Chris Barlow, Gordon Meadow

    Research output: Published contribution to conferenceOtherpeer-review


    Recent developments in computing power, capabilities of mobile devices and new products arriving on the market at achievable prices have meant that Virtual Reality (VR), Augmented Reality (AR) and Mixed Reality (MR) devices are now within affordable reach of many educational institutions.
    The most established areas of education and training using XR have tended to fall into a number of discrete user cases:
    • Technical training is aimed at operators, allowing them to develop both high and low level skills based around both decision making/problem solving in realistic scenarios, and also to develop automatic responses and motor control for technically demanding tasks such as military, medical and other high risk situations.
    • Social and peer interaction allows to engage with each other remotely in a virtual world, using this space for discussion, presentation and critique of audio-visual material and undertaking social or group based tasks (Barros et al, 2008).
    • Experiential Learning: The Virtual Field Trip. Field trips have long been a part of education - being able to visit and experience places relevant to the course of study. The Virtual environment allows the student to situations or locations which would be inaccessible due to reasons of practicality, safety, time, finance or which no longer exist.
    • 3 Dimensional design: The design community was rapid to adopt VR for both education and actual design purposes.
    Workshop objectives
    • To allow participants to experience different types and applications of VR and AR tools for education.
    • To discuss the potential for applying these to different educational scenarios relevant to the participants.
    • To identify challenges in the use of XR technology in education and discuss potential solutions to these challenges, particularly in assessment.
    • This workshop will explore some practical applications of XR for different elements of education and training, particularly focusing on low-mid cost Virtual and Augmented Reality applications and systems. Using Google Cardboard VR headsets we will explore some examples in the use of VR in the current market, and discuss the potential applications within our own pedagogy. We will also demonstrate some of the medium and high cost alternatives, such as Oculus Rift and the benefits and limitations of these.
    • Participants will then discuss the practicalities of combining assessment for learning with the experiential nature of XR and how this might be measured and implemented practically, with the aim of developing some recommendations for how it might be best used in different situations and types of learning.
    Original languageEnglish
    Publication statusPublished - 3 Jul 2019
    EventInternational Conference on ICT in Education - Crete, Chania, Greece
    Duration: 4 Jul 20196 Jul 2019


    ConferenceInternational Conference on ICT in Education
    Abbreviated titleICICTE2019
    Internet address


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