Faculty of Arts & Humanities
The following projects from the Faculty of Arts & Humanities have been registered with the Digital Education Futures Collective.
| Project Lead | School | Project Details | Contact details |
|---|---|---|---|
| Ziene Mottiar | School of Tourism and Hospitality Management | In the Entrepreneurship and Entrepreneurial Competencies module, students have set up chatbots which they are using to help them with some elements of their assessment. This is giving them the experience of learning how best to work with an AI Assistant, to think about how they can ethically use AI, see what it is good and and what it is not and as they train their own chat bot they could take them on with them into the workplace. This has resulted in a different classroom in which there are 48 students and 48 chatbots (they all have names too!!). This practice was introduced as a response to the changing work environment our graduates will be working in and as a way of embracing the new technology and showing how it can be used ethically.
poe.ie was used for this project. |
ziene.mottiar@tudublin.ie |
| Susanna Nocchi & Odette Gabaudan | Language Studies | Students in year 4 of the BA International Business and Languages (TU965) who opt for a 10credit year-long module entitled Language Learning and Teaching in the Digital World explore immersive digital environments for their potential for foreign language teaching and learning. In particular, students are introduced to Second Life. In small groups they visit and experience selected environments designed for language instruction such as cultural hubs, escape rooms or exhibit rooms. They observe how interaction, immersion and contextual learning can be facilitated. They reflect on the pedagogical design of these spaces, considering how they align with Second Language Acquisition (SLA) theories, and digital language teaching methodologies. Students also engage with Spatial.io, a desktop-based immersive platform to run interactive classes. This environment allows for real-time collaboration and discussion in 3D spaces, offering a practical and accessible alternative to full VR. While full virtual reality (VR) would offer deeper immersion, a lack of resources (e.g., headsets and compatible hardware) to support VR-based learning for all students isn't available, there, this activity focuses on accessible desktop-based environments that still provide meaningful engagement with immersive digital pedagogy. |