The objective of this proposal is to contribute to the improvement of moral education globally, by presenting the conceptualization of a Virtual Reality (VR) solution for using moral dilemmas in virtue education at lower secondary education level. The importance of moral education at school is widely recognized (OECD, 2021; UNESCO, 2021). During the COVID-19 pandemic a variety of digital tools and technologies were globally provided to the digital education space, and an almost complete shift to online learning took place (e.g., Ndzinisa & Dlamini, 2022, Janschitz & Penker, 2022). Digital skills refer to students’ ability to use digital devices, applications, and networks to access and manage information when performing assignments and acting in the society (Agarkov et al., 2021; Butina, 2020; Skola2030, 2017).
In Latvia also wider digital opportunities appeared in the educational environment. The Cabinet of Ministers has regulated the use of the virtual environment in the organization of the learning process in the future (Cabinet of Ministers, 2021), and a number of practitioners are currently using digital tools at school for giving or getting feedback, sharing opinions, or reflecting together (e.g., ‘KailoEdu’, ‘Kaizena’ and ‘PearDeck’), for collaborative work between students (e.g., ‘Padlet’, ‘Miro’), for using quizzes and polls (‘Mentimeter’, ‘Kahoot’), for formative assessment (‘uzdevumi.lv’) and for enhancing the quality of presentations (‘Canva’, ‘Prezi’), as well as for virtual communication (‘Kumospace’, ‘FlipGrid’, ‘Virtuāla skola’), and finding learning resources (‘Skolas Mape’, ‘DigiKlase’).
However, a need analysis implemented in Latvia (2017-2019) concluded that, while there is awareness about the necessity of moral education (know why) and about the actors involved (know who), there is still a lack of practical knowledge (know-how) regarding digital resources for moral education at school. The need of digitalisation of education provoked by the COVID-19 made the need for an online moral education curriculum more urgent. The current study, funded by the Latvian Council of Science (2022-2024), aims, among other things, at the digitalization of a recent character education curriculum (the ‘e-TAP curriculum) by providing interactive learning possibilities for moral education.
In relation with the use of new technologies in education, five levels of contact with reality have been recently taxonomized (Dreimane, 2020): Physical Reality –no digital information overlay, interactions are entirely dependent on interaction in physical environment; Augmented Reality (AR) –interaction with the real world while using an ‘additional’ digital information overlay; Augmented Virtuality – a virtually augmented physical environment; Mixed Reality (MR) –interaction with both real and virtual world, including the functionality of interaction and manipulation of objects; and Virtual Reality (VR) –a completely digital environment, closed off from the physical environment. Virtual reality has been defined as a world created by technical means and communicated through the human senses: sight, hearing, touch, etc. (Cīrulis, 2012). Technically, environments are provided where the immersion level is very high, with the human senses of sight and hearing being the most prominent in artificial environments. Virtual reality is used more and more often nowadays in education because it allows saving financial resources, does not require to access physically to learning objects, and speeds up the learning process.
In this context, the aim of the research is to contribute to the improvement of the digitalization process in moral education globally, and in particular to gain practical knowledge about how to use using moral dilemmas in virtue education in VR environment. The research question guiding the research was: What are the steps to follow for designing a VR experience for virtue education at lower secondary education level, which would include immersive experience of a moral dilemma?