Immersive technology
Harnessing the potential of immersive technology to create multi-sensory learning experiences
Immersive technology facilitates learning in engaging, participatory and exciting ways, utilising extended reality, virtual reality, simulations, gamification, 360 video and other immersive applications.
Articles
Extended reality vocational training’s ability to improve soft skills development and increase equity in the workforce
With the rise of the metaverse, extended reality (XR), which includes virtual, augmented, and mixed reality, has emerged as a key alternative education medium alongside more traditional online and onsite approaches. This article examines an XR development plan through a diffusion of innovation framework coupled with social capital theory. A literature review reveals organisations’ ability to capitalise on soft skills development while expanding global accessibility options for adult learners to improve learning equity opportunities. Article in a special issue of AI, Computer Science and Robotics Technology.
Date published: 2023 | License: CC BY 4.0
The metaverse—an alternative education space
This article explores the merits of the metaverse as an alternative education space that fosters universal design for learning and reviews platforms that support multiple entry points for engagement, representation, action, and expression. Published in the journal AI, Computer Science and Robotics Technology.
Date published: 2022 | License: CC BY 4.0
The metaverse, immersive virtual reality and its implications on human behaviour
This concise collection seeks to analyse the effects of the metaverse on human behaviour and in particular to understand under what conditions it is possible to make the metaverse’s effects on human behaviour controllable in order to prevent forms of deviance and crime. Published by Frontiers.
Date published: 2023 and 2024 | License: CC BY 4.0
Prisms of neuroscience: frameworks for thinking about educational gamification
This article examines technology as an extension of cognition, where gamification emerges as a fundamental rather than supplemental tool for educators to co-construct knowledge with students. Published in the journal AI, Computer Science and Robotics Technology.
Date published: 2023 | License: CC BY 4.0
Book chapters
An investigation of virtual reality technology adoption in the construction industry
This chapter examines the acceptance and adaptation of people using VR technology in the construction industry and to identify factors that prevent VR technology from being adopted more widely in that sector. Semi-structured interviews were conducted among 15 students and academic staff members at two universities. The chapter shares barriers to adoption and suggests solutions. This chapter was published in the edited volume: Smart Cities and Construction Technologies, by Intech Open.
Date published: 2020 | License: CC BY NC 4.0
Playful practicals: breaking free from educational norms with online escape rooms
This chapter shares experiences in designing and delivering online escape rooms, using tools such as an Insta 360 camera and the platform Thinglink, to develop practical skills in healthcare education and considers further playful applications across Higher Education. Book chapter published in From lab to laptop: case studies in teaching practical courses online by the Active Learning Network through University of Sussex Open Press.
Date published: 2024 | License: CC BY 4.0Image credit: From lab to laptop: case studies in teaching practical courses online by the Active Learning Network. CC BY 4.0
Courses
Designing quality tech-enabled learning experiences – a self directed study
The overarching objective of this 4-module course will be to facilitate the development of any person who seeks to create quality, technology-enhanced learner experiences. Learners will leave the course able to take the best resources and experiences and apply them to the design and structures of their own courses. Created by academics across a number of Canadian universities.
Date published: 2022 | License: CC BY-SA
Interactive textbooks
360 essentials: a beginner’s guide to immersive video storytelling
This resource will walk you you through the essential steps in creating compelling and engaging 360 video experiences. Created by staff from Ryerson University in Toronto, Canada.
Date published: 2021 | License: CC BY 4.0
Inclusive peer learning and augmented reality in higher education: a technology-enhanced learning (TEL) perspective
This book serves as a comprehensive guide for educators and instructional designers, with the aim of revolutionising pedagogy through the integration of peer collaboration and augmented reality technologies in the classroom or online. By providing a wealth of literature reviews, research findings, and illuminating case studies, it offers a detailed roadmap to a novel and more engaging approach to teaching and learning. Published by the iPEAR Project and Power Learning Solutions.
Date published: 2023 | License: CC BY 4.0
Using virtual gaming simulation: an educator’s guide
This open access textbook was developed as a resource for educators and simulationists who are using virtual gaming simulations with their nursing students and potentially other healthcare students. This book includes interactive content and videos and is therefore best viewed using the online pressbooks format. Published by Centennial College, Toronto, Canada.
Date published: 2022 | License: CC BY-NC-SA 4.0
Lesson plans and assignments
Nonfiction immersive visual storytelling (360, VR, AR, spatial audio, photogrammetry)
This resource is a guide to teaching immersive nonfiction storytelling, including assignments and readings. Content includes 360 filming and editing, immersive storytelling, immersive and spatial audio, augmented reality, photogrammetry, 6DoF & volumtric video, social VR and the future. Shared by Craig Newmark Graduate School of Journalism at CUNY, US.
Date published: not dated | License: CC BY-NC-SA 4.0
Presentations
XR: what is immersive technology?
This short presentation provides an overview of what augmented reality and virtual reality are, including examples. Shared by CUNY Academic Works. Published by Open Oregon Educational Resources.
Date published: 2020 | License: CC BY-NC-SA 4.0
Tutorials
A collection of ready-to-use virtual reality-based interactive tutorials for chemistry and biochemistry courses
This series of interactive learning modules uses the multi-functional nanome environment in VR. These tutorials span a range of chemistry and biochemistry topics that are documented in the literature to be particularly challenging for student learners. These modules can be used by any instructor who has the necessary VR hardware without any additional cost and with a minimal amount of advance preparation. Created by York University, Canada.
Date published: 2023 | License: CC BY-ND 4.0
Test your knowledge of immersive technology!
Drag and drop the correct definition for these immersive technology concepts H5P activity created by Maura Flynn. CC BY NC 4.0
CPID provide support and guidance to TUS staff who wish to explore immersive technology in their teaching.