Augmented reality, Virtual reality and Mixed reality for student learning
1. Augmented Reality, Virtual
Reality and Mixed Reality
for student learning
Guest Facilitator: Debbie Holley, Professor of
Learning Innovation Bournemouth University,
UK
Nursing Student
representation of
Covid-19
2. Welcome
Who is here today?
And how do you do you
currently work with
AR/VR/XR?
3. Our first discussion point:
Where should the educational
affordances be started?
Second discussion point:
And is there an ‘endpoint?
Are developing AR/VR/XR user/ designer/
creator capabilities with students ‘same as’
those we need for the future workforce?
The ‘State of XR and immersive learning
outlook report 2020 launches on 20th June!
Advance preview here:
https://immersivelrn.org/the-state-of-xr-and-immersive-
learning/outlook-report-2020-edition
4. Third discussion point:
Extending XR across
the campus – how
close are we?
https://library.educause.edu/resources/2020/5/e
xtending-xr-across-campus
5. The Immersive Learning Research Network (iLRN) is
leading The State of XR and Immersive Learning, a multi-
sector, cross-disciplinary initiative aimed at:
regularly surveying the XR and immersive learning
landscape to identify the technological, pedagogical, and
other innovations exhibiting the most promise, along with the
major opportunities and challenges related to their uptake,
adoption, and implementation; and
advancing research and promoting research-grounded
practice in the use of XR and immersive technologies for
supporting learners across the full span of learning from K-
12 through higher education as well as in workplace,
community, and lifelong learning.
The following three slides contain
the main headings from the
research questions collated by a
panel of experts
6. RQ 1 What are the greatest needs and the
most promising opportunities in learning that
XR and immersive technologies can help fulfill
over the next 3 years?
• Cultivating Immersive and Blended-Reality
Learning Spaces and Laboratories
• Developing the Capabilities of the Future
Workforce
• Empowering Learners as Creative
Designers and Makers
• Facilitating Authentic Learning
Experiences
• Fostering Collaboration with Social VR
and Other XR technologies
• Integrating Immersive Storytelling in
Learning
(All responses alphabetical)
7. RQ 2What XR and
immersive or other
related/complementa
ry technologies,
tools, and digital
developments have
the potential to help
transform learning
and teaching/training
practices?
• Artificial Intelligence and
Machine Learning in XR
• Evidence-based XR Learning
and Program Design
• Flexible and Open XR
Resources
• Haptic Feedback and Sensory
Interfaces
• Volumetric Capture and Motion
Sensing
• XR and Games
(all answers alphabetical
8. RQ 3What are
the greatest
barriers for
institutions and
organizations
adopting XR
and immersive
learning
technologies?
• Access
• Affordability
• Inadequate XR Teacher
Training Programs
• Interoperability
• Lack of Content
• Lack of Infrastructure and
Tech Support
9. Thank you for your
attendance – enjoy
the rest of the day
Communicate
Invitation: Please send 300/500 words of
your reflections on the discussions, and
I will collate as blog post, with all our
names acknowledged alphabetically
mailto:dholley@bournemouth.ac.uk