Faculty of Māori and Indigenous Development (Te Ara Poutama)
Permanent link for this collection
The Faculty of Māori and Indigenous Development research expertise covers a broad spectrum from te reo and tikanga Māori to Māori media and multimedia. Explore Te Ara Poutama's research areas:
- Māori Business
- Māori Economics
- Māori Entrepreneurship
- Māori Management
- Māori Multimedia
- Māori Media
- Mātauranga Maori
- New Zealand History
- Pacific Development
- Treaty of Waitangi
Browse
Browsing Faculty of Māori and Indigenous Development (Te Ara Poutama) by Author "Aguayo, Claudio"
Now showing 1 - 3 of 3
Results Per Page
Sort Options
- ItemCultivating Cultural Heritage and Fostering Belonging in Communities Through Digital and Non-Digital Technologies in Generative STEAM Education(Addleton Academic Publishers, 2024-09-01) Videla, Ronnie; Aguayo, Claudio; Aguilera, José; Aros, Maybritt; Ibacache, Camilo; Valdivia, Paulina; Cerpa, CarolaThe predominance of Western thought, traditionally dualistic and reductionist, has simplified and devalued the complexity and richness of the historical-cultural heritage, including the tangible and intangible heritage of lagging communities and Indigenous peoples across the globe. With the increasing globalisation and migration of people from one place to another, the preservation of cultural identity has become a significant concern for communities worldwide; thus, we ask ourselves: How can the past (material and intangible historical-cultural heritage of lagging communities and Indigenous peoples) be kept alive in the present? Here, we propose that digital technology has the potential to play a vital role in helping communities maintain a sense of cultural belonging. Digital technology offers numerous possibilities for communities to preserve, document, revitalise, (re-)connect and share their cultural heritage, allowing them to maintain a sense of belonging with their roots and history. One of the most significant benefits of digital technology is the ability to document and preserve cultural artefacts, traditions and practices. Moreover, digital technology can enable communities to engage further with their cultural heritage while sharing this with a broader audience and/or other communities in similar situations. With the rise of immersive technologies like virtual reality and augmented reality, and technology such as 3D manufacturing, electronics and biomaterials, cultural experiences can be brought to people worldwide, allowing individuals to learn and appreciate different cultures without physically being present. By focusing on a case study from the commune of La Higuera, IV Region of Chile, we will explore the potential of digital and non-digital technology to keep the past alive in the present and for the future while providing key design principles for others to follow and be inspired by.
- ItemEntangled Cognition in Immersive Learning Experience(SAGE Publications, 2023-06-26) Aguayo, Claudio; Videla-Reyes, Ronnie; Veloz, TomasImmersive learning environments in education provide a set of rich and diverse learning affordances (possibilities). Cognition in such environments can be considered as embodied, enacted, embedded, and extended (the 4Es of cognition). During such cognitive happenings, we assume and live as valid everything we experience. Yet in this enactive structural coupling between individuals and their experiential world, another phenomenon occurs. We become a behaviorally inseparable entity with the virtual/immersive world. We become entangled with that virtual/immersive world. Here we propose that, within the framework of the 4Es of cognition, a recognizable lived experience phenomena occurs when learners engage with virtual or immersive learning environments. That is, cognition becomes entangled in immersive environments with alternative realities. Coming from the Santiago school of cognition, and building from ideas from immersive learning, 4E cognition, and quantum entanglement inspired in quantum cognition, we attempt to describe the process of entangled cognition happening in immersive learning environments. We recognize at least two levels of entanglement from the same recursive phenomenology: one we call a local entanglement, related to perception and sense-making; and a second we call a global entanglement, connected to the process and phenomena of human consciousness and meaning-making, accessible when conceived as a whole. We see the benefits for such a theoretical framework to ultimately guide, justify, and encourage the emergence of an epistemology shift in educational technology towards design principles that account for entangled cognition in immersive learning (and beyond), and the associated possibilities offered by new immersive technologies in education.
- ItemEthical Enactivism for Smart and Inclusive STEAM Learning Design(Elsevier BV, 2023-08) Aguayo, Claudio; Videla, Ronnie; López-Cortés, Francisco; Rossel, Sebastián; Ibacache, CamiloCurrent global challenges of the 21st century promote STEAM (science, technology, engineering, arts and mathematics) education and digitalization as a means for humans to be the central actors in the construction of a sustainable society that favors a sense of worth and global wellbeing. In this scenario, new educational technology tools and immersive learning affordances (possibilities), offer unprecedented potential for the design of smart and dynamic learning systems and contexts that can enhance learning processes across varied audiences and educational settings. However, current STEAM education practice lacks attention to equipping all citizens with the necessary skills to use digital technologies in an ethical, critical and creative way. This gap calls for attention in design processes, principles and practices that are attentive to ethical considerations and values-based approaches. On the other hand, in its formulation STEAM as an educational approach is framed in four fundamental pillars: creativity, inclusion, citizenship and emerging technologies, which also put attention on the inclusion of disadvantaged and underrepresented social groups during STEAM education design. Following an apparent need to explore ethical and inclusive design in STEAM education, and inspired in the 4E cognition framework, ethical enactivism and embodied and ecosomaesthetics experience design, here we propose a theoretical framework grounded on systems thinking for the design of smart and dynamic STEAM learning systems and settings. The framework is aimed at STEAM educational psychologists, educational technologists, learning designers and educational practitioners who wish to address the global challenges of 21st century education by means of creative, innovative and inclusive education design.