Մասին
With the building phase complete, teams step back into the project server as players to test the space. This activity focuses on experiencing each other's work, exploring cultural identities, and practicing international dialogue in a secure environment before finishing the exchange.
1. How the learning happens: Stepping into the World
During this phase, participants leave Roblox Studio and open the standard Roblox App (or use VR headsets). They enter the world as character avatars standing on the ground. By physically walking through the virtual spaces engineered by their international peers, young people explore the cultural stories and heritage of the other countries firsthand.
This immersive experience opens up a natural space for intercultural dialogue, as young people discuss the similarities and differences in their histories and identities while standing inside the rooms they built together.
2. Peer Review and Testing
Working within their local teams, young people review the functionality of the builds. They look for practical adjustments to make sure the spaces are welcoming and easy to navigate for visitors, ensuring text signs are readable at avatar eye-level and that the layout respects the team's design goals.
3. Structured Reflection:
Peer-Review & Constructive Feedback Prompts:
To make sure the interaction between the international cohorts stays positive and supportive, the guide inputs structured methods for young people to evaluate each other's spaces.
- The "I See, I Wonder, I Appreciate": A simple feedback where youth state what stands out in a partner country's room, what puzzles them (asking for context), and what creative choices they respect.
- The User-Experience (UX): Simple questions for the young testers, such as: “Is the local history text easy to read at avatar eye-level?” or “Is there enough space for a group of avatars to stand together without getting stuck?”
Intercultural Reflection Questions
Open-ended questions that youth workers can use during local or online group debriefings. These help young people look past the digital blocks and think about identity and heritage:
- Why do you think the other team chose this specific landmark or event to represent their country’s history?
- What similarities did you notice between their local stories and our own cultural background?
- How did it feel to see your own team's creations and identity explored by young people from another country?
