Project

Open Extended Reality for Education Framework (OXREF)

Goal: The Open Extended Reality for Education Framework (OXREF) is a conceptual framework proposing a holistic solution to XR object creation, implementation and deployment covering pedagogical, technical and administrative perspectives. Increasingly, many governments and institutions around the world are making major investments in virtual reality (VR) and augmented reality (AR) technologies preparing education systems for the future. However, many of these investments remain isolated pilot projects which tease at what the potential future of education could be, but unlikely due to scalability, sustainability and a lack of institutional collaboration. Based on literature and empirical evidence, I have identified that (a) the lack of content, tools and skills; (b) the lack of sound pedagogy and instructional design; and (c) sustainability to be major barriers to the wider adoption of XR in education. The contribution of the OXREF is the ability to build immersive XR projects in a scalable, sustainable and collaborative manner promoting openness, accessibility, equity and reuse by harnessing the full potential of open educational resources (OER) and free and open-source software (FOSS) while utilizing cloud-based infrastructure for large-scale distribution and outreach.

Keywords: OXREF, open extended reality for education framework, extended reality (XR), virtual reality (VR), augmented reality (AR), XR in education, institutional collaboration, XR mainstreaming

Updates
0 new
0
Recommendations
0 new
0
Followers
0 new
1
Reads
0 new
11

Project log

Ishan Sudeera Abeywardena
added 4 research items
In this short paper, I will introduce the Open Extended Reality for Education Framework (OXREF), which is a conceptual framework proposing a holistic solution to XR object creation, implementation and deployment covering pedagogical, technical and administrative perspectives. Increasingly, many governments and institutions around the world are making major investments in virtual reality (VR) and augmented reality (AR) technologies preparing education systems for the future. However, many of these investments remain isolated pilot projects which tease at what the potential future of education could be, but unlikely due to scalability, sustainability and a lack of institutional collaboration. Based on literature and empirical evidence, I have identified that (a) the lack of content, tools and skills; (b) the lack of sound pedagogy and instructional design; and (c) sustainability to be major barriers to the wider adoption of XR in education. The contribution of the OXREF is the ability to build immersive XR projects in a scalable, sustainable and collaborative manner promoting openness, accessibility, equity and reuse by harnessing the full potential of open educational resources (OER) and free and open-source software (FOSS) while utilizing cloud-based infrastructure for large-scale distribution and outreach. Keywords: OXREF, open extended reality for education framework, extended reality (XR), virtual reality (VR), augmented reality (AR), XR in education, institutional collaboration, XR mainstreaming
Purpose – Extended Reality (XR) has gained traction as the next evolutionary step in teaching and learning accelerated by the COVID-19 pandemic. Increasingly, many governments and institutions around the world are making major investments in virtual reality (VR) and augmented reality (AR) technologies preparing education systems for the future. However, many of these investments remain isolated pilot projects which tease at what the potential future of education could be, but unlikely due to scalability and sustainability. This paper introduces the Open Extended Reality for Education Framework (OXREF), which is a conceptual framework proposing a holistic solution to XR object creation, implementation and deployment covering pedagogical, technical and administrative perspectives. The novelty of this framework is the ability to build immersive XR projects in a scalable and sustainable manner promoting openness, accessibility, equity, reuse and collaboration by harnessing the full potential of OER and free and open-source software (FOSS) while utilizing cloud-based infrastructure for large-scale distribution and outreach. Design/methodology/approach – The OXREF conceptual framework is formulated based on extensive review of literature and case studies strengthened by the author’s personal experience as a technology expert, researcher, practitioner and senior administrator in the higher education sector. Findings – Based on literature and empirical evidence, it has been identified that (a) the lack of content, tools and skills; (b) the lack of sound pedagogy and instructional design; and (c) sustainability to be major barriers to the wider adoption of XR in education. The OXREF framework is proposed as a scalable and sustainable solution to mainstreaming XR in education. The OXREF addresses the three major barriers identified at three distinct levels: Level 1 – creation of the XR environments; Level 2 – pedagogical and instructional design input; and Level 3 – sustainability through open educational practices (OEP) including open access and OER. Originality/value/implications – The contribution of the OXREF framework is a wholistic approach to XR mainstreaming in education starting with the creation of objects following OEP, deployment using the latest cloud-based technologies and FOSS and policy creation for scalability and sustainability.
In this workshop, I will introduce the Open Extended Reality for Education Framework (OXREF), which is a conceptual framework proposing a holistic solution to XR object creation, implementation and deployment covering pedagogical, technical and administrative perspectives. Increasingly, many governments and institutions around the world are making major investments in virtual reality (VR) and augmented reality (AR) technologies preparing education systems for the future. However, many of these investments remain isolated pilot projects which tease at what the potential future of education could be, but unlikely due to scalability and sustainability. Based on literature and empirical evidence, I have identified that (a) the lack of content, tools and skills; (b) the lack of sound pedagogy and instructional design; and (c) sustainability to be major barriers to the wider adoption of XR in education. The contribution of the OXREF is the ability to build immersive XR projects in a scalable and sustainable manner promoting openness, accessibility, equity, reuse and collaboration by harnessing the full potential of OER and free and open-source software (FOSS) while utilizing cloud-based infrastructure for large-scale distribution and outreach. Keywords: OXREF, open extended reality for education framework, extended reality (XR), virtual reality (VR), augmented reality (AR), XR in education
Ishan Sudeera Abeywardena
added a project goal
The Open Extended Reality for Education Framework (OXREF) is a conceptual framework proposing a holistic solution to XR object creation, implementation and deployment covering pedagogical, technical and administrative perspectives. Increasingly, many governments and institutions around the world are making major investments in virtual reality (VR) and augmented reality (AR) technologies preparing education systems for the future. However, many of these investments remain isolated pilot projects which tease at what the potential future of education could be, but unlikely due to scalability, sustainability and a lack of institutional collaboration. Based on literature and empirical evidence, I have identified that (a) the lack of content, tools and skills; (b) the lack of sound pedagogy and instructional design; and (c) sustainability to be major barriers to the wider adoption of XR in education. The contribution of the OXREF is the ability to build immersive XR projects in a scalable, sustainable and collaborative manner promoting openness, accessibility, equity and reuse by harnessing the full potential of open educational resources (OER) and free and open-source software (FOSS) while utilizing cloud-based infrastructure for large-scale distribution and outreach.
Keywords: OXREF, open extended reality for education framework, extended reality (XR), virtual reality (VR), augmented reality (AR), XR in education, institutional collaboration, XR mainstreaming