PAX provides research based XR frameworks for teachers and developers in the field of primary, secondary, and vocational educational contexts. Searching for ways to incorporate immersive XR technology into educational work, PAX creates cross-institutional synergies by partnering with educators and XR entrepreneurs to equip educators with digital literacies and curricular competences to integrate XR technologies into classroom practice, XR designers with the applied knowledge and critical awareness of the affordances to coherently design, develop and apply XR technologies within specific educational settings and all stakeholders with an evidence-based research collection. The project is based the design-based research approach that combines empirically based theory- building with the development of practical concepts. In project cycles, designs will be developed, implemented, and extensively evaluated in close cooperation with the PAX-Board and groups of representatives from education, education policy and XR development, the PrAXis-Groups. The perspectives of these stakeholders are taken into account to ensure a high degree of practicability. The validated and applied outcomes are: 1) a competence framework for student and serving teachers with competence descriptors for the pedagogic and subject-specific use of XR-technologies in classrooms, which will be included in the existing curricula of all partner universities and beyond (PAX-Framework), 2) a reseach-based framework with explicit interest in applicative XR scenarios for enterprises who seek to design XR-technologies for instructional use (PAX-Design Guidelines), 3) a practical application for both the PAX-Framework and the PAX-Design Guidelines (PAX- Training Space) and 4) a data base with the latest research concerning XR technologies as an open reference reference source for all stakeholders.
Matz, Frauke | Professur für Fachdidaktik Englisch (Prof. Matz) |
Matz, Frauke | Professur für Fachdidaktik Englisch (Prof. Matz) |