A Pedagogically Driven Approach to Designing Immersive Learning Experiences in Higher Education.

Immersive technologies offer the potential to significantly enhance teaching and learning, but as an emerging technology future use cases are not yet fully realised. Despite becoming more accessible due to technical advances they are still to become mainstream. One reason for this is the difficulty of developing experiences which are of high quality and incorporate pedgological principles in order to be effective. This thesis proposes to develop a pedagogy driven design framework to support educators creating their own learning experiences while leveraging XR’s affordances. A systematic and critical literature review will synthesise research from educational psychology, learning theory, human computer interaction and XR design methodologies. This review will identify limitations and gaps in current practice. Insights from this review will inform the development of XR prototypes which will be used to test the findings. Quantative data will be collected to measure presence, engagement, and usability. Qualitative data will be gathered through observations, interviews, and reflective accounts from participants. Over the duration of the project new devices, techniques and tools that become available will be incorporated. The study will progress through iterative cycles of analysis, design, implementation, and evaluation. This will culminate with a platform agnostic XR evidence based design framework which educators can use to design and develop their own XR learning materials.

Authors

Publication Details

Journal
Open Science Framework
Published
2026-10-30
DOI
https://doi.org/10.17605/osf.io/jusr7
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
0.00
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article

A Pedagogically Driven Approach to Designing Immersive Learning Experiences in Higher Education.

Robert Griffin
3 links
Open Science Framework
Virtual Reality Applications and Impacts
article

A Pedagogically Driven Approach to Designing Immersive Learning Experiences in Higher Education.

Robert Griffin
article en

Abstract

Immersive technologies offer the potential to significantly enhance teaching and learning, but as an emerging technology future use cases are not yet fully realised. Despite becoming more accessible due to technical advances they are still to become mainstream. One reason for this is the difficulty of developing experiences which are of high quality and incorporate pedgological principles in order to be effective. This thesis proposes to develop a pedagogy driven design framework to support educators creating their own learning experiences while leveraging XR’s affordances. A systematic and critical literature review will synthesise research from educational psychology, learning theory, human computer interaction and XR design methodologies. This review will identify limitations and gaps in current practice. Insights from this review will inform the development of XR prototypes which will be used to test the findings. Quantative data will be collected to measure presence, engagement, and usability. Qualitative data will be gathered through observations, interviews, and reflective accounts from participants. Over the duration of the project new devices, techniques and tools that become available will be incorporated. The study will progress through iterative cycles of analysis, design, implementation, and evaluation. This will culminate with a platform agnostic XR evidence based design framework which educators can use to design and develop their own XR learning materials.

Open Science Framework
Quality education
Openalex Percentile: Top 9%
Virtual Reality Applications and Impacts
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A Pedagogically Driven Approach to Designing Immersive Learning Experiences in Higher Education. — Robert Griffin · Open Science Framework (2026) | TGRS Research Map | TGRS