Virtual reality (VR) and augmented reality (AR) are quickly gaining traction at the University as effective technologies for teaching and learning.
With VR in particular, it is tempting to imagine a world in which students fit their headsets for a complete University experience. However, as these four films show the reality is more interesting at UON with academics exploring how these technologies can be used in a wide range of creative ways in the classroom.
The first film explores how in 2022-23 Senior Lecturer in Marketing Kardi Somerfield worked with the Police Fire and Commissioners office on a live VR brief to create a virtual reality scenario to promote safer student experiences in Northampton.
(Click the images or text links below to launch the videos in a new tab)
Using a RiVR Link system the Second-year Digital Marketing students conceptualised, planned, recorded, edited, and released their unique VR experience with accompanying branding including flyers, T-shirts, and signage.
The project was launched to widespread acclaim and media attention, providing the students with highly valuable digital skills. It is an exemplar of how VR technologies can be used creatively as content creation tools in subject areas that are non-technical.
The second film looks at how the subject area of Health is using VR and XR technologies. Sims Lead Kate Ewing and Nursing Senior Lecturer Hannah Cannon discuss how VR software is helping to develop nursing students’ critical skills through the use of interactive hospital scenarios. The simulation tools are used in combination with debriefing discussions that provide rich learning experiences matching the tutor’s individual learning outcomes.
Our next video case study focuses on how Senior Lecturer in Games Design David Nicholls works with his students to create prototype VR games. He discusses how VR and XR are areas that are both very popular with students and have huge potential for their future employability. So much so, that he is currently collaborating on the development of VR projects across multiple subject areas within the University.
And finally, the last film in this series looks at how the University’s CENTRE FOR ACTIVE DIGITAL EDUCATION (CADE) has launched a number of Special Interests Groups (SIGs) for new technologies such as XR (including MR, VR and AR), Artificial Intelligence (AI), Distance Learning (DL) and Game-Based Learning (GBL).
Head of Learning Technology Rob Howe explains that CADE is a platform for creative discussion on the teaching and learning opportunities afforded by these extended reality technologies, and how by taking a strategic approach to the development of XR and working collaboratively more students and staff will benefit from our expanding expertise in this area.
For more details on the CENTRE FOR ACTIVE DIGITAL EDUCATION (CADE) and to join the discussions please see: https://www.northampton.ac.uk/research/research-institutes-and-centres/centre-for-active-digital-education-cade/
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