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.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Abrosimova, K. (2014, September 7). 5 ways virtual reality will change education. Hypergrid Business. https://www.hypergridbusiness.com/2014/09/5-ways-virtual-reality-will-change-education/
Anyland. (2021). Steam VR. https://store.steampowered.com/app/505700/Anyland/
Barbieri, S., Vettore, G., Pietrantonio, V., Snenghi, R., Tredese, A., Bergamini, M., Previato, S., Stefanati, A., Gaudio, R. M., & Feltracco, P. (2017). Pedestrian inattention blindness while playing Pokémon Go as an emerging health-risk behavior: A case report. Journal of Medical Internet Research, 19(4), e86. https://doi.org/10.2196/jmir.6596
BBC. (2020, June 10). Developer warns VR headset damaged eyesight. https://www.bbc.com/news/technology-52992675
Bell, J. T., & Fogler, H. S. (1997, June). Ten steps to developing virtual reality applications for engineering education. In Proceedings of the American Society for Engineering Education Annual Conference.
benchmarks.ul.com. (2020, August). Compare VR headsets. https://benchmarks.ul.com/compare/best-vr-headsets
Boyles, B. (2017). Virtual reality and augmented reality in education. Center for Teaching Excellence, United States Military Academy, West Point. https://westpoint.edu/sites/default/files/inline-images/centers_research/center_for_teching_excellence/PDFs/mtp_project_papers/Boyles_17.pdf
Burkhart, M. (2020, July 13). 3 ways VR concerts and theater are growing during COVID-19. Insta360. https://blog.insta360.com/3-ways-vr-concerts-and-theater-are-growing-during-covid-19/
Chang, P. (2018, September 18). Inclusivity of VR and AR accessibility for the visually and hearing impaired. AR Post. https://arpost.co/2018/09/18/inclusivity-of-vr-and-ar-accessibility-for-the-visually-and-hearing-impaired/
Chang, X., Zhang, D., & Jin, X. (2016). Application of virtual reality technology in distance learning. International Journal of Emerging Technologies in Learning, 11(11), 76. https://doi.org/10.3991/ijet.v11i11.6257
Chen, C. J., Toh, S. C., & Ismail, W. M. F. W. (2005). Are learning styles relevant to virtual reality? Journal of Research on Technology in Education, 38(2), 123–141. https://doi.org/10.1080/15391523.2005.10782453
Chen, Y. F., & Peng, S. S. (2008). University students’ Internet use and its relationships with academic performance, interpersonal relationships, psychosocial adjustment, and self-evaluation. Cyberpsychology & Behavior: The Impact of the Internet, Multimedia and Virtual Reality on Behavior and Society, 11(4), 467–469. https://doi.org/10.1089/cpb.2007.0128
Cipresso, P., Giglioli, I. A. C., Raya, M. A., & Riva, G. (2018). The past, present, and future of virtual and augmented reality research: A network and cluster analysis of the literature. Frontiers in Psychology, 9, 2086. https://doi.org/10.3389/fpsyg.2018.02086
Coffin, C., Bostandjiev, S., Ford, J., & Hollerer, T. (2010). Enhancing classroom and distance learning through augmented reality. In J. Herrington & C. Montgomerie (Eds.), Proceedings of ED-MEDIA 2010—World Conference on Educational Multimedia, Hypermedia & Telecommunications (pp. 1140–1147). Association for the Advancement of Computing in Education (AACE). https://www.learntechlib.org/primary/p/34777/
Coyne, L., Merritt, T. A., Parmentier, B. L., Sharpton, R. A., & Takemoto, J. K. (2019). The past, present, and future of virtual reality in pharmacy education. American Journal of Pharmaceutical Education, 83(3), 7456. https://doi.org/10.5688/ajpe7456
Coyne, L., Takemoto, J. K., Parmentier, B. L., Merritt, T., & Sharpton, R. A. (2018). Exploring virtual reality as a platform for distance team-based learning. Currents in Pharmacy Teaching & Learning, 10(10), 1384–1390. https://doi.org/10.1016/j.cptl.2018.07.005
Dexta Robotics. (2018). Touch the untouchable. https://www.dextarobotics.com/en-us
Engage Education Platform. (2019). Immersive VR education. Engage Education Platform. http://immersivevreducation.com/engage-education-platform/
Evans, L. (2019). Barriers to VR use in HE. In Proceedings of the Virtual and Augmented Reality to Enhance Learning and Teaching in Higher Education Conference 2018 (pp. 3–13). IM Publications Open LLP. https://doi.org/10.1255/vrar2018.ch2
Facebook Horizon. (2021). Facebook Technologies, LLC. https://www.oculus.com/facebook-horizon/
Fedorov, N. (2015, August 14). The history of virtual reality. AVADirect Blog. http://www.avadirect.com/blog/the-history-of-virtual-reality/
FeelReal. (2018). Multisensory VR mask. https://feelreal.com/
Foundry. (2016). VR? AR? MR? Sorry, I’m confused. https://www.foundry.com/industries/virtual-reality/vr-mr-ar-confused
Freeman, T. (2019, December 10). 5 key areas of enterprise VR & AR (XR) training. https://medium.com/@taylorfreeman/5-key-areas-of-enterprise-xr-training-c07366b3778b
Gavgani, A. M., Nesbitt, K. V., Blackmore, K. L., & Nalivaiko, E. (2017). Profiling subjective symptoms and autonomic changes associated with cybersickness. Autonomic Neuroscience: Basic & Clinical, 203, 41–50. https://doi.org/10.1016/j.autneu.2016.12.004
Greenwald, W. (2019, April 30). Oculus Quest Review. PCMag. https://www.pcmag.com/reviews/oculus-quest
Gruteser, M., & Sani, A. A. (2017, June). Beyond reality: Head-mounted displays for mobile systems researchers. GetMobile, 21(2), 9–15.
Gutiérrez, F., Pierce, J., Vergara, V., Coulter, R., Saland, L., Caudell, T., Goldsmith, T., & Alverson, D. (2007). The impact of the degree of immersion upon learning performance in virtual reality simulations for medical education. Journal of Investigative Medicine, 55(1), S91. https://doi.org/10.1097/00042871-200701010-00099
Happiest Minds. (2020). Wearable Technology. https://www.happiestminds.com/Insights/wearable-technology/
Heidicker, P., Langbehn, E., & Steinicke, F. (2017). Influence of avatar appearance on presence in social VR. In 2017 IEEE Symposium on 3D User Interfaces (3DUI) (pp. 233–234). https://doi.org/10.1109/3DUI.2017.7893357
Herman, L. M., & Hutka, S. (2019). Virtual artistry: Virtual reality translations of two-dimensional creativity. In Proceedings of the 2019 on Creativity and Cognition (pp. 612–618). https://doi.org/10.1145/3325480.3326579
Howson, O. (2020). An exploration of the impact of augmented and virtual reality within compulsory education. In L. Daniela (Ed.), New perspectives on virtual and augmented reality: Finding new ways to teach in a transformed learning environment (pp. 95–110). Routledge. https://doi.org/10.4324/9781003001874-7
HTC Vive. (2020). What is the recommended space for the play area? https://www.vive.com/eu/support/vive/category_howto/what-is-the-recommended-space-for-play-area.html
Huang, T. C., Chen, M. Y., & Hsu, W.-P. (2019). Do learning styles matter? Motivating learners in an augmented geopark. Journal of Educational Technology & Society, 22(n1), 70–81.
Immersive Learning News. (2020, May 11). Unlocking the potential of enterprise XR. Immersive Learning News. https://www.immersivelearning.news/2020/05/11/unlocking-the-potential-of-enterprise-x r/
Internet Society. (2017, November 20). Internet access and education: Key considerations for policy makers. Internet Society. https://www.internetsociety.org/resources/doc/2017/internet-access-and-education/
Kapp, K. M. (2013, November 11). Gamification foundations and future. Kapp Notes. http://karlkapp.com/gamification-foundations-and-future/
Kear, K. (2010, May). Social presence in online learning communities. In Proceedings of the 7th International Conference on Networked Learning, Aalborg, Denmark. http://oro.open.ac.uk/21777/2/299A98F0.pdf
Khor, W. S., Baker, B., Amin, K., Chan, A., Patel, K., & Wong, J. (2016). Augmented and virtual reality in surgery-the digital surgical environment: Applications, limitations and legal pitfalls. Annals of Translational Medicine, 4(23), 454. https://doi.org/10.21037/atm.2016.12.23
Knezek, G. A., & Christensen, R. (2019). Space science activities to enhance middle school students’ interest in STEM: Follow-up assessment of disposition retention. In S. Carliner (Ed.), Proceedings of E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (pp. 971–980). Association for the Advancement of Computing in Education (AACE). https://www.learntechlib.org/primary/p/211179/
Kohsaka, Y., Hashimoto, K., Shibata, Y., & Katsumoto, M. (2002). Flexible multimedia lecture supporting system based on extended virtual reality space. In Proceedings of the 1999 ICPP Workshops on Collaboration and Mobile Computing (CMC’99). Group Communications (IWGC). Internet “99 (IWI”99). Industrial Applications on Network Computing (INDAP). Multimedia Network Systems (MMNS). Security (IWSEC). Parall (pp. 614–619). https://doi.org/10.1109/ICPPW.1999.800124
Kolb, A. Y., & Kolb, D. A. (2013). The Kolb Learning Style Inventory 4. 0 Guide. https://learningfromexperience.com/downloads/research-library/the-kolb-learning-style-inventory-4-0.pdf
Kościesza, J. (2020, January 14). HoloLens 2 vs HoloLens 1: What’s new? 4Experience’s AR?VR Blog. https://4experience.co/hololens-2-vs-hololens-1-whats-new/
Lundquist, R. (1999). Critical thinking and the art of making good mistakes. Teaching in Higher Education, 4(4), 523–530. https://doi.org/10.1080/1356251990040408
MacPhedran, S. (2018, April 6). Augmented manufacturing: The big six hololens use cases for manufacturers. https://blog.smith.co/2018/augmented-manufacturing
Mantovani, F., Castelnuovo, G., Gaggioli, A., & Riva, G. (2003). Virtual reality training for health-care professionals. Cyberpsychology & Behavior, 6(4), 389–395. https://doi.org/10.1089/109493103322278772
Marr, B. (2020, January 24). The 5 biggest virtual and augmented reality trends in 2020 everyone should know about. Forbes. https://www.forbes.com/sites/bernardmarr/2020/01/24/the-5-biggest-virtual-and-augmented-reality-trends-in-2020-everyone-should-know-about/#1635fbe924a8
Mehrfard, A., Fotouhi, J., Taylor, G., Forster, T., Navab, N., & Fuerst, B. (2019). A comparative analysis of virtual reality head-mounted display systems. Human-Computer Interaction. arXiv preprint arXiv:1912.02913. https://arxiv.org/pdf/1912.02913.pdf
Milgram, P., Takemura, H., Utsumi, A., & Kishino, F. (1995). Augmented reality: A class of displays on the reality-virtuality continuum. In H. Das (Ed.), Telemanipulator and Telepresence Technologies (Vol. 2351, pp. 282–292). SPIE. https://doi.org/10.1117/12.197321
Moran, C. M., & Woodall, M. K. (2019). “It was like I was there”: Inspiring engagement through virtual reality. English Journal, 109(1), 90–96.
Mukhtar, K., Javed, K., Arooj, M., & Sethi, A. (2020). Advantages, limitations and recommendations for online learning during COVID-19 pandemic era. Pakistan Journal of Medical Sciences Quarterly, 36(COVID19-S4), S27–S31. https://doi.org/10.12669/pjms.36.COVID19-S4.2785
Ng, A. K. T., Chan, L. K. Y., & Lau, H. Y. K. (2020). A study of cybersickness and sensory conflict theory using a motion-coupled virtual reality system. Displays, 61, 101922. https://doi.org/10.1016/j.displa.2019.08.004
Norman, J. (2020). The Sensorama: One of the first functioning efforts in virtual reality. HistoryOfInformation.com. http://www.historyofinformation.com/detail.php?id=2785
O’Connor, J., Sajka, J., White, J., & Cooper, M. (2020, February 13). XR accessibility user requirements. W3C First Public Working Draft. https://www.w3.org/TR/xaur/
O-larnnithipong, N., Ratchatanantakit, N., Tangnimitchok, S., Ortega, F., & Barreto, A. (2019). Hand tracking interface for virtual reality interaction based on MARG sensors. In 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) (pp. 1717–1722). https://doi.org/10.1109/VR.2019.8797982
Oculus. (2020, March 18). Defy Reality | Oculus Quest. YouTube. https://youtu.be/cmZ-4BsCoIA
Oculus Apps & Games. (2021). Facebook Technologies, LLC. https://www.oculus.com/experiences/
Odlum, A. (2019). Undertaking the impossible with google expeditions: Virtual reality and augmented reality experiences in the history classroom. Teaching History, 53(4), 24.
Papachristos, N. M., Vrellis, I., & Mikropoulos, T. A. (2017). A comparison between oculus rift and a low-cost smartphone VR headset: Immersive user experience and learning. In 2017 IEEE 17th International Conference on Advanced Learning Technologies (ICALT) (pp. 477–481). https://doi.org/10.1109/ICALT.2017.145.
Pashler, H., McDaniel, M., Rohrer, D., & Bjork, R. (2008). Learning styles: Concepts and evidence. Psychological Science in the Public Interest, 9(3), 105–119. https://doi.org/10.1111/j.1539-6053.2009.01038.x
Pecor, J. (2019, September 18). Pixvana creates virtual reality training experience to prepare businesses for active shooters in the workplace. Business Wire. https://www.businesswire.com/news/home/20190918005123/en/Pixvana-Creates-Virtual-Reality-Training-Experience-Prepare
Peters, J. (2020, June 30). Facebook’s newest proof-of-concept VR headset looks like a pair of sunglasses. The Verge. https://www.theverge.com/2020/6/30/21308813/facebook-vr-sunglasses-research-proof-of-concept
Poetker, B. (2019, August 22). A brief history of augmented reality (+future trends & impact). G2 Learning Hub. https://learn.g2.com/history-of-augmented-reality
Pomerantz, J., & Rode, R. (2020, June 29). Exploring the future of extended reality in higher education. EDUCAUSE. https://er.educause.edu/articles/2020/6/exploring-the-future-of-extended-reality-in-higher-education
Pope, H. (2018). Introduction to virtual and augmented reality. Library Technology Reports, 54(6), 5–7.
Porter, W. W., & Graham, C. R. (2016). Institutional drivers and barriers to faculty adoption of blended learning in higher education. British Journal of Educational Technology, 47(4), 748–762. https://doi.org/10.1111/bjet.12269
Radianti, J., Majchrzak, T. A., Fromm, J., & Wohlgenannt, I. (2020). A systematic review of immersive virtual reality applications for higher education: Design elements, lessons learned, and research agenda. Computers & Education, 147, 103778. https://doi.org/10.1016/j.compedu.2019.103778
Real, F. J., DeBlasio, D., Beck, A. F., Ollberding, N. J., Davis, D., Cruse, B., Samaan, Z., McLinden, D., & Klein, M. D. (2017). A virtual reality curriculum for pediatric residents decreases rates of influenza vaccine refusal. Academic Pediatrics, 17(4), 431–435. https://doi.org/10.1016/j.acap.2017.01.010
Robertson, A. (2019, October 16). Phone-based VR is officially over. The Verge. https://www.theverge.com/2019/10/16/20915791/google-daydream-samsung-oculus-gear-vr-mobile-vr-platforms-dead
Romano, D. M., Brna, P., & Self, J. A. (1998, June). Collaborative decision-making and presence in shared dynamic virtual environments. Presence in Shared Virtual Evironments Workshop.
Ros, M., Trives, J. V., & Lonjon, N. (2017). From stereoscopic recording to virtual reality headsets: Designing a new way to learn surgery. Neuro-Chirurgie, 63(1), 1–5. https://doi.org/10.1016/j.neuchi.2016.08.004
Rosenberg, L. B. (1992). The use of virtual fixtures as perceptual overlays to enhance operator performance in remote environments (Technical Report No. AL/CF-TR-1994-0089). USAF Amstrong Laboratory, Wright-Patterson AFB, OH.
Samadbeik, M., Yaaghobi, D., Bastani, P., Abhari, S., Rezaee, R., & Garavand, A. (2018). The applications of virtual reality technology in medical groups teaching. Journal of Advances in Medical Education & Professionalism, 6(3), 123–129.
Saunders, C. P., & Bennett, J. A. (2019). The immersive experience: How virtual reality can support student learning. In R. M. Branch, H. Lee, & S. S. Tseng (Eds.), Educational media and technology yearbook (Vol. 42, pp. 57–66). Springer International Publishing. https://doi.org/10.1007/978-3-030-27986-8_6
Signia. (2018, March 29). Hearing loss and virtual reality. Signia. https://www.signiausa.com/blog/hearing-loss-virtual-reality/
Skarbez, R. T. (2016). Plausibility illusion in virtual environments [Doctoral dissertation]. University of North Carolina at Chapel Hill.
Slater, M. (2009). Place illusion and plausibility can lead to realistic behaviour in immersive virtual environments. Philosophical Transactions of the Royal Society of London Series B, Biological Sciences, 364(1535), 3549–3557. https://doi.org/10.1098/rstb.2009.0138
So, S., & Lu, E. (2019). Virtual reality invisual arts education: A study on using Google Tilt Brush (pp. 1467–1472). EdMedia+ Innovate Learning.
Spatial (2021). Spatial Systems Inc. https://spatial.io/
Steam. (2017, February 16). VR Home. Steam. https://store.steampowered.com/app/575430/VR_Home/
Steam Store. (2021). Valve Corporation. https://store.steampowered.com/
Takemoto, J. K., Sharpton, R. A., Parmentier, B. L., Merritt, T., & Coyne, L. (2019, March 16). Distance team-based learning with virtual reality: Is social interaction enough? In 18th Annual Team-Based Learning Conference, Tampa, FL.
Teslasuit. (2020). Full body haptic feedback & motion capture tracking VR suit. https://teslasuit.io/
Unity Forums. (2021). Unity Technologies. https://forum.unity.com/
Unity Learn. (2021). Unity Technologies. https://learn.unity.com/
VictoryVR. (2017, July 12). Chemistry adventures in the Wonder Lab. Microsoft Store. https://www.microsoft.com/en-us/p/chemistry-adventures-in-the-wonder-lab/9ppnbbt0rpmp?activetab=pivot:overviewtab.
Vovk, A., Wild, F., Guest, W., & Kuula, T. (2018). Simulator sickness in augmented reality training using the microsoft hololens. In Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems-CHI’18 (pp. 1–9). https://doi.org/10.1145/3173574.3173783
VR/AR Association. (2015). The VR/AR Association. https://www.thevrara.com/
VRScout. (2016, July 1). How to avoid the effect of motion sickness in VR. VRScout. https://vrscout.com/news/avoid-motion-sickness-developing-for-vr/
Wheeler, A. (2020, April 7). XR’s new moment: Everyone is on a distributed team now. https://www.engineering.com/ARVR/ArticleID/20147/XRs-New-Moment-Everyone-Is-on-a-Distributed-Team-Now.aspx
Wish-Baratz, S., Gubatina, A. P., Enterline, R., & Griswold, M. A. (2019). A new supplement to gross anatomy dissection: HoloAnatomy. Medical Education, 53(5), 522–523. https://doi.org/10.1111/medu.13845
Workman, S. (2018, July 30). Mixed reality: A revolutionary breakthrough in teaching and learning. EDUCAUSE. https://er.educause.edu/articles/2018/7/mixed-reality-a-revolutionary-breakthrough-in-teaching-and-learning
XR in Learning (2018). InLearning, LLC. https://www.xrinlearning.com
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2021 Association for Educational Communications and Technology
About this chapter
Cite this chapter
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
Download citation
DOI: https://doi.org/10.1007/978-3-030-77614-5_5
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-030-77613-8
Online ISBN: 978-3-030-77614-5
eBook Packages: EducationEducation (R0)