Agile XR
  • Welcome
  • Key Project Learnings and Reflections
  • Project Result 1
  • 1 - Guide: Agile Teamwork in Web-Based Learning
    • Chapter 1 - Agile in Software
      • 1.1 Values in Agile Software Development
      • 1.2 Principles in Agile Software Development
      • 1.3 Agile Project Management and practices
      • 1.4 Agile Mindset
    • Chapter 2 - Agile in Education
      • 2.1 Agile Compass for Education
      • 2.2 eduScrum
      • 2.3 Agora schools
      • 2.4 Agile Learning Centers
    • Chapter 3 - Agile practices for project-based learning
      • 3.1 Sprint Planning and Execution
      • 3.2 Daily Stand-Up Meetings
      • 3.3 Collaborative Learning and Projects
        • 3.3.1 Project initiation
        • 3.3.2 Project planning
        • 3.3.3 Project execution
        • 3.3.4 Project performance/monitoring
        • 3.3.5 Project closing
        • 3.3.6 Agile rituals using Mural
    • Conclusions
    • Bonus: Interviews with Agile Experts
      • Interview with Yeremi Marín, ALC Facilitator at EduCambiando, Mexico
      • Interview with Ryan Shollenberger, Co-director ALC NYC
      • Interview with Willy Wijnands, Cofounder eduScrum
  • 2 - Video Tutorials: Agile Teaching Techniques
  • Project Result 2
    • 3 - Guide: Implementing VR/XR in Team-Based Education
      • Our Approach: Design-Research
      • State of VR for Education
      • How To Choose VR Hardware and Software
      • Testing and Benchmarking VR Platforms
      • Designing Virtual Environments for VR Learning
    • 4 - Manual: Spatial.io for VR-Enhanced Teamwork
      • Terminology in XR
  • Project Result 3
    • 5 - Workshop: Designing Blended Learning Courses
      • Session 1 - Redesign Project Framing
      • Session 2 - Understanding the Student Experience
      • Session 3 - Understanding the Teacher Experience
      • Session 4 - Blended Course Plan
    • 6 - Workshop: Enhancing Existing Lessons for Blended Learning
      • Session 1 - Quick Scan
      • Session 2 - Deep Scan
    • 7 - Lesson Plan Templates for Online and Hybrid Learning
      • LP1 - Intro to AI - Elementary School
      • LP2 - Planning Skills - Lower Secondary Level
      • LP3 - Intro Radioactivity - Higher Secondary Level
      • LP4 - Berlin Wall - Upper Secondary Level
      • LP 5-10 - Lifelab Project - Upper Secondary Level
  • Project Result 4
    • 8 - Guide: Mastering Effective Distance Learning
      • Module 1: Introduction
        • What is distance learning and is it expanding so fast?
        • Online learning
      • Module 2: Methods of implementing distance learning
        • Synchronous online learning
        • Asynchronous online learning
        • Blended learning and flipped learning/classroom
      • Module 3: Classroom management in online learning
        • Class management in distance learning and how to engage students in distance learning
      • Module 4: Promoting collaborative learning in distance learning
        • Collaborative learning in distance learning
        • Problem-based learning and project-based learning in distance learning
        • Cooperative learning in distance learning
      • Module 5: How to promote social interactions in distance learning
      • Module 6: Educational technology tools for distance learning
      • References
    • 9 - Reference Guide: EdTech Tools for Interactive Teaching
      • Module 1: Introduction
        • How to get more student engagement?
        • How can we make it more collaborative?
        • What can be done with less or no teacher support? (e.g. for flipped classrooms)
      • Module 2: EdPuzzle
      • Module 3: Socrative
      • Module 4: Trello
      • Module 5: Nearpod
      • Module 6: Google Drive, Microsoft OneDrive, etc. (Shared document tools)
    • 10 - Digital Tool: EdTech Decision-Maker
    • 11 - Report: Evaluating Agile and VR/XR Teaching Pilots
      • Introduction
        • The project "Augmented Agile teamwork for hybrid learning at Schools” (AgileXR)
        • Project Result 4: Pilot and Impact Evaluation and Lessons Learned
        • Brief Theoretical Framework
        • Pilot Teaching Experiences in the AgileXR Project
      • Aim of the report
      • Method
        • Participants
        • Materials
        • Data Analysis
        • Procedure
      • Results and discussion
        • Students' perspectives
        • Teachers’ perspectives
      • Educational implications
      • Conclusions
      • Bibliographical references
      • Appendix
        • Appendix 1. Pilot evaluation student questionnaire
        • Appendix 2. Pilot evaluation teacher questionnaire
        • Appendix 3. GDPR - Family authorisation for secondary school students
  • Translations
    • 12 - Multilingual Publication Translations
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  1. Project Result 4
  2. 11 - Report: Evaluating Agile and VR/XR Teaching Pilots

Educational implications

The findings underscore the importance of engagement and the role of technology in education. The lack of significant differences in student engagement across gender, educational level, and socio-economic background suggests that well-designed educational activities can transcend these demographic factors, fostering an inclusive learning environment. The preference for single-session activities indicates the effectiveness of focused, concise teaching approaches in sustaining student interest and motivation. Notably, the similar levels of engagement with different technological tools - VR and web-based technologies - highlight that the key to effective technology integration in education is not the tool itself, but how it is utilized pedagogically. This insight is critical for educators and curriculum designers, emphasizing the need to focus on the method of delivery and integration of technology rather than the novelty of the tools used.

The study’s findings regarding students with special educational needs (SEN) and those from different socio-economic backgrounds offer significant insights for educational practices. The heightened engagement among students with SEN in the pilot activity suggests that tailored, inclusive teaching strategies can substantially improve their educational experiences. This calls for educators to adopt more personalized and adaptive teaching methods that cater to the diverse learning needs of students. Additionally, the absence of engagement differences across socio-economic backgrounds indicates the potential of equitable teaching practices to bridge gaps in educational experiences. This implies a need for educational policies and practices that ensure equal access to quality education for students regardless of their socio-economic status, thereby promoting a more inclusive and fair educational landscape.

The research highlights significant aspects of motivation, teamwork, and self-regulated learning in educational settings. The variance in motivation levels between genders and educational levels suggests that teaching strategies might need to be tailored to address these differences effectively. The findings also emphasize the importance of collaborative work and communication in enhancing the learning experience, with a notable preference for web-based technologies due to their accessibility and familiarity. Moreover, the pilot activity’s positive impact on students' self-regulated learning, especially among university students and those from lower socio-economic backgrounds, underscores the value of teaching methods that promote autonomy and self-directed learning. Educators should consider these factors in developing curriculum and instructional strategies to foster a more engaged, collaborative, and self-motivated student body.

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Last updated 1 year ago