Washington DC – Today, the XR Association (XRA), the trade association representing the growing ecosystem of companies powering virtual, augmented, and mixed reality (XR), published the newest chapter of its Developers Guide, a starter guide for developers designing immersive experiences. Chapter 4: “Designing Immersive Learning for Secondary Education,” offers a set of industry-backed best practices for creating XR programs to fit the classroom.
The newest chapter of the Developers Guide emphasizes the importance of creating programs tailored for classroom learning. As XR hardware continues to evolve, manufacturers and software developers are working to positively transform the way that students learn. Therefore, effective implementation is key to expanding XR for secondary and higher education.
Today’s newest addition represents further progress towards XRA’s mission of promoting the responsible development of XR technology. The chapter outlines current classroom needs, successful use cases, and recommendations for developers that address student, parent, and teacher concerns.
“Designing Immersive Learning” also discusses how to create comfortable and safe learning environments for both teachers and students by implementing inclusive features and applications. Done effectively, XR can help eliminate barriers to learning.
Stephanie Montgomery, Vice President of Research and Development at XRA, will further discuss the newest chapter of XRA’s Developers Guide at the Family Online Safety Institute’s Annual 2022 Conference during November’s National XR Month.