Making XR Inclusive: UDL in Action in Learning Design: Yvonne Sarsfield

Extended Reality (XR) technologies, including Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR), are increasingly shaping higher education, yet their pedagogical potential depends on intentional, inclusive design. This presentation explores how Universal Design for Learning (UDL) can be operationalised to move XR from experimental use toward structured, learner-centred practice.

Drawing on applied case studies from higher education, the session demonstrates how XR learning experiences can be designed to support multiple means of engagement, representation, and action and expression.

The presentation highlights how UDL-informed XR design can increase learner agency, support diverse learning needs, and enable more flexible and meaningful forms of expression, including digital storytelling and interdisciplinary project work. It also considers the implications of integrating XR sustainably within curriculum design, with attention to accessibility and inclusion.

Rather than positioning XR as an end in itself, this session frames it as a pedagogical opportunity that must be grounded in inclusive design principles. It offers practical insights for educators seeking to implement XR in ways that enhance engagement, equity, and learning impact across diverse educational contexts.

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EduXr26 - XR and Me: Learning in the New Realities Copyright © 2026 by Technological University of the Shannon: Midlands Midwest and Dr Geraldine McDermott is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License, except where otherwise noted.