Collaborative support structures are exactly what XR development needs, and community building must be part of this support. So, why now? This has involved a series of projects, including a STEM-Adventure geocaching game, student created 360 degree videos, and more. Some institutions are taking the lead on this type of interdisciplinary collaboration. EDUCAUSE has published three reports on XR, which demonstrate that XR is an effective technology for active and experiential learning, enabling users to gain concrete experience that might not otherwise be available.4 By providing "hands-on" experience, XR helps promote student engagement with learning materials and deepens student interaction with complex problems. PTC (Parametric Technology Corporation) and TERC explored potential uses and affordances of the Internet of Things (IoT) and Augmented Reality (AR) in K-12 education. Development of technology recognizable as virtual reality dates to The Sword of Damocles head-mounted display system, developed by Ivan Sutherland in 1968,1 though non–computer scientists might be more familiar with Jaron Lanier's work at VPL Research in the mid-1980s.2 Augmented reality technology dates back even further, to the military's development of heads-up displays for fighter jet pilots in the 1950s.3 Despite having existed for decades, these technologies have seen limited adoption in educational settings. Extended reality covers the spectrum of computer-enhanced reality technology, and together with AI and IoT is set to dramatically enhance both productivity and experience. In the COVID-19 world, the ability and the willingness to gather side-by-side become uncertain. Reality gets quite blurred once you enter eXtended Reality (XR). The industry is rapidly growing, predicted to be worth more than US$200 billion by 2022. The market for learning management systems (LMSs), for example, would not exist if only a handful of institutions had adopted an LMS when it was an emerging technology. Little did we know that reality would make that vision more important than ever. Exploring how extended reality in education including augmented reality, mixed reality, and virtual reality can broaden participation in STEM education. Being nimble also means leading with institutional needs. This new medium also requires new ways of evaluating student work, which in turn requires instructors to reconsider their assessment criteria for course assignments and program outcomes to encompass self-directed learning. In the educational setting, extended reality allows students to learn in ways they’ve never been able to before. Someone on campus must advocate for XR technology. The following 360 extended reality experience allow students to imagine themselves underneath the planet's oceans and to see how science, technology, engineering, and math is allowing humans to explore, learn, and create in Extended reality is the latest term to be added to our lexicon and,for now, serves as an umbrella term for the other three. The goal of the XR in Education Summit was to create a vision and action plan for the future of XR technology and its use in higher ed. 2067 Massachusetts Ave. Augmented Reality The main goal of Augmented Reality (AR) is to power the real world with virtual elements, whether they are virtual 3D models, images, videos or sounds. xR in EDU is an experiential forum on extended reality in education. By the same token, the business sector can benefit from such collaboration, drawing on higher education's research expertise, relying on the community as a constantly changing beta test site, and hiring their students and graduates. Colleges and universities need to stay nimble by avoiding large technology deployments and significant technology investments. Obviously, you can’t send a class of first grade students on a field trip to the moon. The question that faces higher ed in the new normal is, what will stay with us after this time? The MBUS is central to developing a new offering in the FIU First-Year Experience curriculum, developing a VR simulation called Community in partnership with the FIU College of Engineering & Computing and the office of Academic and Career Success.12 At the other extreme, a few faculty members at Syracuse University with an interest in XR started meeting informally in the 2017–18 academic year. Extended reality (XR) is used as an umbrella term to identify technologies that merge the physical and virtual worlds to create an engaging, immersive experience. The interdisciplinary nature of XR technology, one of its greatest opportunities, is also one of its greatest challenges. The goal of the XR in Education Summit was to create a vision and action plan for the future of XR technology and its use in higher ed. Google Cardboard or other inexpensive, smartphone-based XR might be the future of this technology for educational and other group uses. Part of the purpose of community-building is social. Prior to the COVID-19 pandemic, one of the most important contributions that institutions of higher ed could make to building community around the use of XR in education would have been simply to provide space for communities of interest to gather. The XReality Center produces XR projects developed by faculty and students, offers workshops and tutorials on XR-related topics, and collaborates with faculty to integrate XR into courses. Launching a collaboration can be difficult because it requires cutting across existing organizational structures and possibly developing entirely new ones. Extended reality innovation (XR) will be the future of healthcare. We are creating and searching an exciting, immersive VR gameplay experience, expanding on the Mission to Europa Prime prototype. The XR Summit took place in January 2020 — a few days before the first recorded case of COVID-19 outside of China, and certainly before most people in the US were aware of it. The future of learning may be enveloping technology in education, thanks to new developments that make it more economical and attainable to educators and students. Vendors in the XR space that seek to gain a foothold in the education marketplace would do well to offer enterprise licenses for educational institutions. The widespread adoption of the LMS was driven in part by some institutions being early adopters, in part by the development of standards for online learning applications, and in part by the rise of businesses and nonprofits in the broader market space (such as the IMS Global Learning Consortium, which guides community-building around standards). "Virtual Reality Startups Look Back to the Future,", "Windshield TV Screen To Aid Blind Flying,", Learning in Three Dimensions: Report on the EDUCAUSE/HP Campus of the Future Project, XR for Teaching and Learning: Year 2 of the EDUCAUSE/HP Campus of the Future Project, Extending XR across Campus: Year 2 of the EDUCAUSE/HP Campus of the Future Project, "How an Experiment in 3-D Printing Illuminated Our Humanities Classroom,", "It's Ridiculous to Use Virtual Reality to Empathize with Refugees,", "VR and AR: The Ethical Challenges Ahead,", "How Tech Companies Are Trying to Make Augmented and Virtual Reality a Thing, Again,", "Pearson Sells Mixed Reality Learning Unit to a New Company, GIGXR,", "McGraw-Hill Jumps into Educational Augmented Reality via Partnership with Startup Alchemie,", "VR and AR: Learners as Creators and World Builders of Our Immersive Future,", "Google Discontinues Daydream VR Headset, Drops Support in Pixel 4,", "Virtual Reality Project Offers 21st-Century Skills to First-Year Experience Students,", Creative Commons BY-NC-SA 4.0 International License. Extended reality opens new avenues for training and education. And just as some institutions provide some software-as-a-service, as more educational XR apps are developed, these too might be provided in the cloud, perhaps using infrastructure similar to e-sports. AR has the potential to change the location and timing of studying, to introduce new and additional ways and methods. (Those wanting to learn more about the four terms can start with a brief article, “What Really Is the Difference Between AR/MR/VR/XR?,” posted by North of … The utilization of XR in the healthcare industry is now diminishing costs, increasing access, and improving outcomes for individuals around the globe. Cellverse, under development by the CLEVR project at MIT to teach cell biology, is a two-user experience. Some traditional publishers have also made inroads into the XR market—Pearson launched and spun off its XR development team, while McGraw-Hill has partnered with an AR startup.9 The applications from publishers are relatively expensive, however, and those developed at institutions of higher ed are still under development. COVID-19 has changed the world and the role of institutions of higher ed in it. In the changed circumstances that colleges and universities face today, XR can play an even more significant role. The XR community wants to go far in developing the technology and integrating it into teaching and learning, and the best way to do that is together. Creating mechanisms for communities of interest to collaborate while remote from each other is fundamental to the way institutions of higher ed operate. As we've rediscovered these past few months, merely being in a room with colleagues is enjoyable for its own sake. Online student Asmaa Sakr has used her MSc in Information Technology to research how emerging technologies, particularly extended reality technologies, can be used in higher education. XR technology also promotes engagement with the XR technology itself.5 Trying out a new piece of VR content can be a revelation. Sign up for free EDUCAUSE Review weekly emails to hear about new content. The Emerging Technologies Consortium at Columbia University and the XReality Center at The New School provide good examples of campus units that have taken on this advocacy role. Tagged augmented reality, edtech, education, Educational Technology, extended reality, extra reality, mixed reality, Virtual Reality Published by Sean Arnold I am a NYC District 75 special educator and STEM coach. The goals of education and learning are often vast, but do not exclude engagement, playfulness or many varieties of fun. Virtual, Augmented, along with Mixed Reality technology, collectively known as Extended Reality, or XR, is making this life-long fantasy come true. Support for the technology is also important, but simple access is critical. The ETC hosts regular meetings of Columbia faculty, students, and staff; hosts events bringing industry leaders to campus; and provides support to members of the Columbia community who are working on projects that involve emerging technology. If nothing else, COVID-19 has demonstrated that technologies that enable distance learning are critical to the survival of institutions of higher education. The text of this work is licensed under a Creative Commons BY-NC-SA 4.0 International License. No one is going to want to put on a headset that someone else just took off or share other hardware. A few projects are under way by research groups at institutions of higher ed, to develop educational resources in XR, such as Cellverse teaching molecular biology and Electrostatic Playground to teach atomic physics, both at MIT, and HoloAnatomy to teach anatomy at Case Western University. Given the long history of XR, why are we now seeing more institutions leading the work to introduce XR on campus? Educators in VR is dedicated to providing educational events, trainings, and workshops for educators and learners to prepare them for the future of spatial technologies in education. This two-credit course explores how Virtual Reality, Augmented Reality and Mixed Reality (collectively called Extended Reality) bring new perspectives to a broad range of fields including environmental science, sustainability, healthcare, design, engineering, architecture, tourism, law enforcement, marketing, and education. To explore the potential of XR technologies in higher education, Hewlett-Packard (HP) and EDUCAUSE collaborated on th... XR for Teaching and Learning October 9, 2019 As with laptops and phones and other technologies that move between campus and users' homes, institutions will need to develop IT infrastructure and security policies to manage XR hardware. Cambridge, MA 02140. Access to this technology might be in computer labs or studios, but technology lending programs are even more valuable, particularly when students cannot come to campus. Colleges and universities have existed for more than a thousand years. A platform developed on open standards addresses the issue of the transferability of content—across platforms and over time—thus lowering the cost of investing in that particular platform. XR encompasses virtual reality (VR), augmented reality (AR), and mixed reality. Planning in an environment of rapidly evolving technology is a constant challenge. TERC is exploring the affordances of these technologies to broaden participation in STEM. Some of these projects were for courses, such as the development of an AR app for an assignment in a journalism course, or as part of research projects, such as the development of an app for learning anatomy. Institutions of higher ed have always changed with the times while retaining many traditional structures and practices. As tech becomes more ubiquitous and affordable, XR technologies are becoming more accessible to educators. XR challenges the traditional organizational models that exist in higher ed, and varying organizational structures and leadership will necessitate different strategies to foster cross-campus collaboration. We believe AR/VR/XR has great potential for education if it’s done right. Marta Figlerowicz and Ayesha Ramachandran. Student activities are a useful way to foster student interest in XR. During the winter break of January 2020, a group of forty educators, instructional technologists, and industry leaders gathered at Yale's Center for Collaborative Arts and Media to discuss the future of extended reality technologies (XR) in higher education. It can also be described as a collection of all immersive technologies that combine real … Extended Reality Technology has already started to revolutionize teaching in the few classrooms that have begun to implement the technology. In the short amount of time since COVID-19 closed campuses and moved teaching and learning entirely online, talk of "a new normal" has become commonplace. Students in a film course can evoke new emotions in an Orson Welles classic by virtually changing the camera angles in a dramatic scene. The question has changed from how we can facilitate the use of XR technology on campus to how we can facilitate the use of XR technology off campus. Jaime Hannans shares about empathy and extended reality on episode 270 of the Teaching in Higher Ed podcast. XR technology benefits from—indeed, perhaps requires—work to be cross-disciplinary. At least, in the real … Communicating the value of XR for teaching and learning, showcasing successful use cases and evidence of impact, and providing access and space for users to use the technology are necessary steps in any action plan for promoting widespread adoption of XR. People who work in high-risk conditions – like chemists and pilots – can train in safety from a more conventional classroom setting. A VR simulation of an archaeological site might benefit from a narrative presentation to aid the user's understanding of the development of the site over time, thus bringing the skills of journalism and storytelling into history. Extended reality (XR) refers to real-and-virtual combined environment, including virtual reality (VR), augmented reality (AR), and mixed reality (MR). Extended reality (XR) is having a dramatic impact on pedagogy in higher education. Little did we know that … On one hand, it might seem as though the current budgetary environment would create a situation that simply reinforces the status quo. Emerging technologies for addressing performance limitations in extended reality devices, such as motion-to-photon latency compensation, and retinal scan displays. Technologies that enable distance learning are critical to the survival of institutions of higher education. What changes to colleges and universities, to teaching and learning, to collaboration, and to XR technology and related industries will be permanent? Jeffrey Pomerantz is Associate Professor of Practice, School of Library and Information Science, at Simmons University. A growing number of educators are using extended reality applications to let students interact with people, places and things on the opposite side of the planet, as well as historical figures. Others might want to see data on the efficacy of XR for learning and evidence of its impact. This situation makes clear the potential of XR for teaching and learning, but it also makes clear the fact that not all of the tools are in place for XR to be as useful in education as it could be. Institutions of higher ed, in particular, are experiencing the double-whammy of unanticipated spending on technology and online courses and resources while also not receiving expected revenues from residence halls, rentals of campus spaces by external organizations, and other sources. But emerging technologies cannot succeed if they're only adopted by a few; an emerging technology must be widely adopted or it will fail. Extended Reality: changing the face of learning, teaching, and research. An AR app that places anatomical structures before the user's eyes, for example, requires an understanding of space and lighting, skills more common in a school of architecture than a school of medicine. At the same time, part of community-building is to create leverage: as the saying goes, if you want to go quickly, go alone; if you want to go far, go together. Interdisciplinary collaborations enable the development of proofs of concept, a proof of concept fosters successes, successes attract attention and often money. © 2020 Jeffrey Pomerantz and Randall Rode. This age of acceleration and technoculture will, in Developing the lightest-weight application that will still allow an institution to achieve its goals enables formative evaluation of an emerging technology. One of the greatest challenges in deploying XR in education is a simple lack of educational resources. To be useful in a classroom, an XR experience must allow for multiple, often simultaneous, users. Capabilities of Augmented Reality technology may make classes more engaging and information more apprehendable. Institutions should make it possible for students to drive XR on campus,10 and at several institutions, students have independently developed projects in XR. But a particularly important function of such units is understanding what data to collect and what metrics of success are important to instructors, campus leadership, and the campus community. Furthermore, campus deployment of XR technology in a classroom or in a lab requires an enterprise license. Even before the pandemic, XR technologies were proving their value to education. The term XR encompass all the flavors of extending reality using technology. Rapidly developed, half-baked, "minimally viable" projects are a completely reasonable way to deal with the rapid evolution and uncertain futures of XR technology in an educational context. This is why augmented reality works well with children in the early stages of education and why it is A prototype of a Virtual Reality STEM-based game. This grassroots group has grown and now includes collaborative grant applications and hosts events to showcase XR technology on campus. Institutions should start by developing pilot projects, small-scale uses of XR in specific courses and research projects, and other such use cases. While AR is primarily focused in the gaming industry (at the moment) statistics show that consumers value AR products 33% higher than non-augmented reality products and that students are naturally entranced by how AR can change the … Purchasing one or two VR headsets presents much less risk than purchasing a lab full of them. There might be power in having a center or initiative, but there is also power in having an agile and flexible, constantly shifting collaboration around XR. Over two days of the event, some shared agreement emerged, both about what the XR community in higher ed is doing and what remains to be done. As Nonny de la Peña found when she started developing journalistic stories in VR, the experience produced strong emotional reactions in users.6 Partly as a result of the depth of the XR experience, there has been a burst of discussion around accessibility, empathy, data collection, and the ethics of the technology.7 All of this attention to the technology has led the demand for XR developers to far outstrip supply.8. Even the popular VR game Star Trek: Bridge Crew is designed for just four players. It's become commonplace to say that it's a whole new world now, but that's especially true in higher education. Augmented reality in the education sector is growing, and as it does, it is important to look how the potential of AR can be harnessed in the classroom. Randall Rode is Director of Campus IT Partner Relationships and Development at Yale University. COVID-19 has forced organizations of all types to spend money in unexpected sums and categories. We’re working to figure out what exactly this means. EDUCAUSE has long supported this collaborative and community-building work with the XR (Extended Reality) Community Group. The development of … Campus units have their own priorities, culture, and budgets. XR technology changes rapidly, and the domain in which it is deployed might change from project to project. Extended reality (XR) is a term that encompasses real and virtual environments that are generated by wearable devices or computer technology to provide an immersive experience. Log in or create an EDUCAUSE profile to manage your subscriptions. We are designing with learners with autism and exploring how Virtual Reality can be used to increase access and broaden participation in STEM learning. The fact that both the ETC and the XReality Center are lightweight and flexible makes them particularly effective at fostering interdisciplinary collaboration, but the fact that both have official status as campus units gives them credibility and agency and within and outside of their campus communities. We are the Extended Reality Education (EdxR), a growing network of academics and practitioners dedicated to critically interrogating the impact and implications digital, social and transformational technologies hold for how we work, learn and live. The learning that takes place during the process of building an XR experience—for both the student and the instructor—is arguably more important than the final product. The current budgetary environment brought about by COVID-19 throws into sharp relief the significant differences in economic resources among institutions of higher ed. This exploding area of innovative and exciting options is mostly used in settings outside of education. 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