REIMAGINING HIGHER EDUCATION THROUGH IMMERSIVE TECHNOLOGIES: ROLE OF VIRTUAL REALITY (VR), AUGMENTED REALITY (AR), AND EXTENDED REALITY (XR) IN LEARNING EXPERIENCE DESIGN
DOI:
https://doi.org/10.25215/0557798787.22Abstract
Higher education is moving from content-centered teaching toward learning environments that emphasize participation, practice, collaboration, problem-solving, and reflection. Virtual reality (VR), augmented reality (AR), and extended reality (XR) provide new ways to design such experiences. VR places learners inside computer-generated environments; AR adds digital information to the physical world; and XR serves as a broader term for technologies that connect physical and digital spaces. This chapter examines how immersive technologies can contribute to learning experience design in higher education. It explores their educational characteristics, applications across health sciences, STEM, teacher education, humanities, and professional training, as well as their potential influence on engagement, competence development, spatial understanding, collaboration, and practice. Current evidence suggests useful learning benefits, but outcomes depend strongly on pedagogy, task design, learner support, and the appropriateness of the technology for the intended learning outcome. Challenges include cost, infrastructure, educator preparation, accessibility, cybersickness, cognitive overload, privacy, and unequal access. The chapter proposes a human-centered approach in which institutions begin with the learning need, select the least complex technology that can achieve the goal, integrate preparation and reflection, and evaluate educational value. Immersive technology is therefore best understood not as a replacement for effective teaching, but as an additional design resource for creating authentic, experiential, and inclusive higher education.Published
2026-09-08
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