Getting started with Immersive Technologies in Higher Education

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Creator(s) (alphabetical)

Geraldine McDermott

Organisation(s)

Technological University of the Shannon

Discipline(s)

Arts and Humanities, Education

Topic(s)

Accessibility and Inclusion, Curriculum Design, Professional Development, Student Success, Teaching and Learning Practice

License

CC BY-NC-ND

Media Format

Website

Date Submitted

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Description

This e-book reports on a SATLE-funded project to explore the use of immersive technologies in Higher Education. It includes case studies, practical guidance and a brief review of the literature on immersive learning from the project team. It is intended for those considering using VR in their teaching, and for those who support learning.

Benefit of this resource and how to make the best use of it

The resource includes a brief overview of the literature around immersive learning, with key concepts to consider. It also includes a practical guide for those thinking about where they should start and who they should connect with within their organisations. Finally, it provides examples of where VR was used in a module, and aligned with specific learning outcomes, which will be useful to those thinking about how to integrate immersive learning with VR in the curriculum,

Creative Commons Attribution-NonCommercial-NoDerivatives (CC BY-NC-ND)

This work is licensed under a CC BY-NC-ND license, permitting redistribution for non-commercial use with proper attribution but prohibiting modifications.

https://creativecommons.org/licenses/by-nc-nd/4.0/
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McDermott, G. (16/02/2025). Getting started with immersive technologies in higher education. National Resource Hub (Ireland). Retrieved from: https://hub.teachingandlearning.ie/resource/getting-started-with-immersive-technologies-in-higher-education/ License: Creative Commons Attribution-NonCommercial-NoDerivatives (CC BY-NC-ND).

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