Basic ICT required.Read more
Basic computer proficiency courses are designed for individuals who have limited experience with technology. Participants will learn fundamental skills such as navigating the web, and using basic programs.
Targeted to Intermediate English (B1+) speakers.Read more
This is the standard requirement for most courses. Participants at this level can participate actively in discussions and manage everyday and professional situations. If they are unsure about their English level, they can test it here or explore our courses facilitated in Basic English.
Cross-Curricular.Read more
The listed audiences are those for whom the course is especially recommended, but courses are not exclusive to them and are open to everyone. In fact, most of our workshops are built around the collective sharing of participants’ experiences and having a variety of profiles enriches the learning process and is highly encouraged!
Description
Immersive technologies are increasingly present in education, and if it’s true that they provide many advantages, their integration often remains quite superficial.
Extended Reality (XR) — including Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR) — significantly enhances learner engagement and motivation by offering richer experiential learning opportunities compared to conventional methods.
Yet it also raises important pedagogical questions.
This course offers an in-depth, practice-informed analysis of XR in education, focusing on how VR, AR, and MR can support meaningful learning design in three key areas: sustainability education, inclusive learning (since XR supports the individual needs of learners), and cultural heritage.
During the course, participants will explore learning theories that support immersive environments.
Analyzing real case studies, they will test several applications to gain practical skills and develop an informed perspective on integrating XR into their teaching practice and/or educational institutions.
In doing so, they will be guided in reflecting on their effectiveness and in considering practical constraints such as cost, accessibility, curriculum alignment, and institutional readiness.
For this purpose, they will master the ability to propose strategic curricula development to embed XR and to provide cost-benefit analysis comparing XR-based and traditional training expenses.
By the end of the course, participants will have acquired critical awareness of the pedagogical benefits and challenges of XR integration in training.
Most importantly, they will have strengthened their digital pedagogical competence in embedding immersive technologies in education, having learnt how to develop a realistic action plan to integrate XR into their teaching strategies, and all of that without ever falling into blind technological enthusiasm.
What is included
Learning outcomes
The course will help participants to:
- Define and distinguish XR, VR, AR, and MR, and explain their educational potential;
- Critically evaluate the pedagogical benefits and challenges of immersive technologies using research and practical testing;
- Identify when XR tools meaningfully support curriculum goals in sustainability, inclusion and cultural heritage;
- Reflect critically on ethical, privacy and safety considerations in immersive learning environments;
- Compare XR-supported training with traditional approaches, including cost–benefit and feasibility considerations;
- Design realistic strategies for embedding XR within curriculum development and institutional planning;
- Develop a personal action plan for implementing XR tools in teaching practice and/or at the institutional level.
Tentative schedule
Day 1 – Course introduction
- Introduction to the course, the school, and the external week activities;
- Icebreaker activities;
- Presentations of the participants’ schools.
Fundamentals of XR (Extended Reality) in Training
- Self-assessment activity on the course-related topics;
- Overview of XR (Extended reality) technologies: VR (Virtual reality), AR (Augmented reality), and MR (Mixed reality);
- When immersive learning works (and when it doesn’t);
- Opportunities and limitations of immersive learning.
Day 2 – Exploring XR (extended reality) and integration in training
- Presentation of the latest research on the pedagogical benefits and challenges of XR integration in training;
- Key learning theories supporting the use of XR in education;
- Needs analysis for curriculum development for embedding XR in teaching;
- Cost–benefit analysis of XR-based versus traditional training approaches;
- Discussion of ethical considerations related to immersive technologies.
Day 3 – VR (virtual reality) for teaching sustainability
- Case study and hands-on XR demonstration: sustainability-focused XR learning session;
- Experiential simulation in sustainability-related contexts;
- Guided evaluation: engagement, learning outcomes, transferability;
- Feedback and discussion: how sustainability themes can be supported through XR.
Day 4 – AR (augmented reality) for fostering inclusion
- Case study: inclusion-focused XR learning session;
- Participation in a practical demonstration;
- Guided evaluation: accessibility, differentiated instruction, and learner needs;
- Feedback and discussion: inclusion risks and opportunities in immersive environments.
Day 5 – MR (mixed reality) for promoting cultural heritage
- Presentation of immersive heritage education: MR and metaverse applications for cultural heritage,
- Discussion on XR effectiveness for training;
- Practical task: developing a personal action plan for implementing XR tools in teaching practice and/or at the institutional level.
Day 6 – Course closure and cultural activities
- Course evaluation: round-up of acquired competencies, feedback, and discussion;
- Awarding of the course Certificate of Attendance;
- Excursion and other external cultural activities.
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