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 language | English |
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Title of host publication | Proceedings of 2021 IEEE International Conference on Engineering, Technology & Education, TALE 2021 |
Place of Publication | USA |
Publisher | IEEE |
Pages | 751-754 |
ISBN (Electronic) | 9781665436878 |
DOIs | |
Publication status | Published - 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/TALE52509.2021.9678595Keywords
- XR
- Immersive learning
- Learning environment
- Learning theories
- Supply-use-model