Designing XR into Higher Education

 




With the dramatic shift to online learning with the arrival of the COVID-19 pandemic, faculty, staff, and students within higher education worldwide have made the sudden but necessary initial steps to incorporate technology into the learning environment in ways never imagined. However, forward-thinking administrators are wondering, “what comes next?” Immersive learning and XR answer this call. 

Created with care in Canva. 

 

 YouTube version: https://youtu.be/JnHtWhBW7RE




Canva version:  https://www.canva.com/design/DAEv7T0XC4M/EK6ZmYCOipA8qW2sOl-Hsg/view#1

 

Sources: 

Definitions come from my own writing here: 

Ziker C., Truman B., Dodds H. (2021) Cross Reality (XR): Challenges and Opportunities Across the Spectrum. In: Ryoo J., Winkelmann K. (eds) Innovative Learning Environments in STEM Higher Education. SpringerBriefs in Statistics. Springer, Cham. https://doi.org/10.1007/978-3-030-58948-6_4 

Dodds, H. (2021). Immersive Learning Environments: Designing XR into Higher Education. In J. E. Stefaniak, S. Conklin, B. Oyarzun, & R. M. Reese (Eds.), A Practitioner's Guide to Instructional Design in Higher Education. EdTech Books. https://edtechbooks.org/id_highered/immersive_learning_e Slide 6: 

Mordor Intelligence. (2021). Extended Reality (XR) Market - Growth, Trends, COVID-19 Impact, and Forecasts (2021 - 2026) https://www.mordorintelligence.com/industry-reports/extended-reality-xr-market 

Slide 8 does not have one source but over 20 years research (including my dissertation study) with technology-facilitated immersive learning has yet to show a significant improvement other any other learning media. This aligns with this important article in the history of instructional design: Clark, R. E. (1994). Media will never influence learning. Educational technology research and development, 42(2), 21-29. 

Slides 9, 10, 11 "XR reduces Time, Money, Danger" (similarly expressed in my dissertation). There are parallel comments made by Jeremy Bailenson documented here as his "DICE" advice. https://stanfordvr.com/video/2019/transformative-experiences-vr-for-good/ It should be noted that the DICE advice are the 4 occasions for which to NOT use VR (against) where my 3 are 3 occasions TO use VR (for). 

The combination of 4 different models is my own published creation: ADDIE (traditional ID model), Design Thinking (from UX), 3DLED (from Karl Kapp), and narrative plot (loosely credited to Pixar). They are displayed here to show the remarkable similarity of steps/pathway across each model, thus supporting the validity of the proposed path.