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dc.contributor.authorWang, Xining
dc.contributor.authorYoung, Gareth W.
dc.contributor.authorPlechatá, Adéla
dc.contributor.authorMc Guckin, Conor
dc.contributor.authorMakransky, Guido
dc.date.accessioned2025-02-25T14:30:29Z
dc.date.available2025-02-25T14:30:29Z
dc.date.issued2023-08-01
dc.identifier308025267
dc.identifier479a71b5-5361-41e8-9a3b-971216823f51
dc.identifier85159099355
dc.identifier.citationWang , X , Young , G W , Plechatá , A , Mc Guckin , C & Makransky , G 2023 , ' Utilizing virtual reality to assist social competence education and social support for children from under-represented backgrounds ' , Computers & Education , vol. 201 , 104815 . https://doi.org/10.1016/j.compedu.2023.104815en
dc.identifier.issn0360-1315
dc.identifier.otherORCID: /0000-0002-5505-5151/work/168008184
dc.identifier.urihttps://hdl.handle.net/10023/31497
dc.descriptionFunding: This publication has emanated from research conducted with the financial support of Trinity College Dublin-China Scholarship Council Joint Scholarship (ID 202008300006) and Horizon Europe Framework Program (HORIZON - ID 6101070109).en
dc.description.abstractAlthough education is a fundamental human right for global citizens, educational inequality still exists within and among countries. Still today, many students struggle to access and receive quality education. Therefore, the value of using immersive technology to increase social competence and perceived social support for children who live in remote areas of the world, reduce inequality, and improve the quality of education requires much attention to address the lacuna between urban and rural education systems. Based on three representative pedagogies (Pedagogy of Technology, Play-based Learning, and Traditional Pedagogy), we designed three social competence educational approaches – virtual reality (VR) assisted social competence education, Lego social competence education, and traditional classroom learning – and applied them to interventions in two rural schools in Southwest China. Our results showed that VR and Lego social competence education prompted children's social competence and perceived social support with elementary school children (Study 1). Furthermore, VR social competence education resulted in substantially greater social competencies and subjective sense of social support than traditional classroom learning with middle school children (Study 2). The results suggest that VR-assisted social competence education (Pedagogy of Technology) could be a potential tool to reduce educational inequalities in underdeveloped countries and regions.
dc.format.extent18
dc.format.extent6289853
dc.language.isoeng
dc.relation.ispartofComputers & Educationen
dc.rights© 2023 The Authors. This is an open access article distributed under the terms of the Creative Commons CC-BY license (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.en
dc.subjectEducational inequalityen
dc.subjectRural childrenen
dc.subjectVirtual realityen
dc.subjectSocial competenceen
dc.subjectPerceived social supporten
dc.subjectGeneral Computer Scienceen
dc.subjectEducationen
dc.subjectDASen
dc.subjectSDG 4 - Quality Educationen
dc.subjectMCCen
dc.titleUtilizing virtual reality to assist social competence education and social support for children from under-represented backgroundsen
dc.typeJournal articleen
dc.contributor.institutionUniversity of St Andrews.Education Divisionen
dc.contributor.institutionUniversity of St Andrews.School of Medicineen
dc.identifier.doi10.1016/j.compedu.2023.104815
dc.description.statusPeer revieweden


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