Merging innovation with educational impact: XR technologies in the GLAM sector

How can we create exciting and engaging immersive experiences with the help of cutting-edge technologies without compromising the primary educational outcomes? Within the framework of the research project “Evidence, source criticism and credibility in the digital transformation of museums” we are investigating how the museum landscape has been shifting due to the increasing popularity of the use of immersive technologies. We argue that these technological novelties offer new opportunities to enhance traditional educational practices and engage visitors. However, this does not automatically translate into desirable educational outcomes. The challenge lies in ensuring that while producing immersive experiences in the GLAM sector, the pedagogical learning output is the main focus rather than achieving a technologically impressive outcome.

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Publication Details

Journal
Digital Humanities in the Nordic and Baltic Countries Publications
Published
2026-02-05
DOI
https://doi.org/10.5617/dhnbpub.13136
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
0.00
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Merging innovation with educational impact: XR technologies in the GLAM sector

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Merging innovation with educational impact: XR technologies in the GLAM sector

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article en

Abstract

How can we create exciting and engaging immersive experiences with the help of cutting-edge technologies without compromising the primary educational outcomes? Within the framework of the research project “Evidence, source criticism and credibility in the digital transformation of museums” we are investigating how the museum landscape has been shifting due to the increasing popularity of the use of immersive technologies. We argue that these technological novelties offer new opportunities to enhance traditional educational practices and engage visitors. However, this does not automatically translate into desirable educational outcomes. The challenge lies in ensuring that while producing immersive experiences in the GLAM sector, the pedagogical learning output is the main focus rather than achieving a technologically impressive outcome.

Digital Humanities in the Nordic and Baltic Countries PublicationsVol. 7(4)
Industry, innovation and infrastructure
Openalex Percentile: Top 66%
Virtual Reality Applications and Impacts
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