State of XR and Immersive Learning


Panelist Login

2019-20 Expert Panel Activities

Open-source Libraries of Assets

NOTE: I shared the work we’re doing with my SNHU IC colleague Seth Corrigan, who has provided some really compelling ideas from our immersive learning pilot:

The whole field will benefit from open-source libraries of 3D art assets that are iterated over time to improve learning outcomes and continue to reflect the changing state of knowledge. The art assets could be objects, environments, etc. Even if the library is not open-source, easy access to them as objects to learn from is a benefit in itself.

Access to the assets themselves as reusable objects will benefit developers and learners by reducing development costs and giving learners high-end, authentic experiences. Access to the assets as ‘worked examples’ could support artists, developers and designers in iterating and improving them. Making these open-source assets high quality with regard to their fidelity, usefulness, efficacy for learning, etc. stands to improve things even more.

Illuminate – Example: Current effort to develop immersive experiences for neuroscience in higher education will involve us in modeling and animating three processes/dynamics fundamental to biology in general – exocytosis, endocytosis (e.g. transport of resources such as proteins across a membrane), and dynamic change in membrane potential (transport of ions across a membrane). These are processes that all higher ed bio students must need to know intimately – they should be part of their basic vocabulary. Because they are processes that are so prevalent, suggests they would/could be leveraged even more by making them open-source.

Define the need/opportunity if it has not been defined yet OR expand on the current definition if you believe that is necessary. Learner-, context-, and/or situation-specific conditions may be relevant here.

Illuminate any concrete examples of the need/opportunity in action.

Align effective pedagogies with XR and immersive learning technology usage that, in tandem, can fulfill the need/opportunity.

Imagine the possibilities for the future of learning, teaching, training, and/or scholarship if XR and immersive learning technologies are applied effectively in service of fulfilling the need/opportunity.

Scan any relevant literature you are aware of that relates to the need/opportunity; what are the most pressing overall themes you observe from the literature? (Share any direct URLs.)

Ask any questions that are critical for addressing in order to fulfill the need/opportunity.