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Intro to XR in Libraries

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Library Technology Conference 2019 . #LTC2019
Introduction to the organization, pedagogy, instructional design and similar consideration when starting eXtended Reality: VR, AR, MR on campus library

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Intro to XR in Libraries

  1. 1. Intro to Virtual/Augmented/Mixed Reality in Libraries Mark Gill Aura Lippincott, MLIS, M.Ed. lippincotta@wcsu.edu LibTech 2019, March 21, 2019 Plamen Miltenoff, Ph.D., pmiltenoff@stcloudstate.edu Kristi Newgarden, Ph.D. knewgarden@charteroak.edu
  2. 2. Plan 1. Introductions 2. What is XR: virtual/augmented/mixed reality? 3. Implication for the 21st Century Institution/Library 4. Library Orientation example 5. Perspectives ◦ Technology/media perspective ◦ Library perspective ◦ Instructional Design perspective 6. Q&A
  3. 3. What is eXtended Reality?
  4. 4. eXtended Reality also known as Immersive Reality Encompasses Virtual Reality, Augmented Reality and Mixed Reality Virtual Reality Augmented Reality Mixed Reality
  5. 5. Supported Pedagogies
  6. 6. XR Comparing the Educational Affordances of VR, AR & MR Affordance VR AR MR Mirroring of “real” world settings Extension/augmentation of present environment Embodied interaction with objects Learner agency Multimodality of information (voice, text, haptics) Immediacy of feedback Coaction with others (real or virtual) Co-presence with other learners
  7. 7. Constraints: technological, ethical, etc. Nausea/ emotional impacts Privacy Cost Support Accessibility https://amp.businessinsider.com/images/56f9ababdd0895b16f8b46b3-750-563.png
  8. 8. https://tophat.com/wp-content/uploads/2017/08/BLOG_family-life-balance@1X.jpg Implications for the 21st century academic institution
  9. 9. Implication for the 21st century academic institution AND Library What is the educational value of adding XR to traditional methods of teaching and learning? ○Provide immersive experiences that cannot be achieved in other ways, for example too expensive, too dangerous, too rare, or impossible (Bailenson, Experience on Demand, 2018) ○Provide opportunities for experiential and immersive learning, active learning, training and simulation, and student centered learning ○Impact learning outcomes ○Increase student motivation http://4.bp.blogspot.com/_U6klksAe0QI/TL7GXO5z0TI/AAAAAAAADgQ/GxT3gyzQB4U/s1600/socrates_elearning_caricature.gif
  10. 10. Implication for the 21st Century Library Libraries are part of the academic institution - not separate Scalable approach Collaborative approach toward projects, cross- campus and institutional collaboration. BYOD and the necessity to consider the employment of students’ devices.
  11. 11. Library orientation https://www.slideshare.net/aidemoreto/scsu-augmented-reality-library-tour-122152539
  12. 12. Media & Technology Perspective Technology: - Need of robust wide pipe WiFi network - Need of new generation of programmers - Need of team building between ID and IT specialist, coupled with media specialists and content experts Mark, do you have something to add or change
  13. 13. Library Perspective The Academic Library can be a viable place to start the service: - Campus hub: wide exposure to all students - Balanced access to students all majors (versus only students from exact sciences) - Work with faculty to develop curricula - Archive, provide access to and assist with cross disciplinary curricula
  14. 14. Instructional Design Perspective Key (instructional) design questions Key collaborations
  15. 15. Key Questions - 1 Questions that an instructional designer will ask about incorporating XR in the designing learning environments or experiences ● What are the learning outcomes? What do we want learners to be able to understand, do, feel? ● What pedagogies can facilitate the kinds of experiences learners need to achieve the learning outcomes? ● What does the learning environment need to provide to align with the ideal pedagogical approach? What affordances do XR technologies provide? ● Can the learning outcomes be achieved using other methods or experiences? Might these other methods results in better outcomes? Are there risks that the XR experience is a less suitable method to achieve the learning outcomes?
  16. 16. Key Questions - 2 More questions that an instructional designer will ask: ● What are the technical, logistical, and support requirements? How will instructor and students participate in the experience? What will they need? ● What content/activities/assessment should come before the experience and after the experience? ● How will student learning be assessed?
  17. 17. Key Opportunities Instructional Designers and Librarians can collaborate to: 1. Design XR learning experiences that improve student digital fluency 2. Identify/Curate XR experiences 3. Team with IT/Media/Administration/Faculty to explore, develop, extend XR technologies and services on campus 4. Create and promote campus opportunities for professional development to learn about XR 5. Facilitate communities of practice on the use of XR in learning 6. Collaborate on research studies to evaluate the effectiveness of XR learning experiences 7. Please share your ideas! Here is info on library focus on Instructional Design: https://www.library20.com/page/recordings-id (you must be logged in)
  18. 18. This Photo by Unknown author is licensed under CC BY-NC-ND.
  19. 19. Contact info Aura Lippincott, MLIS, M.Ed. lippincotta@wcsu.edu Western Connecticut State University Kristi Newgarden, Ph.D. knewgarden@charteroak.edu Charter Oak State College Plamen Miltenoff, Ph.D., pmiltenoff@stcloudstate.edu St. Cloud State University Mark Gill mcgill@stcloudstate.edu St. Cloud State University

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