Agile XR
  • Welcome
  • Key Project Learnings and Reflections
  • Project Result 1
  • 1 - Guide: Agile Teamwork in Web-Based Learning
    • Chapter 1 - Agile in Software
      • 1.1 Values in Agile Software Development
      • 1.2 Principles in Agile Software Development
      • 1.3 Agile Project Management and practices
      • 1.4 Agile Mindset
    • Chapter 2 - Agile in Education
      • 2.1 Agile Compass for Education
      • 2.2 eduScrum
      • 2.3 Agora schools
      • 2.4 Agile Learning Centers
    • Chapter 3 - Agile practices for project-based learning
      • 3.1 Sprint Planning and Execution
      • 3.2 Daily Stand-Up Meetings
      • 3.3 Collaborative Learning and Projects
        • 3.3.1 Project initiation
        • 3.3.2 Project planning
        • 3.3.3 Project execution
        • 3.3.4 Project performance/monitoring
        • 3.3.5 Project closing
        • 3.3.6 Agile rituals using Mural
    • Conclusions
    • Bonus: Interviews with Agile Experts
      • Interview with Yeremi Marín, ALC Facilitator at EduCambiando, Mexico
      • Interview with Ryan Shollenberger, Co-director ALC NYC
      • Interview with Willy Wijnands, Cofounder eduScrum
  • 2 - Video Tutorials: Agile Teaching Techniques
  • Project Result 2
    • 3 - Guide: Implementing VR/XR in Team-Based Education
      • Our Approach: Design-Research
      • State of VR for Education
      • How To Choose VR Hardware and Software
      • Testing and Benchmarking VR Platforms
      • Designing Virtual Environments for VR Learning
    • 4 - Manual: Spatial.io for VR-Enhanced Teamwork
      • Terminology in XR
  • Project Result 3
    • 5 - Workshop: Designing Blended Learning Courses
      • Session 1 - Redesign Project Framing
      • Session 2 - Understanding the Student Experience
      • Session 3 - Understanding the Teacher Experience
      • Session 4 - Blended Course Plan
    • 6 - Workshop: Enhancing Existing Lessons for Blended Learning
      • Session 1 - Quick Scan
      • Session 2 - Deep Scan
    • 7 - Lesson Plan Templates for Online and Hybrid Learning
      • LP1 - Intro to AI - Elementary School
      • LP2 - Planning Skills - Lower Secondary Level
      • LP3 - Intro Radioactivity - Higher Secondary Level
      • LP4 - Berlin Wall - Upper Secondary Level
      • LP 5-10 - Lifelab Project - Upper Secondary Level
  • Project Result 4
    • 8 - Guide: Mastering Effective Distance Learning
      • Module 1: Introduction
        • What is distance learning and is it expanding so fast?
        • Online learning
      • Module 2: Methods of implementing distance learning
        • Synchronous online learning
        • Asynchronous online learning
        • Blended learning and flipped learning/classroom
      • Module 3: Classroom management in online learning
        • Class management in distance learning and how to engage students in distance learning
      • Module 4: Promoting collaborative learning in distance learning
        • Collaborative learning in distance learning
        • Problem-based learning and project-based learning in distance learning
        • Cooperative learning in distance learning
      • Module 5: How to promote social interactions in distance learning
      • Module 6: Educational technology tools for distance learning
      • References
    • 9 - Reference Guide: EdTech Tools for Interactive Teaching
      • Module 1: Introduction
        • How to get more student engagement?
        • How can we make it more collaborative?
        • What can be done with less or no teacher support? (e.g. for flipped classrooms)
      • Module 2: EdPuzzle
      • Module 3: Socrative
      • Module 4: Trello
      • Module 5: Nearpod
      • Module 6: Google Drive, Microsoft OneDrive, etc. (Shared document tools)
    • 10 - Digital Tool: EdTech Decision-Maker
    • 11 - Report: Evaluating Agile and VR/XR Teaching Pilots
      • Introduction
        • The project "Augmented Agile teamwork for hybrid learning at Schools” (AgileXR)
        • Project Result 4: Pilot and Impact Evaluation and Lessons Learned
        • Brief Theoretical Framework
        • Pilot Teaching Experiences in the AgileXR Project
      • Aim of the report
      • Method
        • Participants
        • Materials
        • Data Analysis
        • Procedure
      • Results and discussion
        • Students' perspectives
        • Teachers’ perspectives
      • Educational implications
      • Conclusions
      • Bibliographical references
      • Appendix
        • Appendix 1. Pilot evaluation student questionnaire
        • Appendix 2. Pilot evaluation teacher questionnaire
        • Appendix 3. GDPR - Family authorisation for secondary school students
  • Translations
    • 12 - Multilingual Publication Translations
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On this page
  • 1. Embrace Agile Methodologies in Education for Dynamic Learning
  • 2. Leverage Pedagogy for Effective Use of VR and Web Technologies
  • 3. Foster Digital Literacy and Technological Proficiency for Teachers and Students
  • 4. Collaborative Transnational Projects Accelerate Learning
  • 5. Customise Teaching Approaches for Diverse Learning Needs
  • 6. The Importance of Infrastructure in Technology-Driven Education
  • 7. Apply a Digital-first Approach to Increase Flexibility in Teaching for all Modalities
  • 8. Embody Lifelong Learning For Educators in EdTech
  • Conclusion

Key Project Learnings and Reflections

PreviousWelcomeNext1 - Guide: Agile Teamwork in Web-Based Learning

Last updated 1 year ago

Welcome to our reflective journey through the Agile XR project. This piece aims to synthesise key learnings and insights from our team's experience, providing a robust and insightful perspective on the project's relevant outcomes for secondary school teachers across Europe.

The reflections are drawn from the final team reflection workshop during our Transnational Project Meeting 4 in Belgium on 13 and 14th of December 2023. The complementary video fragments are recorded - with permission to publish these videos - during our second LTTA event in Finland between 3 and 5 November 2023.

1. Embrace Agile Methodologies in Education for Dynamic Learning

When adapted for the classroom, Agile practices can significantly enhance flexibility and responsiveness in teaching. Emphasizing iterative processes and continuous feedback can lead to more engaged and adaptive learning environments in any learning environment.

2. Leverage Pedagogy for Effective Use of VR and Web Technologies

The potential of VR and web technologies in education is vast. Teachers should explore incorporating these tools to create immersive and interactive learning experiences. However, they should be mindful of the initial challenges, as the user experience for most VR hardware and software with multiple students simultaneously is not optimized. In particular, our team discovered a need for better VR onboarding experiences and the need for user-friendly interfaces. When using VR devices in a classroom context, focus on leveraging pedagogical methods that move away from traditional classroom teaching (e.g., carousel) and allow for smart onboarding (e.g., peer-to-peer teaching).

3. Foster Digital Literacy and Technological Proficiency for Teachers and Students

Introducing emerging technologies like VR to teachers and students in the classroom is key to enhancing digital literacy. Teachers should view the integration of these technologies not just as a subject matter, but as a means to develop essential 21st-century skills in students.

4. Collaborative Transnational Projects Accelerate Learning

Our team discovered while doing that engaging in collaborative projects involving diverse teams, and nationalities exposed the team to various perspectives and fostered better project results and a global outlook in learning.

5. Customise Teaching Approaches for Diverse Learning Needs

Recognize and address the diverse learning needs and preferences of students. This includes considering accessibility for students with disabilities and adapting teaching methods accordingly. This commitment to inclusivity ensures that education is accessible and enriching for all students, acknowledging and valuing their unique learning paths.

6. The Importance of Infrastructure in Technology-Driven Education

Advocate for and work towards improving school infrastructure to support the effective use of technology in education. Reliable internet connectivity and device access are crucial for successfully implementing digital learning tools. Still, this fundamental infrastructure requirement is challenging for many schools we encountered.

7. Apply a Digital-first Approach to Increase Flexibility in Teaching for all Modalities

Teachers should be prepared to bridge the gap between traditional teaching methods and the integration of new technologies. This involves understanding the technology and rethinking pedagogical approaches to make learning more interactive and student-centred. Adopting a 'digital-first' mentality while developing teaching materials is key to flourishing in all learning environments.

8. Embody Lifelong Learning For Educators in EdTech

Emphasize the importance of self-learning and professional growth in emerging educational technologies. Teachers should be encouraged to continuously update their skills and knowledge to keep pace with technological educational advancements.

Conclusion

The Agile XR project offered valuable insights into the intersection of agile methodologies, VR & web technology, and different learning modalities. While we achieved substantial progress, there's room for deeper exploration and more integrated approaches in future projects. These insights can serve as valuable guidelines for educators looking to innovate and improve their teaching practices in line with modern educational trends and technologies. This reflection captures our journey and paves the way for future digital and blended learning innovations.

Agile XR Team Insider insights on Agile Learning
Agile XR Team Insider Insights on Extended Reality Accessibility
Agile XR Team Insider Insights on Distance Learning