X-Reality (XR) and immersive learning: Theories, use cases, and future development

Emily ROIZIN, Minjuan WANG

Research output: Chapter in Book/Report/Conference proceedingChapters

8 Citations (Scopus)

Abstract

Cross-Reality, or XR, has the great potential to enhance teaching and learning, but it is not commonly used in the classroom. Educators may not know how to use the technology or understand how it can help their students reach their learning objectives. This paper will discuss XR use cases, learning theories, and the benefits and challenges of implementing XR in an educational environment. Copyright © 2021 IEEE.

Original languageEnglish
Title of host publicationProceedings of 2021 IEEE International Conference on Engineering, Technology & Education, TALE 2021
Place of PublicationUSA
PublisherIEEE
Pages751-754
ISBN (Electronic)9781665436878
DOIs
Publication statusPublished - 2021

Citation

Roizin, E., & Wang, M. (2021). X-Reality (XR) and immersive learning: Theories, use cases, and future development. In Proceedings of 2021 IEEE International Conference on Engineering, Technology & Education, TALE 2021 (pp. 751-754). IEEE. https://doi.org/10.1109/TALE52509.2021.9678595

Keywords

  • XR
  • Immersive learning
  • Learning environment
  • Learning theories
  • Supply-use-model

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