Applications

immersive experiences in action

Extended Reality (XR) can be used to enhance student learning, engagement and motivation by transforming the way the content is delivered. It provides a multi-modal approach to students' personal learning and hands-on activities in a virtual environment that is useful to help them understand otherwise abstract concepts (Shim, et al, 2003). The virtual world - whether it is real or created, allows users to construct their own knowledge through manipulating learning objects in the virtual world. There are many ways XR can be implemented; this page describes some of the ways that it can be applied to various learning environments.

K-12

In the context of implementing XR into the K-12 environment, most students report positive experiences learning through AR, VR and AR/virtual environments (Maas et al, 2020). There are trade-offs for using XR in a classroom setting. Middle and high school students learning interest in science subjects increase following the use of XR games. In terms of accessibility and inclusivity, qualitative data found that neither a student’s gender, nor interest in science had an impact on their (XR) experience (Bressler & Bodzin, 2013).

Virtual Reality (VR)

Overall, VR is a promising addition to education technology realm. As the technology advances and the hardware becomes more affordable, it can provide schools with more immersive content to help students engage and become more motivated to learn (Paykamian, 2021). In terms of hardware, teachers should ensure that the headset is not too heavy for students to use. It should not distract student from being immersed in the virtual world. Another consideration is how the VR headset will affect students' vision. More research may need to be done to see what the impact of this will be long-term.

The cost of the VR kit can also be a factor. For example, Google Cardboard is around $10 each while the Oculus is around $400 per kit (which includes controllers for gesture tracking for hands-on learning). An immersive virtual world can be aesthetically pleasing, however, students may not be reaching their full learning potential. Effective communication of the course content remains to be the primary focus of using VR in the classroom.

Another factor to consider is the layout of the classroom. Students should have adequate space to roam and interact with the elements around them without the fear of running into anything (i.e. a chair or another student). Depending on the age of students, protective elements may need to be in place to avoid any collision. The learning space will also need a strong internet connection so that the images of the virtual world can load, stream, and run smoothly.

In terms of software and apps, there are many options available for download. Some of these apps provide headset tracking to see where students are looking and how they are learning. This can be useful for assessment and for curriculum development. For proponents of constructivism, there are apps that allow students to create their own VR experience for their own learning. Students can gain 21st century skills by creating their own content and roaming within it. Here are some examples:

Augmented Reality (AR)

AR generally describes students learning by viewing 3D course content through a mobile device. Depending on the age group, students may not have access to a mobile device. Teachers should ensure that there are enough devices available so no one is left out. There are lot of benefits and challenges in using augmented reality in hands-on learning. Some of these are highlighted below:

For Teachers

Benefits

  • Collaboration between students and teachers

  • Visualization of abstract material

Challenges

  • The inability of the teacher to create content

  • Technological difficulties

  • Shifting students’ attention away from the virtual information and toward the learning goals

  • Assessment could be challenging if students are confused about where to go next in the virtual world

For Students

Benefits

  • Deeper understanding of complex issues

  • Increased motivation and engagement

  • Increased physical task performance and collaboration (hands-on learning)

  • Ability to retain the information acquired through games

  • More likely to spend additional time in the virtual world or game environment

Challenges

  • Students can experience cognitive overload from such vibrant images in the virtual world to the point that the learning goals are forgotten or lost

(Madd, 2020)

Other Resources:

https://www.apple.com/uk/education/docs/ar-in-edu-lesson-ideas.pdf

https://www.edutopia.org/article/7-augmented-reality-tools-classroom

https://www.govtech.com/education/k-12/report-finds-promise-for-ar-vr-in-k-12-and-higher-ed

Mixed Reality (MR)

"MR content access is still a challenge due to the need for computational capabilities which are currently beyond the scope." (Maas, et al. 2020). Organizations can look into investing in VR headsets and computers that can run a 3D world on top of the existing world. As technology advances and the hardware/software continues to develop, "it is expected that VR-/MR-related revenue will grow at a compound annual growth rate of over 50% in the next 5 years." (Tang, et al, 2020). There is a lot of potential for MR to develop meaningful virtual pedagogy in the future.

Higher Education

Virtual Reality (VR)

Application

The application of VR technology in higher education is becoming more and more prevalent. While it can be argued that an "obstacle towards adopting VR technology in education might relate to how educators comprehend the underlying pedagogy surrounding their design and use," (Fowler., 2015),"it could be argued that the immersive nature of VR supports interaction and establishes a sense of presence and assists the process of knowledge construction in terms of a dynamic learning environment." (Baxter, 2020).

For Teachers

In terms of applying VR into the the lectures, due to “the complex nature of the hardware (VR Headsets and controllers) involved, it would require training on part of the staff to properly teach students how to use the systems correctly” (Baxter, 2020). The cost of the headsets are also taken into consideration, however, some higher education institutes may already have VR sets that are available to borrow. There are also cheaper alternatives such as Google Glasses available for consideration.

In terms of software, there are many hands-on training modules that are available for free trial prior to purchase. Teachers also have the option to build their own curriculum if they have an on-site team that can develop that software for them. They should ensure that the computer they use to house the software has enough space and processing power to run the program. Two popular software options currently used for VR environments are Unity and Unreal Engine. Unity allows students to build their own 3D world and make it functional using a programming language called C++. For instructors who may not have a programming background, Unreal Engine offers a click and drag interface that can help users build the VR environment without having to learn to code. Both options are free to use. They also have extensive tutorials available to help learn the system and troubleshoot issues. Instructors who are proficient in game/VR development can also host workshops where they can teach students to construct their own VR adventure.

For Students

In certain contexts, students gain learning opportunities that would not otherwise be available. VR can be "extremely useful when it comes to simulating things that would be difficult (perhaps dangerous) to do in reality, it also could allow for greater user interactivity within their learning environment " (Baxter, 2020). Since students are most likely situated in a lecture hall, there are some elements to consider when implementing VR with students' health and safety in mind:

  • Physical Health - Health considerations such as motion sickness and eye strain.

  • Motivation - Students may be distracted by the immersive world and may be too focused on exploration rather than learning.

  • Space - Ensure that students have adequate space to move around the classroom.

However, there are many benefits as well:

  • Immersive Learning - The experience can aid students in visualizing a scenario or in exemplifying key points of a lecture.

  • Hands on Learning - Students may construct their own learning by completing tasks at their own pace. They can also create their own VR environment as most of the popular VR development tools are free to use.

"Constructivist theory is learner-centered. In constructivist environments, learners can control their learning pace, whereas the role of teacher is to assist the learners in constructing their own knowledge" (Liang, 2011).

Augmented Reality (AR)

Application

AR integration is similar to VR, however, it is more flexible since it is used on a mobile device instead. Students are able to change their learning environment by loading an app or a filter inside the app. There are many companies that offer training and information on how to develop AR for education. Applications can be downloaded through Google Play or the Apple App Store. While it may be hard for teachers to track students process, it may be a very interactive tool that encourage communication between teachers and learners.

Apps to Try

There are many apps available that teachers can use to engage and motivate students. These apps include:

Mixed Reality (MR)

MR requires a real-life environment in order for the VR technology to be integrated on top of it. This is made possible by using a headset, such as the HoloLens, which enables "self-developed digital content or building models to overlay with a real environment, such as a wall, table or other objects" (Tang, 2020). In a higher education setting, students are able to interact with the digital elements using the HoloLens. For example, aerospace engineering students can learn how to build an engine by interacting with individual pieces of it. The HoloLens can pick up certain hand gestures and other movements. At anytime, if students get stuck on a learning objective, they can find more information by clicking on the help button in the interface. If developed well, students may also have audio instructions to guide them in their hands-on learning venture.

In terms of resources, there is a lot to consider. If this technology is an investment that an institution wishes to pursue, the most basic version of the HoloLens is around $3500 for one headset. In terms of program development, the software can be developed in-house by using a programming language called C++. However, it may require a team to develop depending on the learning objectives. There are also companies that are willing to develop the software at a much faster rate, albeit these services can be pricey.

For consideration:

Before deciding to invest in MR technology for a higher education setting, institutions and faculty should:

  • Investigate the effectiveness of students in learning design with the support of MR

  • Compare the learning effectiveness with the support of MR and traditional teaching materials

Workplace/Corporate (training)

In the world of workplace and corporate training, the learning objectives are the key to building an environment that results in success. Learners in this context are often working professionals that are looking to upgrade their skills in the workforce. For example, newly graduated nursing staff may have very limited experience working in a real hospital setting. By practicing their clinical skills in a simulated VR environment, the nursing staff has a safe and stress free environment to gain hands-on experience in helping their assigned patients. Moreover, "the designed clinical learning activity can provide nursing students with important professional cues related to the conduct associated with the profession that they are seeking to join. it also allows teachers to guide students within situated contexts of practice that are relevant to specific clinical areas" (Bauman, 2010).

Virtual Reality (VR)

Application

Digital service quality in business (e.g., marketing, training, evaluation, etc.) is one of the most important issues at present (Liang, 2011). In the professional hands-on teaching context, the virtual environment should emulate a real life workplace setting as close as possible to achieve the best results. For example, health care workers are often called to an emergency situation where they have to act quickly. Depending on learning objectives, nurses in training can put on the headset, load the emergency training module, and be situated into the virtual world with training modules that help them "solve authentic problems that are relevant to their occupational domains" (Chen et al., 2021). Since the loading time/bandwidth of the application can be quite large, it is preferred if the headset is situated somewhere with a strong internet connection.

For Instructors

Integrating new technology (i.e. a virtual reality headset and controller) into the learning environment is not an easy task. Effective teaching means that learners can "accomplish learning tasks and achieve learning goals in the expected time, and defines the key factors of learning materials" (Chang, et al., 2018). There are many hands-on training modules that are available for free trial prior to purchase. Instructors can also choose to design and develop their own software, however, they should keep in mind that it can be a laborious process and depending on the development software being used, the development cycle can take a significant amount of time (up to 6 months). Chang (2018) speaks to 4 strategies that can help instructors to determine which software would be best for hands-on learning experiences:

  • Essential Content - Will learners find the content interesting? Does it help them solve practical problems in a real-life scenario?

  • Moderate Difficulty - Is the content digestible? Does it exceed the cognitive load of individual learners?

  • Essential Media - Is the interface appropriate? Does it substitute the real environment with activities in the virtual environment? The purpose of technology is to promote better learning (as opposed to using it for the sake of using it).

  • Clear Navigation - The navigation of the learning environment has a clear interface design that learners will not get lost in.

For Learners

Students can enjoy experiential learning by completing tasks inside a virtual world. Successful learning outcomes mean that students can gain influencing factors such as:

  • Individual Achievement - Learners are able to communicate with instructors to get answers and feedback in time.

  • Emotional Identity - Learners can empathize with the VR environment and perform tasks as if they are in that real life situation.

  • Group Belonging - Since the headset can only be worn by one, it may affect the learner's sense of belonging with peers.

If you have an Oculus headset handy, you can download the free training module here.

Above is an interview between one of this site's authors and an recreational therapist. They discuss how he implemented VR in a healthcare setting.

Augmented Reality (AR)

Application

AR integration is similar to VR, however, it is more flexible since it is used on a mobile device instead. Students are able to change their learning environment by loading an app or a filter inside the app. Applications can be downloaded through Google Play or the Apple App Store.

Apps to try:

There are many apps available that instructors can use that can engage and motivate students. These apps include:

Mixed Reality (MR)

Integrating MR into a training/workplace environment requires quite a comprehensive Mixed Reality Toolbox (MRT). However, in this context, a bigger budget may be allowed depending on the scope of the training. "Running MR involves many systems including multiple video game engines, motion trackers, projectors and computers communicate with each other in real time" (VRAC, 2022). A significant amount of time will be spent debugging and troubleshooting for the in-house staff to ensure that the program is running smoothly for all who are involved in the training. Any type of headsets can be used and software can be purchased or developed (if budget allows). This form of training is beneficial because it "will not require physical equipment, which will reduce the cost of training and also eliminate security issues and operational hazards" (Gonzalez-Franco. et al. 2017).

Whatever your professional context, what are the benefits and/or challenges you can foresee when integrating XR? Please identify your context (K12, Higher Ed, or Workplace) in your post to help your peers understand your experience.

On the next page, we discuss market growth drivers, opportunities, and challenges.