State of XR and Immersive Learning


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2019-20 Expert Panel Activities

XR Digital Learning Object

Digital objects are objects that are edible (continuously modified), interactive (offer alternate
pathways for users to activate or explore functions embedded in the object), open and
reprogrammable (accessible and modified by another digital object), and distributed (information
components delivered via information infrastructures and the Internet) (Hui, 2012).

XR Digital Objects use virtual, augmented, immersive resources produced by computer or other audio/video devices.

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.