718 - 300 Years of XR: Hope and Hype for Designing the Future of Learning
From Microsoft to STRIVR to Stanford, companies offering products and services in XR are making BIG promises for the future of learning and training. But how do we assess the difference between hope and hype? How can we measure and present the value these products are delivering? Join this session to explore 300 years of hope and hype in the XR for learning space that begins with lessons from the past and ends with a practical framework for designing, measuring, and communicating value.
In this session we'll begin with an interactive quiz where you will match quotes from business people, researchers, and inventors of the past to the technology to which they are referring. Afterwards, you'll receive a brief survey of concrete, applicable terms from the academic, L&D, and training spaces, including embodiment, constructionism, constructivism, transfer, contextualized learning, and retention (with XR examples of each). Finally, we will conclude with a practical framework, mixing forced morphology product design with XR and learning concepts, that will help know if your organization or company are moving in the right direction. You will have a chance to use this framework to design or evaluate your own product within the session itself. Inter-dispersed will be moments for personal reflection, audience collaboration, and a QA list to continue the conversation well past when the presentation is over.
In this session, you will learn:
- From past examples of XR for training and learning from the past
- Modern learning terminology and concepts to help you understand and communicate the value of XR for training and learning
- A practical framework to help you design and evaluate XR learning experiences
Designers, developers, managers, senior leaders
AR devices or software, VR devices or software, chalkboards