With the aim of integrating Extended Reality (XR) technologies into education and training, Alliance4XR has conducted a revealing survey that highlights the status and potential of these novel technologies.
The survey, which involved almost 90 respondents from various sectors, countries, and age groups, mainly between 25 and 44 years old, has provided crucial data for the development of innovative teaching methodologies. Preliminary results indicate a growing trend towards the adoption of open source solutions such as Unreal and Unity, democratizing XR content creation and opening up new possibilities for remote and hybrid collaboration.
The Alliance4XR project not only focuses on the technical and financial feasibility of these technologies, but also seeks to overcome the existing barriers to their adoption in education and engineering sectors. Through detailed analysis of successful use cases and stakeholder interviews, the project is outlining a future where XR is not just a pedagogical tool, but an integral part of the educational experience, transcending boundaries and enriching educational practices across disciplines.
The specific objectives of the project include the development of a list of use cases, an inventory of XR learning materials and an assessment of missing learning outcomes in current curricula. In addition, an analysis of the financial feasibility and scalability of XR-based education and training programs is being conducted, considering the economic capabilities of educational institutions and industry stakeholders.
This Alliance4XR effort not only promises to enhance the learning experience, but also to contribute to the broader discourse on the integration of XR in education.
For this purpose, a survey called “eXtended Reality state and needs for Education” has been launched. You can participate and share your thoughts and suggestions with the project here: https://electrat.limesurvey.net/564593?lang=en