SC: Digital Wellbeing
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PART I — FORESIGHT SNAPSHOT | SC: Digital Wellbeing | Fixed Time-Stamped Synthesis |
2026 SC: Digital Wellbeing
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Card Type |
Societal Challenge |
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Series |
Immersive Futures Guild — Vision 2035 |
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Layer |
1 — Atomic Foresight Object |
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Status |
Active |
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Confidence |
Medium |
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Workshop |
Circle of Scholars — January 2026 |
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Facilitator |
Circle of Scholars Workshop Team |
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Tags |
wellbeing | mental-health | design-ethics | layer1 | sc |
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Tally.so Form |
https://tally.so/r/ilrn-if-sc-dw-2026 |
The proliferation of screen-mediated, immersive, and always-on digital environments raises significant questions about cognitive load, attention regulation, social development, and mental health — particularly for children, adolescents, and neurodivergent learners. Immersive learning systems must be designed with awareness of these dynamics rather than assuming that engagement metrics are equivalent to wellbeing indicators.
Key Drivers / Contributing Conditions:
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Youth mental health research documenting screen-time effects
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Attention economy critique applied to educational technology
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Emerging evidence on XR-specific side effects including cybersickness and social isolation
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Institutional and parental demand for digital wellness frameworks
Educational and Design Implications:
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Design requirements for attention-safe and load-aware XR
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Research needs in XR-specific wellbeing and recovery
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Risk of engagement optimization displacing wellbeing considerations
Tensions Carried Forward to Part II:
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Where is the design boundary between productive immersive challenge and harmful cognitive overload?
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Can wellbeing be meaningfully measured in immersive learning contexts with current tools?
Linked Scenarios / Strands: See cross-links above
Ways of Knowing: Tree · Garden · Lantern
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PART II — COMMUNITY EVIDENCE & DIALOGUE TRACK | SC: Digital Wellbeing | H2 2026 — Living |
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COMMUNITY CONTRIBUTION FORM — SC: Digital Wellbeing Submit case examples, methodological challenges, cultural perspectives, and proposed evidence criteria via: https://tally.so/r/ilrn-if-sc-dw-2026 |
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Part II — Scope and Instructions |
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This section collects community responses, case examples, and challenges to the Part I foresight snapshot above. |
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It opens July 1, 2026 and undergoes synthesis review in September 2026, November 2026, and January 2027. |
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Contributions are submitted via the Tally.so form above and appear in the registers below after editorial review. |
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The Part I text is not modified in response to Part II contributions; it is versioned at the Annual Handoff review. |
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Contribution categories: Case Example | Methodological Challenge | Cultural/Community Perspective | Proposed Evidence Criterion |
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Ways of Knowing accepted: Tree (evidence) | Garden (practice) | Lantern (futures) |
Tensions Open for Community Response:
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Where is the design boundary between productive immersive challenge and harmful cognitive overload?
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Can wellbeing be meaningfully measured in immersive learning contexts with current tools?
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Contributor / Date |
Category |
Way of Knowing |
Contribution Summary |
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[ Awaiting contributions — form opens July 1, 2026 ] |
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