koutromanos, G. (2022). Investigating the Mobile Augmented Reality Acceptance Model with Pre-Service Teachers, 2022 8th International Conference of the Immersive Learning Research Network (iLRN), Vienna, Austria, pp. 1-8.

Nikou, S.A., Perifanou, M., & Economides, A.A. (2022). Towards a Teachers’ Augmented Reality Competencies (TARC) Framework. In: Lecture Notes in Networks and Systems, 411. Springer, Cham. https://doi.org/10.1007/978-3-030-96296-8_19

Perifanou M., Economides A.A., & Nikou S.A. (2023). Teachers’ Views on Integrating Augmented Reality in Education: Needs, Opportunities, Challenges and Recommendations, Future Internet, 15(1), 20. https://doi.org/10.3390/fi15010020

Puntambekar, S., & Kolodner, J. L. (2005). Toward implementing distributed scaffolding: Helping students learn science from design. Journal of Research in Science Teaching, 42(2), 185-217.

Sarfo, K.F. (2012). Learning by Design. In: Seel, N.M. (eds) Encyclopedia of the Sciences of Learning. Springer, Boston, MA.

UN Secretary-General (2022). Future of Education Briefing Notes, Transforming Education Summit, 2022.

Yin, R.K. (2003). Case Study Research: Design and Methods, 3rd ed.; Applied Social Research Methods Series V. Sage Publications: Thousand Oaks, CA, USA.


16. ICT in Education and Training
Paper

Managing Stressful Situations and Promoting Teachers' Well-being Through Somatic-Cognitive Experience in a Responsive Computer Simulation

David Kosatka

Masaryk University, Czech Republic

Presenting Author: Kosatka, David

The paper explores the possibilities of a simulated virtual reality (VR) environment to support novice teachers in developing competencies for coping with stressful situations. The topic is part of dissertation research that focuses on 1) the stress management strategies of novice teachers in a VR training environment; 2) the design and evaluation of pedagogical VR simulations in an adaptive learning platform. The main research question is: What is the possibility of virtual reality in preparing novice teachers to cope with stressful situations?
Some fields of study for teacher preparation have limited opportunities to prepare for unexpected situations and social and other classroom-specificities (Butler & Monda-Amaya, 2016). Virtual simulated environments can address the need for practice in preparing novice and experienced teachers and provide different variations of learning environments, instant feedback, metrics (which are not obtainable in a real classroom), and a safe space for preparation (Dieker et al., 2015; Lamb & Etopio, 2020; McGarr, 2020)
Social, political, economic and accelerating technological challenges (e.g. distance education in times of pandemic or social inclusion of children from Ukraine in Czech schools) brings increased demands on novice teachers. They are a professional group at risk of stress loads leading to leaving the profession or burnout.
Through the presented research, we aim to contribute by engaging VR technology to train potential stressful teaching situations. A secondary aim of the research is to explore the potential for practising interactions in VR between the teacher and networks of support actors. These include the teaching assistant, the school psychologist, the social and special educator, the school prevention methodologist or the tandem teacher.
VR simulations are used in many different industries. A coherent methodology for implementing this technology in schools still needs to be included in a pedagogical context. Faculties educating teachers would get the opportunity of repeated training in a safe environment and the spectrum of social scenarios (various pedagogical situations) that VR technology offers. As disseminators of knowledge, teachers are vital actors in transferring work with this technology. The opportunity to reinforce (and simultaneously evaluate) novice teachers coping strategies in simulations might promote well-being and resilience (Ungar & Theron, 2020).
In the presented research, we understand VR as the illusion of being present in a digitally generated learning environment where we can act realistically and experience different situations (Radianti, et al. 2020). We do not understand the VR experience as a substitute for the real classroom but rather as an experience that can be integrated into the curriculum to support future teachers' development concerning developing different pedagogical strategies. It can also provide new practice opportunities.
VR simulations will provide a large amount of multidisciplinary data and metrics that will enhance humanities-oriented research, particularly on the negotiation strategies of educators and other educational support actors.
Furthermore, the research aims at a methodological concept of VR education, which needs to be noticed for the widespread dissemination of an attractive form of education through VR technology in schools (still significantly underrepresented in the Czech Republic). The design of scenarios in education will promote social-emotional learning.
The critical approaches to embracing VR in education are experimentalism, constructivism, somatic epistemology and cognitivism. The research pursues contemporary challenges, both methodological and technological (what and how features to incorporate into immersive VR to implement to make the simulation believable; e.g., eye contact of avatars using eye visualization - Eyetracking), as well as domain-oriented (what types of scenarios to create)


Methodology, Methods, Research Instruments or Sources Used
The research design combines qualitative and quantitative approaches to data collection and integrates knowledge from the humanities with design methods and analytical measurement of VR data.    
Quantitative data from measurements (gaze trekking, stress level) are being complemented by interviews, focus groups and self-reflection of the somatic-cognitive VR experience (qualitative). The data will help reveal hidden correlations and variables within interactions (formal and informal) in the simulation.  
Pre-test and post-test questionnaires are used to assess subjectively (evaluative and self-evaluative methods) one's pedagogical abilities or stress levels in different pedagogical situations.  
These data are collected over time and compared with each other. First and second-year students were contacted (outreach to approximately 600 learners); approximately 40 are involved in the data collection. The selection criteria were 1.) Willingness to engage in 2) Motivation to train in VR; 3) Length of teaching experience.  
At the current research stage, third-party software is being used, and the development of a custom VRTeach application is planned where applied research and human-computer interaction (HCI) design will be used. The software will be developed in an agile methodology using iterative and incremental principles to respond to changes and suggestions from participants and senior lecturers throughout the development cycle.  
VR scenarios (situations that novice teachers can experience) are designed on expert research and consultation with research participants. They will later be incorporated through a prototyping and interaction design method (user testing of the VR application) to maximize the authenticity of the proposed virtual environment.  
Each participant takes part in the simulation repeatedly over time. The analysis and interpretation of the data will lead to the development of a methodology in addition to the research itself.  
We see the following potential limitations of the research: The level of interactions in VR will not achieve sufficient plausibility to make the teachers exhibit behavioural patterns identical to those in a real classroom - for example, it will fail to detect automated behavioural patterns that are not socially desirable. Furthermore, the control of the application may create artificial barriers and, therefore, sources of frustration, so teachers will not be able to immerse themselves sufficiently in the situation. Another aspect is handling challenging/stressful interactions scenarios if the interactions are, for example, too flat, with low dynamics, or, vice versa, unrealistically dramatic.

Conclusions, Expected Outcomes or Findings
Initial research data show that 1) Gaining experience in VR technology might enable teachers to work more effectively with this platform, given the growing trend of the Metaverse and other socio-technological challenges (2) VR technology allows the involvement of different actors through remote collaboration via network connections, (3) The collection of data (Learning Analytics) allowed to support learning through the interpretation of metrics that are not commonly available in the real interactions.
The ability to remotely access a simulation has the potential to overcome various barriers associated with the need to be present or present in a particular physical space. The presented thus emphasizes the possibilities of extending competencies through VR to groups of people for whom this would otherwise be very difficult or completely inaccessible.
Furthermore, with higher levels of immersion, VR avatars (digital representations of the user character in the simulation) can faithfully represent different physical attributes or socio-cultural backgrounds and thus support a diverse classroom environment.  
This research topic could overlap with other levels. As education is often feminized, the possibility of VR simulations enables the extension of pedagogical competencies to women (teachers) who, for example, have found themselves outside the teaching profession or undergraduate education due to maternal responsibilities.
Compared to existing simulators, which usually allow only simple real-time or recorded observation or subjective feedback from teachers or visiting colleagues on the lessons, the research brings a sophisticated way of linking technologies that allow designing metrics and ways of evaluating them that give educators a basis for self-reflection based on "hard data": for example, the position of the headset, eye movements, responsiveness to students' verbalized requests. It also turns out that by analyzing these missing data in pedagogical research, we can reciprocally strengthen the systemic undergraduate training of actors in education, e.g. in faculties of education.

References
Butler, A., & Monda-Amaya, L. (2016). Preservice Teachers’ Perceptions of Challenging Behavior. Teacher Education and Special Education: The Journal of the Teacher Education Division of the Council for Exceptional Children, 39(4), 276–292. doi:10.1177/0888406416654212    

Dieker, L. A., Hynes, M. C., Hughes, C. E., Hardin, S., & Becht, K. (2015). TLE TeachLivETM: Using Technology to Provide Quality Professional Development in Rural Schools. Rural Special Education Quarterly, 34(3), 11–16. https://doi.org/10.1177/875687051503400303  

Lamb, R., & Etopio, E. A. (2020). Virtual Reality: a Tool for Preservice Science Teachers to Put Theory into Practice. Journal of Science Education and Technology, 29(4), 573–585. doi:10.1007/s10956-020-09837-5  

McGarr, O. (2020) The use of virtual simulations in teacher education to develop pre-service teachers’ behaviour and classroom management skills: implications for reflective practice, Journal of Education for Teaching, 46(2), 159–169.  https://doi.org/10.1080/02607476.2020.1724654

Radianti, J., T, Majchrzak, T., Fromm, J., & Wohlgenannt, I. (2020). A systematic review of immersive virtual reality applications for higher education: Design elements, lessons learned, and research agenda. Computers & Education, 147, 103778. https://doi.org/10.1016/j.compedu.2019.103778.  

Ungar, M., & Theron, L. (2019). Resilience and mental health: how multisystemic processes contribute to positive outcomes. The Lancet Psychiatry. doi:10.1016/s2215-0366(19)30434-1


16. ICT in Education and Training
Paper

Using a Virtual Reality Solution for Discussing Moral Dilemmas in Upper Secondary Education Level: Preliminary Results

Manuel Joaquin Fernandez Gonzalez, Tamara Pīgozne, Anna Sidorova, Reinis Vējiņš

University of Latvia, Latvia

Presenting Author: Pīgozne, Tamara

Technological developments are influencing the evolution of learning styles from verbal to visual to virtual (Sholihin et al., 2020). This also applies to the resolution of moral dilemmas as a decision-making paradox without unambiguously acceptable or preferable options (Niforatos et al., 2020) in virtual reality (VR).

There are conflicting research results on virtual reality (VR) in the context of learning. On the one hand, the results of several studies show that the use of VR makes learning motivating, interesting and increases learning effectiveness (Makransky, Bonde, et al., 2016; Makransky, Thisgaard, & Gadegaard, 2016; Thisgaard & Makransky, 2017), increases ethical efficacy by improving self-efficacy (Ding et al., 2020), and ultimately influences ethical behaviour (Huang & Lin, 2019; Fischbach, 2015).

The advantages of VR include, firstly, the acquisition of multiple experiences in action, including from another person's perspective, where moral judgements may depend not on the outcome but rather on the action involved in achieving the outcome (Slater et al., 2020). Second, in VR-based learning environments, the learning experience is achieved by providing a virtual environment that is similar to real-life situations (Huang, Rauch, & Liaw, 2010; Yusoff et al., 2011), thus VR allows participants to become an active part/subject of the learning process (Yusoff et al., 2011). Third, in addition to providing an experience, VR can provide operational feedback: using VR, it is possible to model situations with the aim of learning how people might behave in specific circumstances, rather than how they think/predict they might behave in practice, as they would in response to a questionnaire (Skulmovskis et al., 2014). VR may have a positive impact on academic achievement, as research shows that students with VR-based and traditional learning experiences have higher achievement compared to students with only traditional learning experiences (Goetz, 2014).

In addition, learners' emotional reactions to learning can also have a significant impact on academic achievement (Pekrun, 2016), and, when using VR to solve a moral dilemma, study participants showed higher anxiety and stress (Terbeck, 2001) and had an increased heart rate compared to those in the paper-based experiment, possibly indicating greater emotional engagement (Francis et al., 2016).

The importance of moral education at school is widely recognized (OECD, 2021; UNESCO, 2021). One of the objectives of the Latvian Council of Science project "Effectiveness research of an online curriculum for virtue education in Latvian educational institutions (from grades 1 to 12) - eTAP+" is the development, validation, and improvement of a methodology for using a VR solution for discussing moral dilemmas. In cooperation with a VR company (Vividly) and an upper secondary education school, a moral dilemma for secondary school students on career choice was developed.

This study presents the preliminary results of the piloting of a VR solution for discussing moral dilemmas in upper secondary education level, addressing two research questions:

-What are the benefits and challenges of using VR in the context of moral dilemmas?

-What pedagogical conditions contribute to a successful moral learning experience using VR in the context of moral dilemmas?

The research is based on the theory of the “relational-self-of-virtue” (Fernández González, 2019a, 2019b), which considers four components in the development of a moral self: 1) understanding of character growth; 2) commitment to virtue growth; 3) practical involvement in virtuous behaviour; and 4) personal and social recognition/identity. Those four components were operationalized in the structure of the research addressing the benefits, challenges, and pedagogical conditions of a successful moral learning experience using VR in the context of moral dilemmas.


Methodology, Methods, Research Instruments or Sources Used
To answer the research questions, a qualitative research design was chosen for this pilot study. Data collection and analysis is planned in Spring 2023:
First, two groups of 6 pupils each (grade 11) will receive jointly a simple introduction to moral dilemma methodology. Then the groups will split: one group will experience the moral dilemma in VR (6 pupils with a VR set each), and simultaneously the second group will solve the same moral dilemma on paper in another room. After that, each group will have a separate focus group discussion of 45 minutes about their experience solving the moral dilemma.
This discussion will be used for collecting the data, integrating the questions relevant for the research into the structure of the discussion. The discussion will therefore be structured for both groups identically, in 6 sections, with specific prompts:
Introduction (general issues);
Discussion on the decision-making process;
Discussion on the specific choice;
Discussion of the rationale for the choice;
Discussion of other possible choices;
Reflection on the lesson as a whole.

The discussion will be audio taped and analysed with qualitative analysis software AQUAD 7. Based on the four identified criteria for the development of a moral self, a framework of content codes was already developed, which can be completed with emerging codes during the analysis:  
When analysing the moral understanding aspect, the focus will be on how young people demonstrate and verbalise their understanding of moral aspects of the dilemma resolution, including indicators such as formulation of new insights, argumentation during the discussion, and rationale for their decision.
The analysis of the commitment to engage in one's own moral growth will focus on how pupils consider the consequences of the decision they made; and on the importance they give to ethical decision-making and to the desire to become a better person.
The criteria “practical involvement in virtuous behaviour” will be analysed in the context of the decision making about career choice; ability of seeking support for facing difficulties; and everyday decision-making experiences.
When analysing “moral identity”, the focus will be on how pupils reflect on their own emotions (internal recognition) and how they perceive external recognition regarding the concrete dilemma and in general.
The discussion will address also other questions such as students' feelings right after using the VR solution, the methods they use for facing decision-making challenges every day; factors influencing and facilitating decision-making; and lessons learned.

Conclusions, Expected Outcomes or Findings
The data of both groups (VR and paper) will be compared for understanding the specific benefits and challenges of using VR for discussing moral dilemmas. Based on the pilot results, we expect to be able to present at the conference:
1) A list of benefits of using VR in the context of moral dilemmas
2) A reflection on the challenges of using VR in the context of moral dilemmas and how to address them
3) A set of practical pedagogical recommendations for enhancing a successful moral learning experience using VR in the context of moral dilemmas?
We will be able to recognize better also the limitations of VR as an assessment method for moral education.
The project was funded by the Latvian Council of Science project “Effectiveness research of an online curriculum for virtue education in Latvian educational institutions (from grades 1 to 12)”, project no. lzp-2021/1-0385

References
Ding, D., Brinkman, W. P., & Neerincx, M. A. (2020). Simulated thoughts in virtual reality for negotiation training enhance self-efficacy and knowledge. International Journal of Human-Computer Studies, 139, 102400.
Fernández González, M.F. (2019a). Relational-self-of-virtue: Classical, modern and Christian perspectives in moral education. In L. Daniela (Ed.), Human, technologies and quality of education, 2019 (pp. 22–32). The University of Latvia Press. DOI: https://doi.org/10.22364/htqe.2019.02
Fernández González, M.F. (2019b). At the heart of virtue growth: 'Self-of-virtue' and 'Virtue identity'. Estudios sobre Educación, 36, 9–29. DOI: http://dx.doi.org/10.15581/004.36.9-29
Goetz, T., Frenzel, A. C., Hall, N. C., Nett, U. E., Pekrun, R., & Lipnevich, A. A. (2014). Types of boredom: An experience sampling approach. Motivation and Emotion, 38, 401-419.
Niforatos, E., Palma, A., Gluszny, R., Vourvopoulos, A., & Liarokapis, F. (2020, April). Would you do it?: Enacting moral dilemmas in virtual reality for understanding ethical decision-making. In Proceedings of the 2020 CHI conference on human factors in computing systems (pp. 1-12).
OECD. (2021). Embedding Values and Attitudes in Curriculum: Shaping a Better Future. OECD Publishing. https://doi.org/10.1787/aee2adcd-en.
Pekrun, R. (2016). Academic emotions. In Handbook of motivation at school (pp. 120-144). Routledge.
Rezer Т. М. (2021). Social Values of Students in Conditions of Digitalization of Education and COVID-19. Integration of Education, 25(2), 226-243. https://doi.org/10.15507/1991-9468.103.025.202102.226-243
Sholihin, M., Sari, R. C., Yuniarti, N., & Ilyana, S. (2020). A new way of teaching business ethics: The evaluation of virtual reality-based learning media. The International Journal of Management Education, 18(3), 100428.
Slater, M., Gonzalez-Liencres, C., Haggard, P., Vinkers, C., Gregory-Clarke, R., Jelley, S., ... & Silver, J. (2020). The ethics of realism in virtual and augmented reality. Frontiers in Virtual Reality, 1, 1.
UNESCO. (2021). Reimagining Our Futures Together: A New Social Contract for Education. Report From the International Commission on the Futures of Education. https://unesdoc.unesco.org/ark:/48223/pf0000379707