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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  • Introduction
  • Why use VR?
  • Imprint
  1. Project Result 2

3 - Guide: Implementing VR/XR in Team-Based Education

Collaborative Learning Experiences in Virtual Environments

Introduction

This guide supports teachers who would like to learn how to use XR technologies in distance learning lessons. It will give you an understanding of why to use VR as well as guide you in the onboarding process and in choosing what software and hardware to use. We provide our recommendation of how to use these technologies for educational purposes.The guide has been done in the Erasmus+ project Augmented Agile Teamwork for Hybrid Learning at Schools (Agile XR). By reading you will learn how to connect with and engage students in online teaching using the combined power of agile rituals and web/XR technology. We focus on supporting teachers and students from upper secondary schools in Europe.Our task is to provide teachers and students with digital tools and skills for distance learning. The COVID-19 pandemic made the social challenges of distance learning visible and students, especially those in a vulnerable position, were left without support.The study presented in this guidebook focuses on the potential of virtual learning environments: and how they can perform and support collaboration. The study is based on knowledge gained during the Agile XR project and was conducted by Metropolia UAS. Students and staff from the XR Design study program collaborated with Helsinki XR Center.A big part of the study was a testing phase of hardware and software, which we present here. The testing part of the project has been greatly beneficial. Thus we encourage teachers and students to have an open mind towards new equipment and start learning about it by using and testing it while developing their digital skills. Manual: Spatial.io for VR -Enhanced Teamworks includes step-by-step instructions on how to get started with XR hardware and software.

Why use VR?

Distance learning has led to a state of polarisation where students of all ages are facing difficulties in learning due to a lack of support from teachers and fellow students. Communication in distance learning is missing elements that exist in physical interaction and our mission was to find out whether we can create a sense of community with the aid of technology and to strengthen students' capacity to learn.

VR is a good tool to add value to and enrich school lessons. It is not a substitute for normal classroom teaching but more of an extra tool to support and improve learning engagement with the help of three-dimensional environments.

Our experience and several studies show that 3D engagement in a distance learning improves students' motivation. These studies show that students can have a better understanding and ability to utilise the knowledge learned in a 3D environment. Utilisation of 3D models and objects and special virtual environments can support learning. As a learning experience, learning in VR is also more entertaining, and more complex tasks are noticeably easier to understand.

Advantages of using VR in education

  • immersive experience and focus, especially when using a headset

  • improvement of digital skills

  • global accessibility

  • ecological realisation

  • ability to create environments to fit needs and purposes

  • verbal and non-verbal communication

Disadvantages of using VR in education

  • relying on virtual connections rather than real-life social interactions

  • harder to recognise empathy

  • lack of emotional and facial expressions

  • high price of devices

  • motion sickness (VR can create a loss of spatial awareness, nausea, dizziness, disorientation, and nausea. This is also known as simulator sickness.)

  • time consuming onboarding process

  • slower execution of tasks, i.e. sharing ideas by placing sticky notes

  • simultaneous use of sight and headset needed when installing programs

Imprint

Editors/Partners: Metropolia University of Applied Sciences (FI), Fundación Universidad Francisco de Vitoria (SP), RHIZO School (BE), CollectiveUP (BE).

Authors: Petra Lassenius (Metropolia University), Ale Torkkel (Metropolia University), Juan Fraile (UFV), Daniel Orgaz-Rincón (UFV), Paula Esteban-Manrique (UFV), Joos Van Cauwenberghe (RHIZO), Liliana Carrillo (CollectiveUP), Chrysanthi Katrini (CollectiveUP).

Translation: Dutch version by Joos Van Cauwenberghe (RHIZO), Finnish version by Petra Lassenius (Metropolia University), and Spanish version by Juan Fraile (UFV), Daniel Orgaz-Rincón (UFV) & Paula Esteban-Manrique (UFV).

The project "Augmented Agile teamwork for hybrid learning at Schools” (2021-1-BE02-KA220-SCH-000027889) is co-funded by the Erasmus+ Programme of the European Union. The views expressed in the working papers, deliverables and reports are those of the project consortium partners. These views have not been adopted or approved by the Commission and should not be relied upon as a statement of the Commission’s or its services’ views. The European Commission does not guarantee the accuracy of the data included in the working papers and reports, nor does it accept responsibility for any use made thereof.

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Last updated 1 year ago

We suggest citing this report as follows: Lassenius, P., Torkkel, A., Fraile, J., Orgaz-Rincón, D., Esteban-Manrique, P., Van Cauwenberghe, J., Carrillo, L., & Katrini, C. (2023). Implementing VR/XR in Team-Based Education. Augmented Agile teamwork for hybrid learning at Schools (AgileXR).

This publication (in English, Finnish, Dutch and Spanish) and other publications and tools produced by the project can be downloaded free of charge from:

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License. To view a copy of this license, visit

https://agilexr.eu/
https://agilexr.eu/
http://creativecommons.org/licenses/by-sa/4.0/