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
Powered by GitBook
On this page
  • Choosing VR hardware
  • Choosing software through benchmarking
  1. Project Result 2
  2. 3 - Guide: Implementing VR/XR in Team-Based Education

How To Choose VR Hardware and Software

Choosing VR hardware

There were multiple types of headsets available when we were choosing VR hardware for our project in the spring of 2022.

3DOF (3 degrees of freedom) headsets track the orientation of your head but not your physical position or movement in space. They can sense when you turn your head left, right, up, or down, but they cannot detect movements like leaning forward, backward, or side-to-side. They are suitable for viewing 360 images and videos for example. Oculus Go, Samsung Gear VR and Google Cardboard are examples of 3DOF headsets available when we were choosing what hardware to use.

6DOF (6 degrees of freedom) headsets offer full tracking of your head's rotation as well as your physical position and movement in a 3D space. This means you can not only look around but also lean, crouch, and walk within the virtual environment. 6DOF headsets are often used in "room-scale" VR setups, where users can move freely within a defined physical space. This allows for more dynamic and immersive experiences. Pico Neo HTC Vive Focus and Oculus Quest 2 are examples that were available in spring 2022.

A standalone VR headset implies that it's basically a self-contained headset. It has a screen processor and battery inside, and it contains many viewfinders on its body that provide the necessary spatial orientation according to the objects around and its distance from them. It is found most commonly with controllers or one controller which can be moved in six directions, allowing maximum mobility.

VR headsets for using with a PC a capable graphic card is needed. Examples of such headsets are HTC Vive Pro and Oculus Rift S.

We chose to use the Oculus Quest 2 headset in our study because it´s most widely used, is a standalone headset and has 6 degrees of freedom properties and it’s reasonably priced.

We recommend using this headset in distance learning lessons at secondary schools when utilising XR technologies.

Choosing software through benchmarking

The base for choosing what software to use was our benchmarking study that included twenty-three (23) different platforms that existed on the market at the time, and that fit our scope. We chose software that is designed for collaboration and educational purposes. We excluded ready-made VR learning applications because they usually only offer behavioural skill-based learning. Our focus was on collaboration.

The software was divided into two categories:

  1. learning environments

  2. meeting and collaboration.

Our criteria for selecting platforms:

  • purpose of platform

  • key features

  • pricing and subscription options

  • accessibility with VR headsets, desktop, mobile devices

  • headset support

  • usability features such as wayfinding, object selection & manipulation, visual output, comfort, simulation-sickness, presence and immersion

  • hardware requirements and technical specifications

  • platform requirements

  • ease of use

  • target, best for.

  • max users for simultaneous use

  • customisation with 3D objects and environments

  • broadcasting and recording features

  • design

  • default or customisable avatars

  • game engine support

All platforms that we benchmarked are listed by their criteria features to guide us choosing platforms for further testing. The key findings of the benchmarking was that available platforms in the market are designed mainly to improve the qualities of remote meetings. They simulate office-like environments and platforms that are designed for educational purposes are designed for behavioural learning.

PreviousState of VR for EducationNextTesting and Benchmarking VR Platforms

Last updated 1 year ago

2MB
Appendix 1 benchmarking.pdf
pdf
The complete results of our benchmarking can be found in Appendix 1.
276KB
Screenshot 2023-11-20 at 13.21.54.png
image