In a publication authored by RCET researchers, Dr. Enrico Gandolfi, Dr. Richard E. Ferdig, and Dr. Annette Kratcoski, the authors explored the implications of COVID-19 on parents and teachers through intersectional and digitally divided lenses. The study focused on addressing specific needs and strategies pertaining to technology inclusion, discussions about social justice, and diversity in educational environments. Findings revealed that certain communities lacked digital equality and social support, rather than lacking financial support. Moreover, there was an increase in conversations about race and intersectional themes. The authors posit that these implications offer insights for enhancing the school environment in communities and contexts amid the pandemic and adapting to the "new normal" of academic learning.
The May 4th, Augmented Reality Experience was designed with the primary objective of engaging and immersing users in a profound journey through the significant events of May 4th, 1970, while encouraging contemplation on its contemporary relevance. Through the implementation of cutting-edge augmented reality technology, this transformative experience provides users with the opportunity to gain insights from diverse vantage points concerning the ºÚÁÏÍø shootings. Historical imagery, audio narratives, and related contextual experiences converge to underscore the past's resonance with present-day humanitarian challenges, thereby fostering a deeper understanding of our shared history and its implications for our world today.
Housed within the ºÚÁÏÍø Research Center for Educational Technology (RCET), the AT&T Classroom stands as a unique and pioneering K-12 research laboratory. Its primary focus lies in exploring the potential of educational technologies while concurrently serving as a regional K-12 outreach and professional development center.
Over the past 25 years, RCET at ºÚÁÏÍø has expanded research in games and simulations focusing on advancing knowledge in a variety of contexts. The team has published their work in various national and international journals (e.g., Education and Information Technologies, New Media & Society, British Journal of Educational Technology, Convergence: The International Journal of Research into New Media Technologies, etc.), in various handbooks and books (e.g., from Association for the Advancement of Computing in Education (AACE), from IGI Global, from ETC Press, etc.), and collaborated on various projects that helped educators and practitioners implement gaming and simulations in the field (e.g. Mixed Reality Virtual Humans, etc.).