Title: Learning in three dimensions: report on the EDUCAUSE/HP Campus of te future project
Author: Jeffrey Pomerantz
Citation:
Pomerantz, Jeffrey. Learning in Three Dimensions: Report on the
EDUCAUSE/HP Campus of the Future Project. ECAR research
report. Louisville, CO: EDUCAUSE, August 2018.
From the Executive Summary:
Extended reality (XR)—a wide range of technologies along a continuum, with
the real world at one end and fully immersive simulations at the other—is having
a dramatic impact on pedagogy in higher education. To explore the potential of
XR technologies in higher education, EDUCAUSE and HP collaborated on the
Campus of the Future: 3D Technologies in Academe project, focusing on those
XR technologies encompassing 3D simulations, modeling, and production.
This project sought to identify current innovative uses of these 3D technologies,
how these uses are currently impacting teaching and learning, and what this
information can tell us about possible future uses for these technologies in higher
education.
This report describes a wide range of pedagogical uses of 3D tech in higher
education, from augmenting experiences in the physical world to creating
simulations of things that are inaccessible in the physical world, and from
designing virtual things that may be made into physical things to repeating
experiences virtually that cannot be repeated in the physical world. The report
also discusses hurdles in implementing 3D technology and the possible future of
3D technology in higher education, and it makes recommendations—in terms
of technical requirements, support needs, and organizational policies—for
institutions wishing to deploy 3D technology on campus.
The Campus of the Future project sought to identify interesting and novel uses of
3D technology at the institutions participating in this project, and, more broadly,
to identify types of uses of 3D technologies that hold the greatest potential for
learning and research outcomes. Two findings of this exploratory evaluation are
that 3D technologies enable active and experiential learning, and they promote
shared experiences and collaboration. Furthermore, 3D technologies support
a wide range of learning goals across a wide range of disciplines; this report
articulates some of these learning goals and the 3D technologies that effectively
support them.
Link:
https://library.educause.edu/~/media/files/library/2018/8/ers1805.pdf?la=en