Abstract. Pedagogical opportunities offered by 3D immersive environments are not restricted to subject-based knowledge but also include non-disciplinary and cross-curricular key skills. This pilot study introduced a large 3D scene of a non-extant architectural exhibition into teaching and learning activities at three UK schools. From observation and qualitative data capture, a comparative case study identified a number of pedagogical opportunities and challenges. Despite diverse teacher and student approaches, a number of common factors were identified including constructionist teaching methods and the suitability of 3D environments for developing cross-curricular key skills and capabilities. In relation to the literature, this paper analyses how subject-aligned use of the 3D model met with differing levels of success, identifies four key skills that emerged from student use of the model across all three schools, and considers how challenges might be translated into further learning opportunities.Keywords: Pedagogy, 3D visualization, Cross-curricular skills, Game-based learning, Collaboration, Creativity, Self-directed learning
IntroductionWhilst there is a growing body of research that focusses on pedagogical opportunities of 3D environments for the enhancement of particular, curriculum-based learning outcomes, few empirical studies consider their role in developing key crossdisciplinary skills and attributes such as collaboration, creativity, leadership, and emotional maturity. These capabilities are recognized across national curricula as intrinsic to the development of successful learners. Through a comparative case study of the use of a 3D environment in teaching activities in three schools, this paper investigates how 3D environments within the classroom can provide opportunities for developing key cross-disciplinary capabilities.