Immersive Digital Pieces for Higher Education

Design and production from the Center of Innovation in Technology and Pedagogy at UBA

Keywords: virtual reality, 360° video, augmented reality, higher education, educational technology, virtual reality, 360° video, augmented reality, higher education, educational technology

Abstract

This study examines the design, development and implementation of immersive digital pieces for higher education teaching within the framework of Study Citep at University of Buenos Aires. The research explores how immersive technologies (virtual reality, augmented reality, 360° videos, and 3D models) can transform traditional educational practices and enhance teaching and learning processes. Using a case study methodology, the research analyses the iterative and interdisciplinary production process identifying five pedagogical foundations: access to professional environments, experiencing real situations, making disciplinary decisions, understanding complex phenomena and contextualizing knowledge. The study reveals how these technologies create learning experiences by providing access to relevant but often inaccessible scenarios in reality. The results highlight the importance of a design that integrates aspects such as appropriate technological selection, recreation of relevant scenarios, levels of interactivity, and narrative and playful components. Although focused on microbiology, chemistry, topography, safety and hygiene, public health, agricultural bases for animal production and anaesthesiology, the study raises questions about its development in the social sciences and humanities. Significant challenges are identified, including the complexity of interdisciplinary development, the balance between realism and pedagogical objectives, and issues of scalability and institutional implementation.

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Author Biographies

Lucía Gladkoff, Universidad de Buenos Aires
Especialista y Maestranda en Tecnología Educativa, Universidad de Buenos Aires; Licenciada en Ciencias de la Educación, Universidad de Buenos Aires. Universidad de Buenos Aires. Argentina.
Elsa Aubert, Universidad de Buenos Aires
Licenciada en Educación, Universidad Nacional de Quilmes. Universidad de Buenos Aires. Argentina.
Silvia Andreoli, Universidad de Buenos Aires
Especialista y Magíster en Tecnología Educativa, Universidad de Buenos Aires; Licenciada en Educación, Universidad Nacional de Quilmes. Universidad de Buenos Aires. Argentina.
María Eugenia Gonzalez Ocampo, Universidad de Buenos Aires
Licenciada en Comunicación Social, Universidad de Buenos Aires, Profesora de Enseñanza Media y Superior en Ciencias de la Comunicación Social, Universidad de Buenos Aires. Universidad de Buenos Aires. Argentina.

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Published
2024-12-30
How to Cite
Gladkoff, L., Aubert, E., Andreoli, S., & Gonzalez Ocampo, M. E. (2024). Immersive Digital Pieces for Higher Education. Revista Del IICE, (56). https://doi.org/10.34096/iice.n56.14905
Section
Dossier: Educación y tecnologías. Articulaciones emergentes en la pospandemia