ShakesVR - Assessing the impact of digital science and emerging technology on learning in the classroom
▶Summary
GSA has been working in Education for 37 years and has seen the impact that it can play in making our European societies fairer and more inclusive.. Covid-19 showcased how the switch to digital learning and the loss of in person teaching impacted disadvantaged students the most. (See Eurydice report) We wanted to bring students' needs to the forefront and develop tools that they would use in the real world. We involved teachers as main facilitators, in need of support to embrace digital tools that work for them and their class and this need was at the heart of the project. We focused on Shakespeare for several reasons: GSA’s 10 years worth of experience and creative knowledge, speeding up and enhancing the project Shakespeare, as a European Author, still influencing the world we live in with truths that cut across all cultures Bringing Shakespeare into the digital age. Students and educators will also develop STEM skills as part of a literacy-based project that respects the works as pieces of literature and art. ShakesVR also seeks to address the lack of learner-led digital tools to teach Shakespearean text.
▶Objectives
Objective 1: Research how digital tools and emerging technologies can work in a learner focused manner in School which links to the horizontal priority of addressing digital transformation through development of digital readiness, resilience and capacity. The ShakesVR project seeks to investigate the impact of learner led digital tools in the classroom. Objective 2: Respond to The Digital Education Action Plan (2021-2027) to create a "Learner Led" methodology of digital learning in the classroom which links to the priority of stimulating innovative learning and teaching practices The Digital Education Action Plan (2021-2027) outlines the European Commission’s vision for high-quality, inclusive and accessible digital education in Europe. Objective 3: Creating an Inclusive and Accessible Prototype digital learning tool and methodology. By utilising a Universal Design for Learning (UDL) strategy and including students and teachers in co-creation, the project will create a prototype tool that is inclusive and accessible; that works for students with different learning abilities, creating a platform which places students at the heart.
▶Activities
Activity 1. - Research of existing digital tools in the school environment We evaluated the existing technologies used in the classroom. This analysis was then fed into the design of the prototype digital tool, co-created by all the participating students and teachers. Activity 2 - Creation of the prototype Digital Tool + Methodology GSA led on the creation of the prototype Digital Tool and methodology of the ShakesVR project. This was informed by Activity 1. Initially, it was expected that the tool would be a combination of filmed resources with interactive elements which could possibly be presented with AR or VR applications in mind; or as a stand alone online platform. However this changed due to feedback an led to the resources being available primarily on Youtube with a online platform available as well Activity 3 - Assessment of Prototype ShakesVR tool and dissemination This activity sought to evaluate the prototype digital tool in the real world setting of the classroom. Because the tool has been developed with the idea of Open Access, GSA also made videos available to its network of schools as part of its Shakespeare in Schools partnership. This assessment will feed into the final report on the success of the project.
▶Impact
Research Document Activity 1 - SEE ANNEX ShakesVR Youtube Videos and Website All partners agreed on filming key scenes from Shakespeare to fulfil students' requirements. Scenes from Romeo and Juliet, A Midsummer Night's Dream and Macbeth were the preferred options. GSA took the lead as creative partner and in January and February filmed the scene selection with a cast and crew. Based on student feedback, we knew that a full VR experience would not work, due to access to technology. The scenes were filmed in 360 and some were filmed face on to be hosted on Youtube, watchable on all screens, with a VR headset, but also without using the function of moving the screen around, zooming in and out and switching viewpoints. All agreed for the ShakesVR tool to focus on the Youtube videos – free, open access with the design informed by UDL. https://www.youtube.com/watch?v=lnT0e4fK_90&list=PLOb-1HfyckwkLBd61TCqiCtzfSj4EhQH6 We also created a webpage for the project on GSA’s website. It was developed with our partners Spektrix to host all the videos and additional links and information that the teachers requested https://gaietyschool.com/shakesvr-putting-you-at-the-heart-of-the-experience/ Research Document Activity 3 - See Annex