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.
Authors
- Gunnar Almevik (ORCID: https://orcid.org/0000-0001-8466-1487)
- Jonathan Westin (ORCID: https://orcid.org/0000-0003-3901-2650)
- William R. Illsley (ORCID: https://orcid.org/0000-0002-8917-663X)
- Elin Fornander (ORCID: https://orcid.org/0000-0002-5157-6494)
- Petrina Vasileiou
- Jasmine Aavaranta
- Willhelm Lagercrantz
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