Iteration: Through development process, cycle, students learn how to design and create products.
Gamification: Use of XR can 'gamify' curriculum to improve engagement
Flip the Experience: Make it Learner-Centered
Enrichment: Combine Virtual with Real Objects to full develop and enrich learner experiences.
KEY EXTERNAL FORCES OR DRIVERS
DEMOGRAPHIC: New learners have some exposure to this technology (Pokemon Go, Gaming technologies, etc.). An expectation for XE technology to be incorporated into their learning journey.
TECHNOLOGICAL: Increased performance and mobility of hardware equipment continues to improve accessibility (Oculus Quest 2)
Economic: VR hardware and development costs are gradually decreasing.
SOCIAL: Increased desire for
new social experiences
and virtual interactions online.