Jan 13, 2025
New publication from the working group on immersive learning environments
Title: "From escape room to digital space - possibilities of immersive learning environments in work-oriented, pre-vocational education"
Authors: Wand, Lorenza & Fischer, Kai
Link to the anthology: https://www.wbv.de/shop/Teilhabe-an-gesellschaftlicher-Transformation-staerken-I76348
Abstract
The Booster Game digital research project exemplary investigates the use of game-based learning in a school context to promote career and study orientation at secondary schools in Saxony. An Escape Room was developed for the area of nutrition and home economics, which is intended to give young people an understanding of the basics of the subject. To overcome the physical limitation, a location-independent, digital 360° learning environment was developed in cooperation between two branches of study in teacher training: vocational schools and secondary schools. This virtual environment creates a higher degree of accessibility and enables immersive participation for many students. The project focuses on the investigation of sustainable and accessible approaches as well as on technical and didactical aspects. Another focus is on the transfer of knowledge from the physical to the digital space. The research builds an innovative bridge between proto-vocational and vocational education, underlines the importance of digitalisation in education and emphasises the interconnectedness of knowledge in different dimensions.