Abstract
This chapter explores the use of eXtended reality (XR) technologies in the context of learning and teaching, focusing on how these technologies can be used to create immersive and meaningful educational experiences. Using specific projects, including virtual and augmented reality in pharmacy education, layered augmented reality for participant learning and bespoke environments for simulation, we demonstrate the potential of XR to enhance learning and promote deeper understanding and engagement with complex tasks and nuanced concepts. Whilst discussing these projects we also introduce a broader philosophical exploration of the ‘Metaverse’, examining the ways in which XR technologies are contributing to the emergence of new digital realities that are interwoven with physical experiences, transforming the way we interact with virtual and physical spaces, with avatars, and with information deployed in augmented, virtual, and mixed reality experiences. We argue that by exploring a multiplicitous notion of the metaverse, pedagogical design has the potential to benefit the way we learn and teach. The projects discussed in this chapter demonstrate how technological affordance can support design research methodology in the creation and deployment of XR experiences, for immersive, engaging, and effective educational experiences for academic purpose, and for the lifelong learning of a general audience.
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Della-Bosca, D., Grant, G., Patterson, D., Roberts, S. (2024). The Multiplicitous Metaverse: Purposeful Ways of Applying and Understanding eXtended Reality in Learning and Teaching Frameworks. In: Geroimenko, V. (eds) Augmented and Virtual Reality in the Metaverse. Springer Series on Cultural Computing. Springer, Cham. https://doi.org/10.1007/978-3-031-57746-8_3
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