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Using Extended Reality to Promote Team Learning

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Perspectives on Digitally-Mediated Team Learning

Abstract

Extended reality (XR) has evolved since the invention of the first XR device in 1839, resulting in the interactive head-mounted displays (HMDs) that are available today. XR is mostly used for gaming, socializing, enterprise, and training, although it has many benefits for education. XR experiences are immersive, may appeal to various learning preferences, and can make impossible learning activities a reality. XR may be particularly beneficial for team learning through shared immersive experiences and by providing a sense of presence for remote group work. As with many new technologies, there are challenges to implementing XR for team learning, including technological and software limitations, problems with comfort for long-term use, cost and accessibility issues, and space limitations. This chapter describes XR and its uses for team learning and explains some of the challenges of implementing this technology for learning.

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Correspondence to Leanne Coyne .

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Coyne, L., Merritt, T.A., Takemoto, J.K. (2021). Using Extended Reality to Promote Team Learning. In: Campbell, L.O., Hartshorne, R., DeMara, R.F. (eds) Perspectives on Digitally-Mediated Team Learning. Educational Communications and Technology: Issues and Innovations. Springer, Cham. https://doi.org/10.1007/978-3-030-77614-5_5

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  • DOI: https://doi.org/10.1007/978-3-030-77614-5_5

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-77613-8

  • Online ISBN: 978-3-030-77614-5

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