TY - JOUR
T1 - Theoretical Foundations for Archaeological Pedagogy with Digital 3D, Virtual, Augmented, and Mixed Reality Technologies
AU - Cobb, Peter Jon
AU - Cobb, Elvan
AU - Liang, Jiafang
AU - Kiyama, Ryushi
AU - Ng, Jeremy
N1 - This research was supported by the HKU Teaching Development Grant (TDG) number 822, by a grant from the Research Grants Council (RGC) of the Hong Kong Special Administrative Region (HKSAR), China (project no. HKU 27602920), and by a Teaching Development and Language Enhancement Grant (TDLEG), 2022-2025, from the HKSAR University Grants Committee (UGC).
PY - 2024/3
Y1 - 2024/3
N2 - Archaeology is inherently a visual and spatial discipline and thus we should strive to center student learning within visual and spatial media. Apart from museum work, site visits, and fieldtrips, the traditional tools of the classroom, however, tend to only convey textual or two-dimensional abstractions of primary archaeological data. The latest digital 3D and eXtended Reality (XR) technologies (Virtual, Augmented, and Mixed) hold the potential for engagement with information in ways that more closely represent the true three-dimensional and visual nature of archaeological objects, spaces, and landscapes. This should allow for an embodied mode of interaction that significantly improves understandings of space and visual content. To maximize these benefits, our deployment of these technologies in the classroom should be guided by formal educational theory and research as well as by prior experiments. Here, we introduce theoretical perspectives on visual and spatial learning, as well as other educational theories, relevant to teaching the humanities and the material past. Our goal is to provide a range of theoretical foundations for pedagogical experiments that involve deploying XR teaching in the archaeological classroom.
AB - Archaeology is inherently a visual and spatial discipline and thus we should strive to center student learning within visual and spatial media. Apart from museum work, site visits, and fieldtrips, the traditional tools of the classroom, however, tend to only convey textual or two-dimensional abstractions of primary archaeological data. The latest digital 3D and eXtended Reality (XR) technologies (Virtual, Augmented, and Mixed) hold the potential for engagement with information in ways that more closely represent the true three-dimensional and visual nature of archaeological objects, spaces, and landscapes. This should allow for an embodied mode of interaction that significantly improves understandings of space and visual content. To maximize these benefits, our deployment of these technologies in the classroom should be guided by formal educational theory and research as well as by prior experiments. Here, we introduce theoretical perspectives on visual and spatial learning, as well as other educational theories, relevant to teaching the humanities and the material past. Our goal is to provide a range of theoretical foundations for pedagogical experiments that involve deploying XR teaching in the archaeological classroom.
M3 - Journal article
SN - 2475-7411
VL - 8
JO - Journal of Archaeology and Education
JF - Journal of Archaeology and Education
IS - 1
M1 - 1
ER -