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Collaboration & Forecasting

Immersive Experiences OER

ETEC 522 Ventures in Learning Technology

immersiveexperience

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Keywords

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immersive experience, virtual reality, augmented reality, mixed reality, use cases

Reflection

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This was my first group project in the MET program, and stakes were high, as this project would account for 25% of our mark in the course. Two of us were in Ontario, Canada, and one of us was in Switzerland, and we collaborated using Google Docs and Slack. This OER was an intense labour of research, collaboration, and effort to construct a meaningful learning experience for our colleagues. It was exciting to come together as a group to brainstorm and share our individual findings to be able to create this forecast the topic of VR/AR in education. Though there is massive educational and learning potential for XR technologies, there are not widespread educational uses across industry and education, but there are several use cases in fields such as health care and research that demonstrate the educational value of XR that can be applied in other contexts. Because XR technologies are largely untried and untested in K-12 and postsecondary contexts, we needed to find information outside of academic research and look to industry and management consultancy firms such as PwC, Deloitte, and McKinsey & Co, and read their research and white papers. Discovering these incredible and invaluable sources of information early in the program helped me research emerging technologies in other courses.

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This is the second website I created in the program, but the first created specifically for the purposes of creating an online learning environment that allowed its users opportunities to interact with one another. This allowed me to explore tools that can be embedded in websites to encourage interaction such as Thinglink, H5P, and Padlet. Because our site audience was primarily our own classmates but extended to a global audience, we wanted to create a more open way for people to participate that required the least amount of clicks or sign ups to encourage more people to interact with our learning environment. There are many  considerations to make to encourage participation when building learning environments within websites. With each project I am a part of that chooses this route, I am always trying to expand the range of tools we can use to facilitate communication, interaction, participation, and contributions to make the experience more social-constructivist, social-cognitivist, and constructivist.

Publication Information

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Author: Melissa Drake, Kirsten McKinnon, Anouk Tenten

Date: March 2020

Course: ETEC 522 Ventures in Learning Technology

Professor: David Vogt

Overview

 

This OER (open educational resource) was created for a global audience of educators and professionals to explore the educational potential of immersive experience (XR) technologies (virtual reality, augmented reality, and mixed reality) in industry, highlighting healthcare, and education. The OERs are created on behalf of students as part of course-curation activities.

Course Background

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In ETEC 522, weeks 5-12 are student-led endeavours to present opportunity forecasts on assigned emerging technologies. The opportunity forecast is presented as a whole week's worth of content and learning during the course. To view more examples of opportunity forecasts on the topics of personalized learning, mobile learning, game-based learning, big data and learning analytics, artificial intelligence and machine learning, microlearning, and wearables, visit the ETEC 522 open course website.

Highlights​ Video

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Overview
Course Background
Highlights​ Video
Publication information
Reflection

Melissa Arasin 2020. Created with Wix

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