Defining XR-Specific Teacher Competencies: Extending the DigCompEdu Framework for Immersive Education

Extended Reality (XR) technologies—including virtual reality (VR), augmented reality (AR), and mixed reality (MR)—offer transformative opportunities for education by enabling immersive and interactive learning experiences. In this study, we employed a mixed-methods approach that combined systematic desk research with an expert member check to evaluate existing pedagogical frameworks for XR integration. We analyzed several established models (e.g., TPACK, TIM, SAMR, CAMIL, and DigCompEdu) to assess their strengths and limitations in addressing the unique competencies required for XR-supported teaching. Our results indicate that, while these models offer valuable insights into technology integration, they often fall short in specifying XR-specific competencies. Consequently, we extended the DigCompEdu framework by identifying and refining concrete building blocks for teacher professionalization in XR. The conclusions drawn from this research underscore the necessity for targeted professional development that equips educators with the practical skills needed to effectively implement XR in diverse educational settings, thereby providing actionable strategies for fostering digital innovation in teaching and learning.

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Publication Details

Journal
Trends in Higher Education
Published
2025-02-26
DOI
https://doi.org/10.3390/higheredu4010011
Citations
7
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
13.55
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article

Defining XR-Specific Teacher Competencies: Extending the DigCompEdu Framework for Immersive Education

K. J.P. Brouwer-Truijen, Nico Rutten
7 citations
Trends in Higher Education
Virtual Reality Applications and Impacts
13.55
article

Defining XR-Specific Teacher Competencies: Extending the DigCompEdu Framework for Immersive Education

K. J.P. Brouwer-Truijen, Nico Rutten
article en
7 citations

Abstract

Extended Reality (XR) technologies—including virtual reality (VR), augmented reality (AR), and mixed reality (MR)—offer transformative opportunities for education by enabling immersive and interactive learning experiences. In this study, we employed a mixed-methods approach that combined systematic desk research with an expert member check to evaluate existing pedagogical frameworks for XR integration. We analyzed several established models (e.g., TPACK, TIM, SAMR, CAMIL, and DigCompEdu) to assess their strengths and limitations in addressing the unique competencies required for XR-supported teaching. Our results indicate that, while these models offer valuable insights into technology integration, they often fall short in specifying XR-specific competencies. Consequently, we extended the DigCompEdu framework by identifying and refining concrete building blocks for teacher professionalization in XR. The conclusions drawn from this research underscore the necessity for targeted professional development that equips educators with the practical skills needed to effectively implement XR in diverse educational settings, thereby providing actionable strategies for fostering digital innovation in teaching and learning.

Trends in Higher EducationVol. 4(1)
Saxion (NL)
Openalex Percentile: Top 1%
Virtual Reality Applications and Impacts
13.55
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