Educational Design Guidelines for Teaching with Immersive Technologies—Updating Learning Outcomes of the European Qualification Framework

The advent of immersive technologies, such as virtual reality (VR), augmented reality (AR), and mixed reality (MR), is transforming higher education by providing innovative and interactive learning experiences. This article addresses the imperative of integrating these technologies into higher educa...

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Main Authors: Stavros Pitsikalis, Ilona-Elefteryja Lasica, Apostolos Kostas, Chryssi Vitsilaki
Format: Article
Language:English
Published: MDPI AG 2024-12-01
Series:Trends in Higher Education
Subjects:
Online Access:https://www.mdpi.com/2813-4346/3/4/64
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author Stavros Pitsikalis
Ilona-Elefteryja Lasica
Apostolos Kostas
Chryssi Vitsilaki
author_facet Stavros Pitsikalis
Ilona-Elefteryja Lasica
Apostolos Kostas
Chryssi Vitsilaki
author_sort Stavros Pitsikalis
collection DOAJ
description The advent of immersive technologies, such as virtual reality (VR), augmented reality (AR), and mixed reality (MR), is transforming higher education by providing innovative and interactive learning experiences. This article addresses the imperative of integrating these technologies into higher education systems. The study explores the intersection of immersive technologies and pedagogical strategies, aiming to enhance the European Qualification Framework (EQF) by updating learning outcomes to reflect the competence required in the digital age. Through a comprehensive literature review, case studies, and expert consultations, we propose a set of educational design guidelines tailored for higher education institutions. These guidelines align immersive technology applications with EQF levels and descriptors, focusing on undergraduate and postgraduate education. Our findings highlight the potential of immersive learning to foster critical thinking, creativity, and practical skills, while also addressing challenges such as accessibility and faculty training. By providing actionable insights and recommendations, this paper contributes to the development of a robust framework for incorporating immersive technologies in higher education, ensuring that students are equipped with the necessary skills and knowledge to thrive in a rapidly evolving digital world.
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series Trends in Higher Education
spelling doaj-art-6e31d4b79caa4d2d874ac073328d8d722024-12-27T14:28:54ZengMDPI AGTrends in Higher Education2813-43462024-12-01341091110810.3390/higheredu3040064Educational Design Guidelines for Teaching with Immersive Technologies—Updating Learning Outcomes of the European Qualification FrameworkStavros Pitsikalis0Ilona-Elefteryja Lasica1Apostolos Kostas2Chryssi Vitsilaki3Department of Preschool Education Sciences and Educational Design, University of the Aegean, 851 32 Rhodes, GreeceEduTech Digital Innovation Hub, University of the Aegean, 851 32 Rhodes, GreeceDepartment of Primary Education, University of the Aegean, 851 32 Rhodes, GreeceDepartment of Preschool Education Sciences and Educational Design, University of the Aegean, 851 32 Rhodes, GreeceThe advent of immersive technologies, such as virtual reality (VR), augmented reality (AR), and mixed reality (MR), is transforming higher education by providing innovative and interactive learning experiences. This article addresses the imperative of integrating these technologies into higher education systems. The study explores the intersection of immersive technologies and pedagogical strategies, aiming to enhance the European Qualification Framework (EQF) by updating learning outcomes to reflect the competence required in the digital age. Through a comprehensive literature review, case studies, and expert consultations, we propose a set of educational design guidelines tailored for higher education institutions. These guidelines align immersive technology applications with EQF levels and descriptors, focusing on undergraduate and postgraduate education. Our findings highlight the potential of immersive learning to foster critical thinking, creativity, and practical skills, while also addressing challenges such as accessibility and faculty training. By providing actionable insights and recommendations, this paper contributes to the development of a robust framework for incorporating immersive technologies in higher education, ensuring that students are equipped with the necessary skills and knowledge to thrive in a rapidly evolving digital world.https://www.mdpi.com/2813-4346/3/4/64instructional designhigher educationimmersive technologiesEuropean qualification frameworkEQFlearning outcomes
spellingShingle Stavros Pitsikalis
Ilona-Elefteryja Lasica
Apostolos Kostas
Chryssi Vitsilaki
Educational Design Guidelines for Teaching with Immersive Technologies—Updating Learning Outcomes of the European Qualification Framework
Trends in Higher Education
instructional design
higher education
immersive technologies
European qualification framework
EQF
learning outcomes
title Educational Design Guidelines for Teaching with Immersive Technologies—Updating Learning Outcomes of the European Qualification Framework
title_full Educational Design Guidelines for Teaching with Immersive Technologies—Updating Learning Outcomes of the European Qualification Framework
title_fullStr Educational Design Guidelines for Teaching with Immersive Technologies—Updating Learning Outcomes of the European Qualification Framework
title_full_unstemmed Educational Design Guidelines for Teaching with Immersive Technologies—Updating Learning Outcomes of the European Qualification Framework
title_short Educational Design Guidelines for Teaching with Immersive Technologies—Updating Learning Outcomes of the European Qualification Framework
title_sort educational design guidelines for teaching with immersive technologies updating learning outcomes of the european qualification framework
topic instructional design
higher education
immersive technologies
European qualification framework
EQF
learning outcomes
url https://www.mdpi.com/2813-4346/3/4/64
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