Welcome back to this new edition of Education Technology Insights !!!✖
| | MAY 20258IN MY OPINION XR TECHNOLOGIES: TEACHING AND LEARNING THROUGH INTERACTIVE, ACCESSIBLE AND IMMERSIVE EXPERIENCESBy Anthony Chow, PhD, Professor and Director, San José State University School of InformationThe School of Information at San José State University is launching a new Master of Instructional Design and Technology (MSIDT) degree in Fall 2025. One of the core areas we'll be introducing is immersive teaching and learning environments, with a focus on digital literacy and the role of XR technologies. XR, or Extended Reality, encompasses three key experiences: fully immersive virtual reality (VR), mixed immersive or mixed reality (MR) and augmented reality (AR). These are essential tools for future instructional designers and technologists and a visual model from Onirix offers a great overview of how these technologies relate.How We Use XR at SJSU's School of Information Virtual Reality (VR)We use two main headsets to demonstrate VR: the Meta3 and the newer Apple Vision Pro. While we don't do direct programming for these headsets, we focus on introducing people to the technology in our integration lab and at conferences. One of the most common reactions to experiencing VR for the first time is simply, "wow." VR provides expansive 360-degree views and interactive experiences, like the popular game Beat Saber. Another popular use is "Staycations," where users can experience places like coral reefs or space stations from their homes or classrooms. VR is widely used across many industries, including:· Gaming and Entertainment: immersive games, virtual cinemas · Education and Training: simulations for skill development, virtual field trips, historical recreations, or science-based learning · Healthcare: surgical training, therapy, rehabilitation · Architecture and Real Estate: virtual tours, design visualization · Workplace Collaboration: virtual meetings, collaboration in hazardous environments · Retail and E-commerce: virtual showrooms, immersive shopping · Tourism and Travel: virtual travel experiences · Sports and Fitness: VR fitness games, training analysis · Social VR: virtual social spaces · Art and Design: creative workspaces, virtual museums Mixed Reality (MR) We use three types of MR technologies: Microsoft HoloLens2, Apple Vision Pro and browser-based VR, which we access through FrameVR. The HoloLens2 is used to show first-hand views of our graduation ceremonies, overlaying digital displays on physical spaces. The Apple Vision Pro, designed for digital tasks like checking emails and making phone calls, also functions as a mixed-reality headset. FrameVR has been particularly useful for creating immersive spaces. Our first project was a Ukrainian art gallery showcasing children's artwork, serving as both art therapy for them and an educational experience for viewers. Some pieces exist only in the virtual exhibit, making it the only way to experience their art. Our second FrameVR space is a federally funded grant project focused on preserving the Northern Cheyenne language and culture. With fewer than 200 native speakers remaining, Anthony Chow < Page 7 | Page 9 >