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"A framework for designing student learning spaces for the future"


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What does 2021 hold for student #learningexperience at my university

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University of Canberra Library adds #VR Headsets to the catalogue - on the road to immersive learning resources in #Education

In September 2018 the UC Library added VR headsets to the catalogue, available in the short loan section. Students can loan the headsets for up to 3 hours. Support for using the headsets will be limited to basic guidance, and beyond this it will be up to students to have their apps and content ready, just needing the headset to get going. Supporting this technology is difficult given the number of different phones, OS versions and apps out there giving rise to any app recommendations working on one phone and not another. For this reason support will be limited, however as our in-house knowledge grows more advice will be able to be given. A small number of headsets to start with represents a low risk investment that also allows staff to up skill in VR technology. Demo sessions and training given to Library staff has been fun and a valuable sharing activity as everyone is at different stages of familiarity. Now that a number of staff in the library have been up skilled we can begin t

Conference Notes: ACODEs AR + VR + MR (XR) = #anewreality #acodenews

#aNewReality Workshop @ Griffith University Griffith University held a 2 day Immersive Learning event where those Colleagues who manage emerging technologies, and leading practitioners from across the Australasian Landscape shared their experiences, both at an Institutional and ‘on the ground’ development levels. Some of the questions UC went in asking: What are other Higher Education Institutions are doing around Immersive Learning and Emerging Technologies?  How is XR being used to increase student engagement, retention, and learning? How does XR support online students to feel more connected and situated? What strategies and technologies are a good fit for UniCanberra? Which approaches are not only educationally effective but also scale in terms of adoption and supportable, and are equitable? How much physical investment is needed to create various content in-house, what kind of content can be created using different technologies, and what ongoing support/