Instructional Design
Instructional Design
From Myths to Principles: Navigating Instructional Design in Immersive Environments
Part 1: From Myths To Principles: Navigating Instructional Design in Immersive Environments
Part 2: The Immersive Environment Delusion
Part 3: The Case Against Virtual Campuses
Part 4: Myth: Learners Learn Faster
Part 5: Myth: Learners Learn More
Part 6: Myth: Immersive Learning is Active Learning
Part 7: Myth: Immersion Creates Empathy
Part 8 - soon
Instructional Design in the Metaverse
Part 4 The Characteristics of Success
Part 5 What is the same between 2D and 3D design?
Part 6 What is different between 2D and 3D design?
Part 8 Limitations, Serendipity, and Conclusion
Bonus content! Check out my Behind the Scenes post 😎on this series.
Seeking Integrity Series
This represents similar themes to my Bad Research page but are updates to show that snake-oil salesmanship continues in the research, marketing, and publication arms of XR for education.Seeking Integrity in VR Educational Research
😕 A June 2023 LinkedIn post claimed, "learners remember an astounding 90% of
what they experience in VR compared to merely 10% of what they read and
20% of what they hear." 😡 I explain why sitting 10 inches from your monitor is NOT a comparable research condition for VR.
Seeking Integrity In VR Educational Research 2: PwC VR for Soft Skills
😕 An updated take on the Pricewaterhouse Cooper report which claims that after using VR, the learners were:
- 275% more confident to act on what they learned after training
- 4x faster than classroom training on average
- 4x more focused than e-learners
- 3.75x more emotionally connected to the content than classroom learner
😡 My conclusion
- Being more confident? It is not clear how this was measured.
- Focused? Self-reported data backed up by no instrumentation.
- Emotionally connected? VR training is a not cognitively comparable to a classroom.
- Report has a hidden "no significant difference" result in learning.
Seeking Integrity in VR Educational Research 3: It keeps on happening
This focuses on new publication players in the XR-for-education area:
- International Journal of Emerging and Disruptive Innovation in Education: VISIONARIUM
- Journal of Applied Instructional Design (JAID) Special Issue: Designing Extended Reality (XR) for Authentic Learning
Plus the PwC report pops up again!
There has since been one more new organization, The Academy of Immersive Arts and Sciences. They claim that, "we need centralized free and publicly available resources to foster the coming demand for creative and production talent." So they are a store, a glorified store, where you will spend money for things. I fail to see how 'academy' works well as a title word here. 😒 (BTW, Ben Erwin is a Co-Founder and President, who also made up the Polys-WebXR awards.)
Since this post there is another new publication, the Immersive Impact Review that describes itself as "a hybrid journalistic and academic magazine examining immersive media’s strive for social impact." There isn't really any such thing as hybrid when it comes to research. What would that mean? Partial truths? 😒
Advice for Instructional Design in XR
Designing XR into Higher Education - plays on the ADDIE model
12 of My Most Favorite XR-for-Education Examples
General Instructional Design
What happened to the Learning Hack Podcast - spoiler: sponsor influence?
How to balance theory and research
The Salem witches of ID OR cancel culture has arrived in instructional design
Dr. Ellie Sattler, Jurassic Park, and narrative plot
Reducing cognitive load and slide layouts
Given equal results, IDs recommend the least expensive option. Or do they?
Survey does NOT show that Instructional Designers drive better student outcomes
Instructional Design and AI intersection
Does ChatGPT Enhance Student Learning? Not in 2026, it doesn't


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