top of page

Good Practices
Bringing eXtended Reality to the Classroom 

How can eXtended Reality (XR) be used to create immersive and interactive learning experiences?  

Background

TLS2068 Gamification in Teaching: Bringing Games to the Classroom

Design target: To improve immersive teaching and hands-on experience by adaptation of XR technology

👩‍🏫 Face-to-face   

2 hours   

🎓 30 students 

ANALYSIS

Intended learning outcomes:

  1. To identify game dynamics, mechanics, and the design elements through game studies and creation using XR technology (Augmented Reality (AR), Virtual Reality (VR), and Mixed Reality (MR). 

  2. To create games using the theories and skills underpinning gamification in XR. 

Challenges/Needs:

Technology - XR requires two things to proceed smoothly: stable Wi-Fi, and technical support. 

Pedagogy - Students may find it hard to visualize the design process and benefits of learning activities using XR technology. As such they need more than verbal explanations.

Space - XR learning experiences require physical space equipped with flexible and diverse facilities 

CO-DESIGN AND DEVELOPMENT

Our solution:

  • To provide an instructor’s demonstration on how to integrate XR technology into lesson design. Students will then be able to experiment with the XR technology through hands-on practice and collaborative exercises. 

  • To provide hardware equipment, facilities and software platforms that ensure smooth demonstration and communication between instructors and students.

Click on the buttons above to expand

IMPLEMENTATION (Click to enlarge)

timeline_edited.jpg

Introduction of XR

⏰ 15 min (synchronous)

📖 Directed learning

🤝 I -> Ss

 

The instructor shows a YouTube video to introduce XR and elaborate upon it. 

 

Technology:

zoom.png

Youtube

Myviewboard

Google slides

Zoom

intro of xr.png

EVALUATION

Instructor’s reflective comments:

Using different kinds of EdTech indeed enhanced students’ motivation to learn and made the teaching more effective. Students engaged in the course more rapidly compared with the traditional teaching and learning models. When introducing the CoSpaceEdu (VR), students were stimulated to think about how this technology could cope with their future teaching needs. Games in teaching would certainly make the lesson more interesting. Students were more proactive in learning and were motivated to explore more possibilities with these kinds of technology. 

 Mr LAI, Yik Hin Garret [C&I] course instructor

RELATED GUIDELINES

EVALUATION

Instructor’s reflective comments:

This is certainly an innovative idea in teaching and learning.  Students found it interesting and felt amazed they could create applications with little programming knowledge.

 

Mr LAI, Yik Hin Garret [C&I] course instructor

RELATED GUIDELINES

bottom of page