SlideShare a Scribd company logo
Searching for application areas for
using AI and VR
in HE classroom in Ireland
Dr. Zeta Dooly SETU, Dr Lisa Moran TUS, Dr PJ Wall TUD, Emer Lodge SETU
Fawns, T., 2022. An entangled pedagogy: Looking beyond the pedagogy—technology dichotomy. Postdigital Science and Education, 4(3), pp.711-728.
setu.ie 2
“Learning in the Age of AI: Towards Imaginative Futures”
EDEN 2024
Overview
- Collaboration on AI, ethics and socio-technical futures in Higher
Education
- Trans-disciplinarity humanities, business, education, nursing
- Intricate questions about knowledge and co-creation
- Knowledge Legitimation
- Reimagined Futures
- Purposeful design & development of using VR in classroom
Why?
Rationale
Background
5
Education Strategy
An Open, Safe and Creative Learning Space
• Fundamental rights apply both in physical and digital world
• Education depends on and contributes to protecting fundamental rights
• Access for all
• Democratic and efficient multi-stakeholder governance
• Education is a shared responsibility
setu.ie 6
• many online programmes affiliated with
options for lifelong learning rather than
mainstream education.
Ireland traditional in-
person educational
experience
• experimentation zone - fail safe
SEERLab to design and
develop teaching and
learning artefacts
• using both physical hardware (VR
headsets) and software (AI) to accentuate
critical thinking and immersive learning in
the classroom.
SEERLab focuses on strategies to
build a sense of community in HE
(virtually) of educationalists who
through their own learning
experiences gain empowerment
to dramatically change the
classroom composition
• Kavanagh et al., 2017, Campos et al.,
2022, Humble and Mozelius, 2019,
Holmes et al., 2019, Flink et al., 2019,
Enhanced engagement
of students, learning
experiences &
personalised learning
Move to digitized society
This Photo by Unknown Author is licensed under CC BY-SA-NC
Change
Fear
Equality
Opportunity
setu.ie 8
Challenges
•Resource constraints
•move from experiential learning to
implementation
•Wifi
•Central management systems
•Resistance
•our culture holds on to traditional
teaching and learning methods and
delivery mechanisms
•Not the norm;
•science = apparatus
•using tools such as VR and AI in our
everyday T&L is uncommon
•need further evidence to support
its implementation to becoming the
norm.
Enablers
•Mobilise the vision of a multi-
campus education lab to support
lecturers and students
•Collaborate with industry
•Try out the VR headsets and have a
chat about opportunities, impact or
challenges
•Promote innovative teaching and
learning
•DEC23 & DEC24
•GrowthHub
•NTUTORR
•National Forum T&L
Raison
D’etre
- Skill acquisition to actively engage students to achieve learning outcomes through use and
assessment of emerging technology
- Design and planning are critical elements of education provision, need more disruptive
transformative learning in the HE classroom.
- Present a pedagogical approach that tightly couples classroom activities with the application of
existing technology for T&L outside of our comfort zone in a multi-faceted learning ecosystem.
- Case studies address complexity in the classroom, acknowledging the ‘valley of death’ approach used
in transitioning research into practice (Maughan et al., 2018).
- Lecturers describe how they overcome fear from one’s own comfort zone toward recognising the
power of teachers as change agents.
- Technology is a critical enabler to access knowledge, resources and people, it has empowered those
unable to engage with traditional educational settings to gain formal and informal knowledge whilst
making learning more fun and engaging.
- Education as a career has expanded, teachers, tutors, lecturers, instructional designers, social and
community enterprises, data analysts, database architects, facilitators all contribute to a complex
education ecosystems that aspire to equality, inclusion and diversity.
setu.ie 9
setu.ie 10
Pilots – context
• Advocates for change
• Overcome complacency in classroom
• Introduce experimentation as a lever to learning in a
failsafe ecosystem
• Fear is identified as a concept that prevents the use
of some technology due to its unpredictability and
teacher legacy for being the person at the top of the
class with all the knowledge.
• Times have changed, creativity is key
• Teachers need to model experimentation and failure
to demonstrate that recovery and problem-based
learning prevails in a knowledge economy
• Educator's meet the quality standards of our trade;
learning outcomes is just one part of the learning
journey
• Gaining trust, delivery of engaging content and the
realisation that students need an education
ecosystem that promotes a nurture environment,
self-actualisation and phronesis.
Pilots –
implementation
• 5 lecturers revised their delivery of content for their
programmes to include the use of VR in the
classroom.
• A number of internal workshops enabled the growth
of confidence in using new VR apps and through peer
learning opportunities lecturers were able to share
knowledge and experiences in teaching and learning
within a small community of practice.
• Adopted a collaborative approach to finding out
more whilst designing the new delivery and
engagement methods.
• The sharing of context and experience in the
classroom was promoted and regarded as essential
to the ethos of this learning environment.
• Used template to redesign
• Sharing hardware, software and physical lab space
Pilots for
classroom
a) Pilot A -entrepreneurship ideation (scoping,
cost/benefit analysis, ROI, risk management)
o E.g. Virtual Orator link https://virtualorator.com
b) Pilot B -pitch development (leadership and decision
making)
o .E.g. VirtualSpeech see link or VR Rehearse link
c) Pilot C -prototyping (design thinking, dev, test,
fail/succeed)
o .E.g. ShapesXR see link
d) Pilot D –skill acquisition (management of the Burns
Patient)
o .E.g. oxford medical simulator link /ViReTrain
Pilots for
classroom
Pilot A
•entrepreneurship ideation
(scoping, cost/benefit
analysis, ROI, risk
management)
•Business Communication
•Virtual Orator link
https://virtualorator.com
Frisby et al. (2020) used VR
as a tool to encourage
rehearsals of a business
presentation. They included
using the VR scenario for
Speech Practice and
completing a satisfaction
questionnaire as 2.5% of the
final grade.
Pilot B
•pitch development
(leadership and
decision making)
•VirtualSpeech see link
or VR Rehearse link
•Software Systems
Development –
Module Technology
Entrepreneurship
Pilot C
•prototyping (design
thinking, dev, test,
fail/succeed)
•ShapesXR see link
• Navigate the
ShapesXR interface
and understand its
features
• Create basic 3D
objects and scenes in
ShapesXR
• Design and implement
a simple interaction
using ShapesXR's
visual scripting system
Pilot D
• skill acquisition
(management of the
Burns Patient)
•oxford medical
simulator link or
ViReTrain
•This
skills/simulation/VR
session is part of a
module that builds
upon Medical and
Surgical Nursing 2
•Aims to develop and
enhance the student's
skills in nursing
assessment, planning,
implementation, and
evaluation of care
•Applies critical thinking
and problem solving in
order to prioritize and
organize care required
for the delivery of safe,
effective, person-
centred care of
medical-surgical
patients.
setu.ie 13
Pilots – implementation
• Adopted an agile curriculum development approach, incl. feedback, co-creation of curriculum and discussion of
alignment across disciplines (Wang, 2014
• Considered UDL which form a critical ingredient promoted within our university (Cast, 2022)
• Adopts elements of digital marketing to create a hook, Gravells (2014) and call to action language.
• Leverage the concept of the zone of proximal development, peer learning techniques and scaffolding to enact our
pilot to collaborate and use our creativity to experiment (Vygotsky, 1980 and Boud and Lee, 2005).
• Emphasis is on engagement, collaboration, transformative and innovative learning as promoted by Freire (in Darder,
2014) and UNESCO (Darder, 2014, Groff, 2013, Kitchenham, 2008, Perales and McCowan, 2021). This is further
enhanced where learning is socially constructed within the socal constructivism paradigm and group work (Kim, 200,
Biggs and Tang, 2015).
• We initially undertook a scoping exercise within our own university and nationally to explore current practices, this
included on-site visits and feasibility studies to figure out the best approach.
Actions
Vision
- mapped the capability of the VR applications to the module
descriptors and learning outcomes
- trialled in a workshop environment,
- next stage will be tested with students during semester and
shared within faculty teaching and learning dissemination events.
- Educator’s toolkit in HE is restrictive and adversely impacting
students that need more immersive learning and engagement
mechanisms
- our research advocates for open educational resources (OER) to
include the sharing of hardware and software across the industry
and educational landscape toward collaborative teaching and
learning.
- Ireland’s National policy advocates for significant changes toward
an optimised learning ecosystems ‘Policy Platform: Progressing A
Unified Tertiary System for Learning, Skills and Knowledge’ but
the processes and tangible pathways and avenues to realise this
are not yet evident.
- This research goes further to collaboratively introduce cross-
university sharing of knowledge and disruptive teaching and
learning delivery through VR and AI.
setu.ie 14
setu.ie 15
Lecturers advocating for the use of VR and AI in the
classroom are challenged to demonstrate
understanding the socio-cultural legitimacy of AI in
Irish society.
We present the cases of SEERLab that has been
established to scaffold educationalists toward
enhancing their attitudes towards VR and AI.
• Challenges can be overcome using an innovative pedagogical
approach to link the needs of teachers and lecturers and students to
untangle the complexity of emerging technology
• The piloting of this technology is moving to implementation stage
we present the potential benefits and limitations of VR and AI in HE
classrooms, which can lead to engaged students, innovative
pedagogies, misperceptions, heightened sense of risk, inertia and
resistance to its adoption.
• Universities, governments and organizations can work together to
raise awareness about VR and AI through education and outreach
initiatives aimed at different student cohorts
• Necessitates greater knowledge in relation to accessibility, usability
and educational ‘buy in’ and exposure to VR and AI technologies
that combine scientific expertise with pedagogical know-how
setu.ie 16
Fawns (2022)
An Entangled Pedagogy: Looking Beyond the Pedagogy—Technology Dichotomy
Searching for application areas for using AI and VR   in HE classroom in Ireland
• Communicate
• Triage
• Action
• Debrief
Searching for application areas for using AI and VR   in HE classroom in Ireland
setu.ie 20
Drivers for change
Education for Sustainability
• aims to empower learners with knowledge, skills, values, and attitudes to take informed
decisions and make responsible actions
• for environmental integrity, economic viability and a just society empowering people of
all genders, for present and future generations, while respecting cultural diversity
(UNESCO, 2021).
Futures Literacy
• skill that allows us to better understand the role of the future in what we see and do
• Being futures literate empowers the imagination, enhances our ability to prepare,
recover and invent as changes occur.
• Using future literacy techniques students looked at emerging technology in addition to
current technology to further move and voluntarily jump into zones of instability,
questioning the ethics of artificial intelligence use in the classroom and in government
(Miller, 2007 and Nemorin et al, 2023).
US – we are communities of educators
- Advocates for engaged /active learning-enable diversity, inclusive, personalized learning
setu.ie 21
Where is the path leading
us?
Where is the impact and
its longevity and
relevance?
Further research
setu.ie 22
setu.ie 23
references
Rose, D. H., & Meyer, A. (2002). Teaching every student in the digital age: Universal design for
learning. Association for Supervision and Curriculum Development, 1703 N. Beauregard St.,
Alexandria, VA 22311-1714
Wang, Y. D. (2014). Building student trust in online learning environments. Distance
Education, 35(3), 345-359.
United, Nations,United Nations. The UN Sustainable Development Goals. United Nations, New
York, 2015. Available at (accessed 16 January 2018):
http://www.un.org/sustainabledevelopment/summit/.
Frisby, B. N., Kaufmann, R. M., Vallade, J. I., Frey, T. K. and Martin, J. C. (2020) 'Using virtual
reality for speech rehearsals: An innovative instructor approach to enhance student public
speaking efficacy', Basic Communication Course Annual, 32, pp. 59-78. doi, Available at:
https://ecommons.udayton.edu/bcca/vol32/iss1/6/
Hamilton, D., McKechnie, J., Edgerton, E. and Wilson, C. (2021) 'Immersive virtual reality as a
pedagogical tool in education: a systematic literature review of quantitative learning outcomes
and experimental design', Journal of Computers in Education, 8(1), pp. 1-32. doi:
10.1007/s40692-020-00169-2
Johnston, T. (2024) OER - SATLE Virtual Reality & Enhancing Pedagogy for Faculty of Business
and Hospitality TUS Midlands: TUS Midlands. Available at:
https://hub.teachingandlearning.ie/wp-content/uploads/2024/03/OER-SATLE-VR-Project-
TUS.pdf
McGovern, E., Moreira, G. and Luna-Nevarez, C. (2020) 'An application of virtual reality in
education: Can this technology enhance the quality of students’ learning experience?', Journal
of Education for Business, 95(7), pp. 490-496. doi: 10.1080/08832323.2019.1703096
Biggs, J. and Tang, C., 2015. Constructive alignment: An outcomes-based approach to teaching anatomy. In Teaching anatomy (pp.
31-38). Springer, Cham.
CAST, accessed online May, 2022, Universal Design for Learning Framework, https://www.cast.org/impact/universal-design-for-
learning-udl
Campos E, Hidrogo I and Zavala G (2022) Impact of virtual reality use on the teaching and learning of vectors. Front. Educ. 7:965640.
doi: 10.3389/feduc.2022.965640
Darder, A., 2014. Freire and education. Routledge.
Flink, P. (2019) ‘Second Life and Virtual Learning: an Educational Alternative for Neurodiverse Students in College’, College Student
Journal, Vol. 53, No. 1, pp. 33-41.
Garrison, D. R. E-Learning in the 21st Century. 3rd. Abingdon, Oxon: Routledge, 2017. Community of inquiry model and 2008 social presence
Holmes, W., Bialik, M. and Fadel, C. (2019) Artificial intelligence in education: Promises and implications for teaching and learning, Center for
Curriculum Redesign Boston, MA.
Humble, N. and Mozelius, P. (2019) 'Artificial Intelligence in Education - a Promise, a Threat or a Hype?' European Conference on the
Impact of Artificial Intelligence and Robotics, Oxford, UK, Oct.
Kavanagh, S., Luxton-Reilly, A., Wuensche, B. & Plimmer, B. (2017). A systematic review of Virtual Reality in education. Themes in
Science and Technology Education, 10(2), 85-119.
Kim, B. (2001). Social constructivism. Emerging perspectives on learning, teaching, and technology, 1(1), 16.
Groff, J., 2013. Technology-rich innovative learning environments. OCED CERI Innovative Learning Environment project, 2013, pp.1-
30.
Kitchenham, A., 2008. The evolution of John Mezirow's transformative learning theory. Journal of transformative education, 6(2),
pp.104-123.
Kolb, D. A., Boyatzis, R. E., & Mainemelis, C. (2014). Experiential learning theory: Previous research and new directions.
In Perspectives on thinking, learning, and cognitive styles (pp. 227-248). Routledge.
Maughan, D., Balenson, D., Lindqvist, U., & Tudor, Z. (2013). Crossing the" Valley of Death": Transitioning cybersecurity research into
practice. IEEE Security & Privacy, 11(2), 14-23.
Nemorin, S., Vlachidis, A., Ayerakwa, H. M., & Andriotis, P. (2023). AI hyped? A horizon scan of discourse on artificial intelligence in education (AIED)
and development. Learning, Media and Technology, 48(1), 38-51.
Thank You!
This Photo by Unknown author is licensed under CC BY.
Thank You!
Questions???

More Related Content

PDF
Virtual Reality for Education - BlockchainAppsDeveloper (1).pdf
PPTX
The ‘Scale up challenge’: simulation for authentic learning
PPTX
Mini project _0081fb3f2e719bb05db69ff91d88d5c6.pptx
PPTX
HICSS ATLT: Advances in Teaching and Learning Technologies
PPTX
Visualisation and Simulation for teaching, learning and assessment
PPTX
Create, Share, Inspire: exploring the possibilities of global collaborations.
PDF
BT4098_PPT.pdfsehtsxudyxrtgfhdrtjxhfxftr
PPTX
SUNY Delhi - Virtual Reality Since Open Source
Virtual Reality for Education - BlockchainAppsDeveloper (1).pdf
The ‘Scale up challenge’: simulation for authentic learning
Mini project _0081fb3f2e719bb05db69ff91d88d5c6.pptx
HICSS ATLT: Advances in Teaching and Learning Technologies
Visualisation and Simulation for teaching, learning and assessment
Create, Share, Inspire: exploring the possibilities of global collaborations.
BT4098_PPT.pdfsehtsxudyxrtgfhdrtjxhfxftr
SUNY Delhi - Virtual Reality Since Open Source

Similar to Searching for application areas for using AI and VR in HE classroom in Ireland (20)

PPTX
Tech v Trust: scaling simulation for the 21C student
PDF
Virtual Reality in Students Education
PDF
Exploring new affordances for VR in k 12
PDF
2. How to Increase the Impactful Learning with VR-1 (1).pdf
PDF
Genera.pdf
PPTX
The role of simulation for authentic learning: blending theory and practice
PPTX
Pedagogies for Today 2022 ICCE Malaysia.pptx
PDF
Virtual Reality and Education 4.0. Reimagining Digital World
PPTX
Authentic ESL Practice in Immersive Worlds.pptx
PDF
Virtual Reality in Online Graduate Instruction: A Seven Year Overview
PPTX
Designing and Evaluating Virtual Reality for Learning
PDF
Prilog 2 – prezentiranje projekta VR4STEM
PPTX
2022_06_30 «New Roles of Teachers and Students in Future Scenarios: Engaging ...
PPTX
Developing eContent for Teaching and Learning Biology
PDF
VR in EDU @MINDLABS PRACTORAAT ROC Tilburg_Nickvanbreda.pdf
PPTX
Pedagogy before Technology (Weaving Tech 2019)
PDF
Immersive Learning - A White Paper Presentation
PDF
Application of Virtual Reality in a Learning Experience
PDF
The Impact of Virtual Reality on Education_ Transforming Learning Experiences...
PDF
Applying virtual environments in distance learning of product development
Tech v Trust: scaling simulation for the 21C student
Virtual Reality in Students Education
Exploring new affordances for VR in k 12
2. How to Increase the Impactful Learning with VR-1 (1).pdf
Genera.pdf
The role of simulation for authentic learning: blending theory and practice
Pedagogies for Today 2022 ICCE Malaysia.pptx
Virtual Reality and Education 4.0. Reimagining Digital World
Authentic ESL Practice in Immersive Worlds.pptx
Virtual Reality in Online Graduate Instruction: A Seven Year Overview
Designing and Evaluating Virtual Reality for Learning
Prilog 2 – prezentiranje projekta VR4STEM
2022_06_30 «New Roles of Teachers and Students in Future Scenarios: Engaging ...
Developing eContent for Teaching and Learning Biology
VR in EDU @MINDLABS PRACTORAAT ROC Tilburg_Nickvanbreda.pdf
Pedagogy before Technology (Weaving Tech 2019)
Immersive Learning - A White Paper Presentation
Application of Virtual Reality in a Learning Experience
The Impact of Virtual Reality on Education_ Transforming Learning Experiences...
Applying virtual environments in distance learning of product development
Ad

Recently uploaded (20)

PDF
Classroom Observation Tools for Teachers
PPTX
Microbial diseases, their pathogenesis and prophylaxis
PPTX
Pharmacology of Heart Failure /Pharmacotherapy of CHF
PDF
The Lost Whites of Pakistan by Jahanzaib Mughal.pdf
PPTX
Lesson notes of climatology university.
PDF
Chapter 2 Heredity, Prenatal Development, and Birth.pdf
PDF
STATICS OF THE RIGID BODIES Hibbelers.pdf
PPTX
Pharma ospi slides which help in ospi learning
PPTX
human mycosis Human fungal infections are called human mycosis..pptx
PDF
3rd Neelam Sanjeevareddy Memorial Lecture.pdf
PPTX
1st Inaugural Professorial Lecture held on 19th February 2020 (Governance and...
PDF
Saundersa Comprehensive Review for the NCLEX-RN Examination.pdf
PDF
GENETICS IN BIOLOGY IN SECONDARY LEVEL FORM 3
PPTX
Tissue processing ( HISTOPATHOLOGICAL TECHNIQUE
PPTX
school management -TNTEU- B.Ed., Semester II Unit 1.pptx
PPTX
Introduction-to-Literarature-and-Literary-Studies-week-Prelim-coverage.pptx
PPTX
GDM (1) (1).pptx small presentation for students
PPTX
202450812 BayCHI UCSC-SV 20250812 v17.pptx
PDF
A systematic review of self-coping strategies used by university students to ...
PDF
RMMM.pdf make it easy to upload and study
Classroom Observation Tools for Teachers
Microbial diseases, their pathogenesis and prophylaxis
Pharmacology of Heart Failure /Pharmacotherapy of CHF
The Lost Whites of Pakistan by Jahanzaib Mughal.pdf
Lesson notes of climatology university.
Chapter 2 Heredity, Prenatal Development, and Birth.pdf
STATICS OF THE RIGID BODIES Hibbelers.pdf
Pharma ospi slides which help in ospi learning
human mycosis Human fungal infections are called human mycosis..pptx
3rd Neelam Sanjeevareddy Memorial Lecture.pdf
1st Inaugural Professorial Lecture held on 19th February 2020 (Governance and...
Saundersa Comprehensive Review for the NCLEX-RN Examination.pdf
GENETICS IN BIOLOGY IN SECONDARY LEVEL FORM 3
Tissue processing ( HISTOPATHOLOGICAL TECHNIQUE
school management -TNTEU- B.Ed., Semester II Unit 1.pptx
Introduction-to-Literarature-and-Literary-Studies-week-Prelim-coverage.pptx
GDM (1) (1).pptx small presentation for students
202450812 BayCHI UCSC-SV 20250812 v17.pptx
A systematic review of self-coping strategies used by university students to ...
RMMM.pdf make it easy to upload and study
Ad

Searching for application areas for using AI and VR in HE classroom in Ireland

  • 1. Searching for application areas for using AI and VR in HE classroom in Ireland Dr. Zeta Dooly SETU, Dr Lisa Moran TUS, Dr PJ Wall TUD, Emer Lodge SETU Fawns, T., 2022. An entangled pedagogy: Looking beyond the pedagogy—technology dichotomy. Postdigital Science and Education, 4(3), pp.711-728.
  • 2. setu.ie 2 “Learning in the Age of AI: Towards Imaginative Futures” EDEN 2024
  • 3. Overview - Collaboration on AI, ethics and socio-technical futures in Higher Education - Trans-disciplinarity humanities, business, education, nursing - Intricate questions about knowledge and co-creation - Knowledge Legitimation - Reimagined Futures - Purposeful design & development of using VR in classroom
  • 5. 5 Education Strategy An Open, Safe and Creative Learning Space • Fundamental rights apply both in physical and digital world • Education depends on and contributes to protecting fundamental rights • Access for all • Democratic and efficient multi-stakeholder governance • Education is a shared responsibility
  • 6. setu.ie 6 • many online programmes affiliated with options for lifelong learning rather than mainstream education. Ireland traditional in- person educational experience • experimentation zone - fail safe SEERLab to design and develop teaching and learning artefacts • using both physical hardware (VR headsets) and software (AI) to accentuate critical thinking and immersive learning in the classroom. SEERLab focuses on strategies to build a sense of community in HE (virtually) of educationalists who through their own learning experiences gain empowerment to dramatically change the classroom composition • Kavanagh et al., 2017, Campos et al., 2022, Humble and Mozelius, 2019, Holmes et al., 2019, Flink et al., 2019, Enhanced engagement of students, learning experiences & personalised learning
  • 7. Move to digitized society This Photo by Unknown Author is licensed under CC BY-SA-NC Change Fear Equality Opportunity
  • 8. setu.ie 8 Challenges •Resource constraints •move from experiential learning to implementation •Wifi •Central management systems •Resistance •our culture holds on to traditional teaching and learning methods and delivery mechanisms •Not the norm; •science = apparatus •using tools such as VR and AI in our everyday T&L is uncommon •need further evidence to support its implementation to becoming the norm. Enablers •Mobilise the vision of a multi- campus education lab to support lecturers and students •Collaborate with industry •Try out the VR headsets and have a chat about opportunities, impact or challenges •Promote innovative teaching and learning •DEC23 & DEC24 •GrowthHub •NTUTORR •National Forum T&L
  • 9. Raison D’etre - Skill acquisition to actively engage students to achieve learning outcomes through use and assessment of emerging technology - Design and planning are critical elements of education provision, need more disruptive transformative learning in the HE classroom. - Present a pedagogical approach that tightly couples classroom activities with the application of existing technology for T&L outside of our comfort zone in a multi-faceted learning ecosystem. - Case studies address complexity in the classroom, acknowledging the ‘valley of death’ approach used in transitioning research into practice (Maughan et al., 2018). - Lecturers describe how they overcome fear from one’s own comfort zone toward recognising the power of teachers as change agents. - Technology is a critical enabler to access knowledge, resources and people, it has empowered those unable to engage with traditional educational settings to gain formal and informal knowledge whilst making learning more fun and engaging. - Education as a career has expanded, teachers, tutors, lecturers, instructional designers, social and community enterprises, data analysts, database architects, facilitators all contribute to a complex education ecosystems that aspire to equality, inclusion and diversity. setu.ie 9
  • 10. setu.ie 10 Pilots – context • Advocates for change • Overcome complacency in classroom • Introduce experimentation as a lever to learning in a failsafe ecosystem • Fear is identified as a concept that prevents the use of some technology due to its unpredictability and teacher legacy for being the person at the top of the class with all the knowledge. • Times have changed, creativity is key • Teachers need to model experimentation and failure to demonstrate that recovery and problem-based learning prevails in a knowledge economy • Educator's meet the quality standards of our trade; learning outcomes is just one part of the learning journey • Gaining trust, delivery of engaging content and the realisation that students need an education ecosystem that promotes a nurture environment, self-actualisation and phronesis. Pilots – implementation • 5 lecturers revised their delivery of content for their programmes to include the use of VR in the classroom. • A number of internal workshops enabled the growth of confidence in using new VR apps and through peer learning opportunities lecturers were able to share knowledge and experiences in teaching and learning within a small community of practice. • Adopted a collaborative approach to finding out more whilst designing the new delivery and engagement methods. • The sharing of context and experience in the classroom was promoted and regarded as essential to the ethos of this learning environment. • Used template to redesign • Sharing hardware, software and physical lab space
  • 11. Pilots for classroom a) Pilot A -entrepreneurship ideation (scoping, cost/benefit analysis, ROI, risk management) o E.g. Virtual Orator link https://virtualorator.com b) Pilot B -pitch development (leadership and decision making) o .E.g. VirtualSpeech see link or VR Rehearse link c) Pilot C -prototyping (design thinking, dev, test, fail/succeed) o .E.g. ShapesXR see link d) Pilot D –skill acquisition (management of the Burns Patient) o .E.g. oxford medical simulator link /ViReTrain
  • 12. Pilots for classroom Pilot A •entrepreneurship ideation (scoping, cost/benefit analysis, ROI, risk management) •Business Communication •Virtual Orator link https://virtualorator.com Frisby et al. (2020) used VR as a tool to encourage rehearsals of a business presentation. They included using the VR scenario for Speech Practice and completing a satisfaction questionnaire as 2.5% of the final grade. Pilot B •pitch development (leadership and decision making) •VirtualSpeech see link or VR Rehearse link •Software Systems Development – Module Technology Entrepreneurship Pilot C •prototyping (design thinking, dev, test, fail/succeed) •ShapesXR see link • Navigate the ShapesXR interface and understand its features • Create basic 3D objects and scenes in ShapesXR • Design and implement a simple interaction using ShapesXR's visual scripting system Pilot D • skill acquisition (management of the Burns Patient) •oxford medical simulator link or ViReTrain •This skills/simulation/VR session is part of a module that builds upon Medical and Surgical Nursing 2 •Aims to develop and enhance the student's skills in nursing assessment, planning, implementation, and evaluation of care •Applies critical thinking and problem solving in order to prioritize and organize care required for the delivery of safe, effective, person- centred care of medical-surgical patients.
  • 13. setu.ie 13 Pilots – implementation • Adopted an agile curriculum development approach, incl. feedback, co-creation of curriculum and discussion of alignment across disciplines (Wang, 2014 • Considered UDL which form a critical ingredient promoted within our university (Cast, 2022) • Adopts elements of digital marketing to create a hook, Gravells (2014) and call to action language. • Leverage the concept of the zone of proximal development, peer learning techniques and scaffolding to enact our pilot to collaborate and use our creativity to experiment (Vygotsky, 1980 and Boud and Lee, 2005). • Emphasis is on engagement, collaboration, transformative and innovative learning as promoted by Freire (in Darder, 2014) and UNESCO (Darder, 2014, Groff, 2013, Kitchenham, 2008, Perales and McCowan, 2021). This is further enhanced where learning is socially constructed within the socal constructivism paradigm and group work (Kim, 200, Biggs and Tang, 2015). • We initially undertook a scoping exercise within our own university and nationally to explore current practices, this included on-site visits and feasibility studies to figure out the best approach.
  • 14. Actions Vision - mapped the capability of the VR applications to the module descriptors and learning outcomes - trialled in a workshop environment, - next stage will be tested with students during semester and shared within faculty teaching and learning dissemination events. - Educator’s toolkit in HE is restrictive and adversely impacting students that need more immersive learning and engagement mechanisms - our research advocates for open educational resources (OER) to include the sharing of hardware and software across the industry and educational landscape toward collaborative teaching and learning. - Ireland’s National policy advocates for significant changes toward an optimised learning ecosystems ‘Policy Platform: Progressing A Unified Tertiary System for Learning, Skills and Knowledge’ but the processes and tangible pathways and avenues to realise this are not yet evident. - This research goes further to collaboratively introduce cross- university sharing of knowledge and disruptive teaching and learning delivery through VR and AI. setu.ie 14
  • 15. setu.ie 15 Lecturers advocating for the use of VR and AI in the classroom are challenged to demonstrate understanding the socio-cultural legitimacy of AI in Irish society. We present the cases of SEERLab that has been established to scaffold educationalists toward enhancing their attitudes towards VR and AI. • Challenges can be overcome using an innovative pedagogical approach to link the needs of teachers and lecturers and students to untangle the complexity of emerging technology • The piloting of this technology is moving to implementation stage we present the potential benefits and limitations of VR and AI in HE classrooms, which can lead to engaged students, innovative pedagogies, misperceptions, heightened sense of risk, inertia and resistance to its adoption. • Universities, governments and organizations can work together to raise awareness about VR and AI through education and outreach initiatives aimed at different student cohorts • Necessitates greater knowledge in relation to accessibility, usability and educational ‘buy in’ and exposure to VR and AI technologies that combine scientific expertise with pedagogical know-how
  • 16. setu.ie 16 Fawns (2022) An Entangled Pedagogy: Looking Beyond the Pedagogy—Technology Dichotomy
  • 18. • Communicate • Triage • Action • Debrief
  • 20. setu.ie 20 Drivers for change Education for Sustainability • aims to empower learners with knowledge, skills, values, and attitudes to take informed decisions and make responsible actions • for environmental integrity, economic viability and a just society empowering people of all genders, for present and future generations, while respecting cultural diversity (UNESCO, 2021). Futures Literacy • skill that allows us to better understand the role of the future in what we see and do • Being futures literate empowers the imagination, enhances our ability to prepare, recover and invent as changes occur. • Using future literacy techniques students looked at emerging technology in addition to current technology to further move and voluntarily jump into zones of instability, questioning the ethics of artificial intelligence use in the classroom and in government (Miller, 2007 and Nemorin et al, 2023). US – we are communities of educators - Advocates for engaged /active learning-enable diversity, inclusive, personalized learning
  • 21. setu.ie 21 Where is the path leading us? Where is the impact and its longevity and relevance?
  • 23. setu.ie 23 references Rose, D. H., & Meyer, A. (2002). Teaching every student in the digital age: Universal design for learning. Association for Supervision and Curriculum Development, 1703 N. Beauregard St., Alexandria, VA 22311-1714 Wang, Y. D. (2014). Building student trust in online learning environments. Distance Education, 35(3), 345-359. United, Nations,United Nations. The UN Sustainable Development Goals. United Nations, New York, 2015. Available at (accessed 16 January 2018): http://www.un.org/sustainabledevelopment/summit/. Frisby, B. N., Kaufmann, R. M., Vallade, J. I., Frey, T. K. and Martin, J. C. (2020) 'Using virtual reality for speech rehearsals: An innovative instructor approach to enhance student public speaking efficacy', Basic Communication Course Annual, 32, pp. 59-78. doi, Available at: https://ecommons.udayton.edu/bcca/vol32/iss1/6/ Hamilton, D., McKechnie, J., Edgerton, E. and Wilson, C. (2021) 'Immersive virtual reality as a pedagogical tool in education: a systematic literature review of quantitative learning outcomes and experimental design', Journal of Computers in Education, 8(1), pp. 1-32. doi: 10.1007/s40692-020-00169-2 Johnston, T. (2024) OER - SATLE Virtual Reality & Enhancing Pedagogy for Faculty of Business and Hospitality TUS Midlands: TUS Midlands. Available at: https://hub.teachingandlearning.ie/wp-content/uploads/2024/03/OER-SATLE-VR-Project- TUS.pdf McGovern, E., Moreira, G. and Luna-Nevarez, C. (2020) 'An application of virtual reality in education: Can this technology enhance the quality of students’ learning experience?', Journal of Education for Business, 95(7), pp. 490-496. doi: 10.1080/08832323.2019.1703096 Biggs, J. and Tang, C., 2015. Constructive alignment: An outcomes-based approach to teaching anatomy. In Teaching anatomy (pp. 31-38). Springer, Cham. CAST, accessed online May, 2022, Universal Design for Learning Framework, https://www.cast.org/impact/universal-design-for- learning-udl Campos E, Hidrogo I and Zavala G (2022) Impact of virtual reality use on the teaching and learning of vectors. Front. Educ. 7:965640. doi: 10.3389/feduc.2022.965640 Darder, A., 2014. Freire and education. Routledge. Flink, P. (2019) ‘Second Life and Virtual Learning: an Educational Alternative for Neurodiverse Students in College’, College Student Journal, Vol. 53, No. 1, pp. 33-41. Garrison, D. R. E-Learning in the 21st Century. 3rd. Abingdon, Oxon: Routledge, 2017. Community of inquiry model and 2008 social presence Holmes, W., Bialik, M. and Fadel, C. (2019) Artificial intelligence in education: Promises and implications for teaching and learning, Center for Curriculum Redesign Boston, MA. Humble, N. and Mozelius, P. (2019) 'Artificial Intelligence in Education - a Promise, a Threat or a Hype?' European Conference on the Impact of Artificial Intelligence and Robotics, Oxford, UK, Oct. Kavanagh, S., Luxton-Reilly, A., Wuensche, B. & Plimmer, B. (2017). A systematic review of Virtual Reality in education. Themes in Science and Technology Education, 10(2), 85-119. Kim, B. (2001). Social constructivism. Emerging perspectives on learning, teaching, and technology, 1(1), 16. Groff, J., 2013. Technology-rich innovative learning environments. OCED CERI Innovative Learning Environment project, 2013, pp.1- 30. Kitchenham, A., 2008. The evolution of John Mezirow's transformative learning theory. Journal of transformative education, 6(2), pp.104-123. Kolb, D. A., Boyatzis, R. E., & Mainemelis, C. (2014). Experiential learning theory: Previous research and new directions. In Perspectives on thinking, learning, and cognitive styles (pp. 227-248). Routledge. Maughan, D., Balenson, D., Lindqvist, U., & Tudor, Z. (2013). Crossing the" Valley of Death": Transitioning cybersecurity research into practice. IEEE Security & Privacy, 11(2), 14-23. Nemorin, S., Vlachidis, A., Ayerakwa, H. M., & Andriotis, P. (2023). AI hyped? A horizon scan of discourse on artificial intelligence in education (AIED) and development. Learning, Media and Technology, 48(1), 38-51.
  • 24. Thank You! This Photo by Unknown author is licensed under CC BY. Thank You! Questions???