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
  • Understanding the potential of XR technologies to facilitate teamwork
  • Double Diamond
  • Discover
  • Define
  • Develop
  • Deliver
  1. Project Result 2
  2. 3 - Guide: Implementing VR/XR in Team-Based Education

Our Approach: Design-Research

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Last updated 1 year ago

Understanding the potential of XR technologies to facilitate teamwork

Metropolia UAS's task in the Agile XR project was to test new technologies to create an understanding if XR technologies are able to create a sense of community, increase collaboration and teamwork in distance learning.

We began our study by creating a list of different features of virtual platforms that support teamwork. This was followed by benchmarking twenty-three (23) different XR-based solutions, identifying and selecting those that foster teamwork and collaboration in distance learning and that are suitable for upper secondary level schools. We then selected four platforms for further testing and development. The testing was done with different groups of students and with other users as well.

Double Diamond

We used the Double Diamond process in this study. Double diamond is a tool for a design process where the design brief is explored through four stages; discover, define, develop and deliver.

In the following paragraphs we describe the activities included in each phase (discover, define, develop and deliver) of our study.

Image 1. Double diamond process

Discover

In the Discover phase our research and benchmarking focused on discovering and analysing the existing data and the current stage of distance learning. Our research included a mapping the material on distance learning and a of part where we analysed the needs and demands of virtual distance learning. We focused on how to improve interaction and what is lacking in the existing tools and equipment. Data was collected by observing existing situations in distant learning. From these experiences we were able to define the existing levels of interaction and clarify the need for further development.

Define

The Define phase we first created a criteria to guide us on choosing software. Define phase also included testing and comparing the latest XR software and the latest XR related technologies for distance learning. Based on the outcome of the study we were able to focus on the existing and new software and technologies on the market and analyse the qualities and usability of different solutions with different teaching scenarios. We compared the platforms using XR equipment such as VR headsets and also using virtual environments with conventional desktop and mobile computers. Metropolia UAS has been collaborating with several software companies and the results of this study will give input on development of new software.

Develop

In the Development phase

Current state of distance learning is lacking the elements of community. The development phase focuses on the possibilities of increasing the sense of community and creativity in distance learning. We gained a lot of information from our software testing phase. What was working and elements were missing. Towards the end of this project we were able to create our own spaces in Spatial platform with the qualities that support distance learning and enable student engagement.

Deliver

This guide is one part of how we deliver our results. It includes short instructions to support new users. Furthermore, we will suggest a variety of improvements to existing XR learning environments and share our outcomes by using virtual tools to guide both teachers and students to use the XR solutions to improve distance learning.

Image 1. Double diamond process