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Virtual and augmented reality II

  • Manuvie Room

Use of immersive technologies (virtual reality, augmented reality and 360 video) in higher education: first results of a literature review in progress

The purpose of this literature review is to map the current state of the knowledge field of modern immersive technologies in higher education. We are particularly interested in virtual reality (VR), augmented reality (AR) and 360 video. The results will provide further knowledge and guidelines to support the development of future research projects involving the design of personalized software to support learning.

François Lewis

PhD student in Cognitive Computing, Université TÉLUQ

Gustavo Adolfo Angulo Mendoza, Patrick Plante, Caroline Brassard

Professors, Université TÉLUQ

Design of immersive virtual educational experiences

A presentation will be given of work carried out by the virtual reality section of the pedagogical innovation incubator at the Centre de pédagogie universitaire (CPU) in cooperation with various faculties of the Université de Montréal. There will be a demonstration of immersive experiences designed using 360 video: virtual internships, interactive branching scenarios, immersive observation in professional environments, etc. A presentation will be given on current projects using digital 3D virtual reality environments. There will also be a discussion on the relevance, benefits and limitations of immersive experiences, both in general and in the context of the COVID health crises (COVID).

François Charpentier Lemieux

Pedagogical Advisor, University of Montreal

Designing a virtual reality assessment: pedagogical and technical issues

Immersive technologies and the metaverse seem to have drawn a great deal of attention in the past year. However, pedagogical applications of immersive technologies are still in the exploratory stage, especially in so-called human techniques. While there is increasingly more documetation on the effects such technologies have on the development of technical and non-technical skills, pedagogical design guidelines must still be defined, particularly for evaluation.

Based on a project to develop an evaluation for training psychoeducators at the graduate level, Julien Marceaux takes you on a journey through the pedagogical design process of a virtual reality simulation, from identifying needs to evaluating a solution, and touching on production. This presentation will be a great guide for those who would like to get started.

Instructional designer and consultant specialized in immersive learning