State of XR and Immersive Learning

SCANREVIEWFORECASTING PORTAL
 

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2019-20 Expert Panel Activities

Cross Discipline Design & Creativity of 3D printed and virtual content using VR, 3D scanning and 3D printing.

The technology to allow learners to produce VR/XR and 3D printed solutions to solve real world problems is becoming increasingly available to learners (https://www.youtube.com/watch?v=6b3kDtvy3F8) and learning communities. How will we manage the transition from current learning outcomes to include these new and novel solutions? As 5G hits and technology loses latency, thus becoming instantaneous, how will learners use these tools to collaborate across space and time to engineer and devise their learning?

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.

 

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