Extended Reality (XR) has come a long way in the last five years. Despite being a relatively new technology, XR is already making an impact on how we interact, learn, and experience the world around us.
In higher education, XR has opened up lots of new opportunities for the education sector. From virtual classrooms where pupils can “meet” without leaving the comfort of their homes, to immersive labs where they can learn practically within a safe environment.
As with any new technology hitting the mainstream, XR brings both incredible benefits and some challenges to the table.
In this blog, we’ll explore how XR can improve the learning experience in higher education and the hurdles to keep an eye out for when implementing this new technology.
XR Technology in Higher Education
What is XR?
XR is an umbrella term that includes virtual reality (VR), augmented reality (AR), and mixed reality (MR). Each one immerses users in slightly different ways.
Here’s a quick breakdown:
- VR – users enter a fully virtual environment
- AR – overlays 3D models and digital content onto the real world (think of apps like Pokémon Go)
- MR – allows digital elements to interact seamlessly with the physical world.
Each technology offers new ways for people to learn, explore, and engage, making them an exciting addition to education.
Imagine a medical student performing a simulated surgery, or a history student “walking” through ancient Rome and handling lifelike (but virtual) artefacts. These scenarios make abstract concepts easier to understand and offer students hands-on experience in a safe environment.
And, arguably more importantly, this makes the whole learning experience far more practical and engaging for students.
Types of XR applications
So there are many ways XR can be used in education, but let’s have a look at a few of the most popular:
- Virtual classrooms: XR makes remote learning feel more interactive by allowing students and instructors to “meet” in virtual spaces, where they can work and communicate then and there.
- Interactive labs and training: Students studying biology, engineering, and the arts can gain practical experience without the need for physical equipment. For example, a biology student can “dissect” virtual specimens without the need for a physical subject.
- Immersive field trips: With VR, students can “travel” to other countries or historical sites without leaving campus. This immersive experience is especially useful for students studying history, archaeology, or environmental science.
According to a McKinsey study, looking at ongoing technology trends, around 63% of companies adopting metaverse technologies like AR are using these tools for training and education.
The Benefits of Implementing XR in Higher Education
XR brings many benefits to the higher education table. Let’s have a look at some of the best.
Engaging and hands-on learning
XR makes learning more exciting and interactive by bringing lessons to life in ways traditional classrooms just can’t.
Instead of relying on textbooks or lectures, students can dive into virtual simulations that make abstract concepts feel real and memorable.
Imagine chemistry students safely exploring complex chemical reactions in a virtual lab or art history majors “touring” famous museums to examine paintings up close. With XR, students aren’t just observing; they’re experiencing, which helps them grasp challenging topics with greater ease.
Flexibility and accessibility
For those who can’t attend in-person classes, whether because of the commute, disability, or other challenges, VR classrooms can offer an immersive, lifelike alternative for students and educators.
These environments can also be customized to suit individual learning needs:
- Visually impaired students might benefit from audio cues in VR
- Students with ADHD may find interactive XR lessons more engaging than traditional lectures.
By making learning more adaptable, XR accommodates a range of students and learning styles, helping everyone succeed.
Challenges of Implementing XR Technology in Education
There are plenty of benefits that come with XR, but there are also a few drawbacks. Let’s take a look at some of the challenges that XR brings and how we might be able to address them.
XR can be pretty pricey
XR is still relatively new and the tech that’s currently out there isn’t exactly cheap, or easy to supply in bulk – especially to schools!
One problem XR faces is how to integrate it into higher education without it becoming too expensive. The main issue is that all schools and universities have different budgets and budget allocations.
Learning to use it takes time
The global XR market was valued at USD 131.54 billion in 2023 and is estimated to reach over $1,706 billion by 2032. As with any new major technology, it takes time to learn how to use it effectively.
Time should be allocated to staff to learn how to use VR and teach students how to use them. If staff aren’t trained the ability and credibility of their teaching come into play, and of course, the quality of the lessons suffers. Two big problems.
The second challenge is integrating or adapting current lesson plans to fit into the curriculum. Will all classrooms have the right amount of space? Are they adequately set up for XR labs and training? This again will take time and resources to run properly.
As with any new way of teaching, it will take time for both staff and students to embrace this new way of teaching and learning. It’s possible, but with many schools low on the luxury of time, this won’t be a quick transition or learning process.
Ethical and health concerns
With all XR’s benefits of immersion and more engaged learning, it also raises some health and safety questions.
Spending extended time in virtual environments can lead to issues like eye strain, headaches, and motion sickness, which are especially common among younger users who may be more sensitive to visual stimuli.
This is known as “virtual fatigue,” the feeling of mental or physical exhaustion from immersive experiences. Naturally, this can affect students’ ability to focus and retain information if they’re in XR environments for an extended period of time.
Enforcing timeouts or finding ways to deal with students who are more susceptible to things like migraines and motion sickness is essential to make XR work for everyone.
Universities that Are Using XR
Currently, several universities are already working on the use of XR technology to improve their teaching and research and make education more engaging and immersive. A few names include:
- Parsons School of Design at The New School: Parsons has brought XR into its Immersive Storytelling minor, where students meet on virtual platforms to create interactive stories and games. They create and use their own avatars, share their 3D projects, get feedback, and even go on virtual trips as part of some of the curricular activities in the class.
- Stanford University: Stanford’s Virtual Human Interaction Lab uses VR to study people’s responses to immersive experiences, with simulations covering topics like environmental science and even empathy training.
- Harvard University: The USA’s leading university has added VR to its medical curriculum, where students practice surgeries and diagnostics in lifelike simulations. It’s early days, but this tech is allowing them to experience hands-on learning in a way that’s both low-risk and interactive.
Final thoughts
XR has a long way to go before it’s widely accepted and integrated into higher education. The cost of the equipment and how teachers would integrate it into their lessons are among the biggest challenges higher education faces.
That said, it’s only a matter of time before XR technology becomes more affordable and XR tech specifically designed for students and classrooms is created. The pandemic showed us just how easy online and virtual training can be, and although we’ve returned to the traditional ways of in-person teaching, there’s plenty of room for XR to become part of everyday curricula in the future.