Immersive Media for Learning: Maximizing the Potential for Engagement and Impact in High School Settings
On Tuesday, May 17, the XR Association (XRA) and Joan Ganz Cooney Center at Sesame Workshop will host a one-day forum to explore the use of Extended Reality (XR) technologies in high school settings. A cross-sectoral group of researchers, educators, manufacturers, and developers will discuss their experiences using XR technologies (including virtual reality, mixed reality, and augmented reality) for learning—and share their visions for future use-cases.
Together, we will explore the current opportunities and challenges of teaching and learning with XR, and imagine how XR technologies can benefit young people as they prepare for the future. The forum will consider:
- How, in partnership with educators, can we optimize the design and usability of XR applications to promote cognitive, social, and emotional development for diverse learners?
- How can XR provide a breadth of powerful and equitable learning experiences that are authentic, personal, and help learners make connections between each other and the material?
- What important and valuable learning experiences does XR make possible for learners (e.g., diving the Great Barrier Reef) that could be safer and more feasible?
- How do we work with producers and school systems to ensure learning experiences are built with student safety and wellbeing in mind?
- What tools and training do educators need to best support students’ use of XR for learning?
Forum participants will discuss factors that may impact the use of the technology, including device management and measurement of outcomes and impact tailored to education standards.
At the workshop’s end, participants will contribute to a proactive framework for the responsible development of immersive experiences for learning and industry-wide best practices that can evolve over time.
The Immersive Media in Learning Forum hosted by the XR Association and the Joan Ganz Cooney Center at Sesame Street supports the responsible development and thoughtful advancement of XR for educational purposes among teenagers. As Liz Hyman, CEO of the XR Association, states, “There is great potential for children’s use of XR technologies. Already we are seeing exciting developments in mobile AR experiences for young children. At this time, however, most XR equipment, i.e., head mounted displays, are not designed for children. Users of the technology should pay heed to the age of use limitations defined by each headset manufacturer or XR application.” Learn more at XRA’s Age Appropriate Use page.
Is your company focused on designing XR experiences for education and learning? If so, please contact email@example.com to learn about how to get involved with the forum event and more.