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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  1. Project Result 2
  2. 4 - Manual: Spatial.io for VR-Enhanced Teamwork

Terminology in XR

These terms encompass the key concepts and technologies within the realm of Extended Reality (XR) and its various immersive technologies.

Extended Reality (XR) is an umbrella term that encompasses various immersive technologies, including Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR). Here's a glossary of key terms related to XR:

Virtual Reality (VR)

A technology that immerses users in a computer-generated, three-dimensional environment, typically through a headset or goggles. Users can interact with and navigate this virtual world.

Augmented Reality (AR)

AR overlays digital information or virtual objects onto the real world, often viewed through a smartphone or AR glasses. It enhances the user's perception of the physical environment.

Mixed Reality (MR)

MR blends aspects of both VR and AR, allowing virtual and real-world elements to coexist and interact in the same space. Users can interact with digital objects while still being aware of the physical environment.

Immersive Technology

A general term for technologies that create immersive experiences, including VR, AR, and MR.

Haptic Feedback

Technology that provides tactile sensations to the user, such as vibrations or force feedback, to enhance the sense of touch in virtual environments.

Headset

A wearable device, often in the form of goggles or glasses, used for viewing VR, AR, or MR content. It typically includes a display, sensors, and audio capabilities.

3D Modeling

The process of creating digital representations of objects or environments in three dimensions. 3D models are commonly used in XR applications.

Teleportation

In VR, this refers to a method of moving the user from one location or viewpoint to another within the virtual environment, often to prevent motion sickness.

Field of View (FOV)

The extent of the observable world or digital content a user can see through an XR device, typically measured in degrees.

Motion Tracking

Technology that captures and records the movement of a user's body or XR device. It's crucial for tracking user movements in virtual or augmented environments.

Spatial Computing

The integration of digital content into the physical world, allowing users to interact with virtual objects as if they were real.

Hand Tracking

A form of motion tracking that specifically tracks the movement and gestures of a user's hands, enabling natural interaction with XR content.

Simulator Sickness

A phenomenon similar to motion sickness that some users may experience in VR due to a disconnect between visual and physical motion cues.

Avatar

A digital representation of a user in a virtual environment, often customizable to reflect the user's preferences.

Hologram

A 3D projection or image that appears to be suspended in space, commonly associated with AR and MR technologies.

Locomotion

Methods and techniques for moving within a virtual environment, such as walking, teleporting, or using hand gestures.

Latency

The delay between a user's actions or movements and the corresponding response in the XR environment. Low latency is crucial for a smooth and immersive experience.

XR Content

Digital assets, applications, or experiences designed for XR platforms, including VR, AR, and MR.

Gesture Recognition

Technology that identifies and interprets hand or body movements as input commands within XR applications.

Spatial Audio

Audio that is positioned and adjusted in real-time to match the user's location and orientation within a virtual environment.

Simultaneous Localization and Mapping (SLAM)

A technology used in AR and MR to map and track the user's physical environment while placing virtual objects within it.

Immersive Learning

The use of XR technologies to create educational and training experiences that offer a higher level of engagement and interactivity.

360-Degree Video

Video content that captures a panoramic view of a real-world or virtual environment, allowing viewers to look in any direction within the video.

XR Development Kit

A set of tools, hardware, and software provided to developers for creating XR applications and experiences.

XR Interface

The user interface and interaction design principles specific to XR environments, considering gestures, gaze, and voice commands.

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