Innovative Digital Technology in Education about Paleolithic Sites: A Case Study of the Peking Man Site at Zhoukoudian
Keywords: Virtual Reality, LBE VR, Heritage Education, Paleolithic sites, Peking Man, Zhoukoudian
Abstract. With the rapid advancement of innovative digital technologies, such as location-based entertainment virtual reality (LBE VR), users can now fully immerse themselves in interactive and navigable virtual environments. While virtual reality (VR) has increasingly been applied in cultural heritage education, research specifically focusing on the use of LBE VR for education about paleolithic sites remains limited. This study explores the potential of LBE VR technology to enhance participatory learning of adolescents at paleolithic heritage sites. Using a multiple-case qualitative design, we gathered semi-structured interviews from 57 secondary-school students (aged 15-17) who participated in an LBE VR programme. Focusing on the Peking Man Site at Zhoukoudian, and using the LBE VR immersive experience “I Am Ape-man: A Day into the Life of Peking Man.” as a case study, the article assesses the impact of this technology on education about paleolithic history. The findings demonstrate that LBE VR effectively facilitates deeper engagement with the history and culture of early humans. This study provides empirical evidence supporting the integration of LBE VR into paleolithic site education and offers insights into the design of innovative educational applications and pedagogical strategies.