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
  • Comparing and testing chosen platforms
  • Registration
  • Graphics
  • Audio
  1. Project Result 2
  2. 3 - Guide: Implementing VR/XR in Team-Based Education

Testing and Benchmarking VR Platforms

PreviousHow To Choose VR Hardware and SoftwareNextDesigning Virtual Environments for VR Learning

Last updated 1 year ago

Comparing and testing chosen platforms

Benchmarking led to a test phase based on criteria that fit our purposes; free of access, support for collaboration and teamwork, subscription type, headset support, minimum of ten users. AltspaceVR (discontinued), , and later were selected for further testing with students and staff. AltspaceVR was discontinued by Microsoft in March 2023.

Most software allows test use to a certain number of participants. For example the maximum number of users to access a free session can be up to ten persons.

The platform testing phase that started in the spring of 2022 was first done among the Metropolia Agile XR project group to gain more knowledge of how user-friendly the platforms were. Students, teachers and other staff participated in the testing.

Below are some example data fields from student ratings completed in Figma:

Further testing was then done with bigger groups of students and pilots were done with upper secondary school students. All testing sessions are listed in Table 1.

4-15 persons were involved in each session. Sessions started with the onboarding process and included different activities, like sharing content, text, pictures or video, meeting, teamwork or just playing, on selected platforms.

Pilots with upper secondary school students included an organised learning experience and included learning material such as videos, instructions and teamwork among students. During a Learning, Training, Teaching Activities LTTA event staff from all of the Agile XR project partners participated in testing of chosen platforms. This allowed us to gain collective experience of the virtual environments themselves as well as activities in them

During a Learning, Training, Teaching Activities LTTA event staff from all of the Agile XR project partners participated in testing of chosen platforms. This allowed us to gain collective experience of the virtual environments themselves as well as activities in them.

Table 1. Comparing and testing chosen platforms

Testing different platforms gave us more understanding of the usability. We rated platforms with different features like how easy the signing in process was, user interface, or what kind of functionalities they offer, avatar qualities or the graphics of the environments.

Registration

Most software can be installed in both Mac and Windows environments and allow different ways to register and create an account / profile by using different and multiple user devices, desktop, VR-devices or mobile.

Graphics

Many of the platforms still have cartoon-like graphics. This is due to many reasons, one being the capacity to perform screen pictures. Cartoon like environments suit well in the game industry but for work purposes it might disturb the credibility.

Audio

Virtual spaces people are able to hear in three dimensions. Within the virtual space it is also possible to control audio.

Horizon Workrooms
Glue
Spatial.io
Example student ratings of different XR Collaborative Platforms
Image 4 Timetable of different events