Educational Design Guidelines for Teaching with Immersive Technologies—Updating Learning Outcomes of the European Qualification Framework
Abstract
:1. Introduction
- RQ1: How can immersive technologies redefine learning outcomes in higher education?
- RQ2: What are the specific recommendations for integrating these technologies within EQF levels in higher education?
2. Research Methodology
3. The EQF, NQF, and Other Competence Frameworks
4. Educational Design with Immersive Technologies
- Experiential Learning: Immersive technologies provide rich environments for experiential learning, where learners engage with content through direct experience. For instance, in VR, students can perform virtual experiments, simulate real-world tasks, or explore historical sites, offering a practical application of theoretical knowledge.
- Problem-Based Learning (PBL): PBL is another strategy that aligns well with immersive technologies, particularly MR and AR. In a PBL setting, students could be given real-world problems to solve, with immersive technologies enabling simulations or augmented environments that provide additional context and tools to support problem-solving. For example, AR can overlay digital data onto physical spaces, enabling learners to access real-time information while working on projects.
- Gamification and Game-Based Learning: Gamification and game-based learning can be seamlessly integrated into immersive environments, providing learners with instant feedback, challenges, and rewards. VR- and AR-based games can make learning more engaging by incorporating competitive elements, narratives, and scenarios where learners must apply their knowledge and skills to progress. For instance, a VR history game can place students in ancient civilizations, where they must navigate social, political, and economic challenges.
- Collaborative Learning: Immersive technologies support collaborative learning by creating shared virtual spaces where learners can interact in real-time. MR environments, for example, allow students to manipulate virtual objects together or engage in group problem-solving tasks, even if they are in different physical locations. These collaborative immersive experiences help develop teamwork, communication, and critical thinking skills.
- Micro-learning: Immersive technologies could utilize micro-learning as an educational strategy organized at the micro-level, with limited learning objectives and short activities, based on the idea of easy spatial and temporal access to educational content by the learners. Especially in HEI’s disciplines like Informatics, Engineering, and Health Studies [15], and VET disciplines such as Electronics, Mechanical Engineering, and Automotive Technology [8], “smart” micro-content could incorporate the use of virtual and augmented reality, as well as Internet of Things (IoT).
- Enhancing cognitive skills: Immersive environments allow learners to engage in higher-order thinking tasks, such as analysis, synthesis, and evaluation, which are essential for the higher EQF levels.
- Developing practical skills: Immersive simulations can provide hands-on practice in areas such as engineering, healthcare, and the arts, supporting the development of practical skills required at various EQF levels, including levels 6–8 in higher education.
- Promoting soft skills: By placing learners in novel and complex scenarios, immersive technologies encourage communication, collaboration, creativity, and problem-solving, soft skills that are critical for success in the digital age.
4.1. Educational Design Models and Frameworks Supported with XR Technologies
4.1.1. ADDIE, SAM, and SAMR Models
4.1.2. Re-Contextualized TPACK Framework
4.1.3. XR ABC Framework
4.1.4. iVR Learning (M-iVR-L) Framework (Especially for VR Environments)
4.1.5. TESLA Instructional Design Model (Especially for VR Environments but Could Be Extended to XR)
4.1.6. Castronovo et al. Design Model (Especially for VR Environments but Could Be Extended to AR and XR)
4.1.7. Instructional Design Model for Immersive Virtual Reality Learning Environments
4.1.8. Revealing Project VR-Powered Learning Environments
4.1.9. CAMIL Immersive Learning Model
4.1.10. TICOL Immersive Learning Model
4.2. Discussion on the Educational Design Models and Frameworks Supported with XR Technologies
- The model of Castronovo et al. emphasizes using VR for architectural and construction education, providing a tailored approach for industry-specific skills.
- The instructional design model by Tacgin and Dalgarno introduces a comprehensive framework for creating immersive virtual reality learning environments, with an emphasis on cognitive and emotional engagement.
- The Revealing Project’s VR-powered instructional design manual provides practical guidelines for higher education, focusing on integrating VR into structured, pedagogically sound lessons.
5. Educational Design and the European Qualification Framework (EQF)
- ADDIE and SAM offer a structured design process for integrating immersive technologies at various EQF levels. These models guide how educators design curriculum and learning experiences to meet specific learning outcomes (as described by EQF) and ensure that immersive learning activities foster the development of appropriate competencies.
- The SAMR model helps educators think about how immersive technology can progressively transform learning activities, moving from Substitution and Augmentation (lower EQF levels where basic knowledge and skills are acquired) to Modification and Redefinition (higher EQF levels, including 6–8 in higher education, where learners are required to innovate, create, and demonstrate critical thinking).
- TPACK ensures that immersive technologies are used effectively by focusing on the intersection of technology, pedagogy, and content. This ensures that VR/AR/MR experiences are not just novel but are also well-aligned with EQF’s requirement that learning outcomes be meaningful and reflect real-world competencies.
6. Instructional Design Frameworks for XR Technologies Under EQF
7. Updating Learning Outcomes of the European Qualification Framework Under the Perspective of Immersive Technologies
8. Conclusions and Future Directions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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Level | Knowledge | Skills | Competence |
---|---|---|---|
6 | Has advanced knowledge of a field of work or study, involving critical understanding of theories and principles. | Possesses advanced skills and has the ability to demonstrate the virtuosity and innovation required to solve complex and unpredictable problems in a specialized field of work or study. | Can manage complex technical or professional activities or projects, taking responsibility for decision-making in unpredictable work or study contexts; can assume responsibility for managing the professional development of individuals and groups. |
7 | Has highly specialized knowledge, some of which is cutting- edge knowledge in a field of work or study and which is the basis for original thinking; has a critical awareness of knowledge issues in a field and at the interface of different fields. | Holds specialized problem-solving skills required in research and/or innovation in order to develop new knowledge and procedures and to integrate knowledge from different fields. | Can manage and transform work or study contexts that are complex, unpredictable and require new strategic approaches; can take responsibility for contributing to professional knowledge and practices and/or for the performance evaluation of strategy groups. |
8 | Has knowledge at the most advanced levels of a field of work or study and at the interface with other fields. | Has acquired very advanced and specialized skills and techniques, including synthesis and evaluation, required to solve critical problems in research and/or innovation for enlarging and redefining existing knowledge or existing professional practice. | Demonstrate substantial authority, innovation, autonomy, scholarly and professional integrity and sustained commitment to the development of new ideas or processes at the forefront of work or study contexts including research. |
ADDIE Phase | ID Frameworks and Models | EQF Integration |
---|---|---|
Analysis (Defining Learning Outcomes and Needs) | ADDIE: Begin by identifying specific learning outcomes tailored to XR, such as hands-on skill acquisition or problem-solving in immersive scenarios. Use surveys, focus groups, and task analysis to understand learner profiles and institutional constraints. SAM: Perform a rapid assessment of technological readiness and pedagogical objectives to align with learner needs. SAMR: Map current instructional tasks to XR technology possibilities (e.g., redefining a lab experiment in VR). Re-contextualized TPACK: Assess whether AR or VR enhances the content, considering cognitive, practical, or emotional demands of the subject. For instance, AR might overlay real-world surgical anatomy for healthcare students. |
|
Design (Planning the Instructional Experience) | ADDIE: Create immersive scenarios that closely replicate real-world challenges (e.g., an AR-enhanced construction site for engineering students). Use narrative elements to make experiences engaging and meaningful. SAM: Rapidly prototype VR or AR lessons with stakeholder feedback to ensure usability and alignment with learning goals. XR ABC: Structure learning in three phases: Absorb foundational concepts (e.g., theory lessons in VR), Blend through interactive tasks (e.g., simulations or problem-solving), and create final projects using XR tools. TESLA: Introduce team-based collaborative tasks using shared immersive environments to enhance social learning and teamwork. CAMIL and TICOL: Include activities designed to foster emotional engagement (e.g., empathy-building in healthcare) and collaborative problem-solving. |
|
Development (Building Learning Materials) | ADDIE: Develop highly immersive VR environments or AR overlays, ensuring accessibility features (e.g., subtitles or adaptive interactions). Use branching scenarios to allow learners to explore multiple pathways and outcomes. SAM: Iterate content development with frequent testing for interactivity, immersion, and learning efficacy. SAMR: Push beyond substitution/augmentation by fully modifying tasks or creating entirely new XR-enabled activities (e.g., interactive archaeology simulations where students excavate in VR). Revealing Project VRLE: Incorporate hands-on design elements based on real-world professional contexts (e.g., a VR-based crime scene analysis for law students). | Materials should target specific EQF-level outcomes, such as practical skill-building (e.g., surgical VR simulators) and cognitive skills (e.g., critical decision-making tasks in AR-enhanced case studies). |
Implementation (Delivering the Experience) | ADDIE: Roll out XR technologies with adequate instructor training to ensure smooth adoption. Develop clear instructions for students on using XR tools effectively. XR ABC: Start with individual tasks (e.g., VR tutorials), progress to blended experiences (e.g., AR group projects), and culminate in learner-generated outputs (e.g., designing a VR-based marketing campaign). TESLA and CAMIL: Encourage collaboration and emotional engagement through group challenges and real-time feedback mechanisms. SAMR: Use AR/VR to transform traditional lectures into immersive explorations (e.g., virtual ecosystems for environmental science courses) | Activities should explicitly tie back to EQF’s focus on developing advanced skills and autonomy, such as managing complex projects or innovating in unpredictable work contexts. |
Evaluation (Assessing the Learning Outcomes) | ADDIE: Use a mix of formative and summative assessments tailored to immersive learning, such as performance analytics in VR environments or peer reviews in collaborative AR tasks. CAMIL and TICOL: Incorporate tools to evaluate both cognitive outcomes (e.g., critical thinking, problem-solving) and affective outcomes (e.g., empathy, collaboration). Revealing Project VRLE: Leverage engagement metrics, such as time-on-task or task completion rates, to evaluate usability and learning retention. Use XR-specific methods like heatmaps to track user focus and interaction patterns. | Ensure that evaluations demonstrate alignment with EQF descriptors for each level, such as assessing mastery of advanced knowledge (Level 7) or leadership in innovative problem-solving (Level 8). |
Level | Type | Current Description | Suggested Revised Description |
---|---|---|---|
6 | Knowledge | Has advanced knowledge of a field of work or study, involving critical understanding of theories and principles. | Has advanced knowledge of a field of work or study, involving critical understanding of theories and principles. Has advanced knowledge of immersive technologies and their applications, with a critical understanding of how these technologies can enhance his/her field of work or study. |
Skills | Possesses advanced skills and has the ability to demonstrate the virtuosity and innovation required to solve complex and unpredictable problems in a specialized field of work or study. | Possesses advanced skills and has the ability to demonstrate the virtuosity and innovation required to solve complex and unpredictable problems in a specialized field of work or study. Demonstrates advanced skills in designing and using immersive technologies (such as VR/AR/MR) to solve complex, unpredictable problems. | |
Competence | Can manage complex technical or professional activities or projects, taking responsibility for decision-making in unpredictable work or study contexts; can assume responsibility for managing the professional development of individuals and groups. | Can manage complex technical or professional activities or projects, taking responsibility for decision-making in unpredictable work or study contexts; can assume responsibility for managing the professional development of individuals and groups. Manages complex XR-enhanced projects, incorporating immersive technologies into professional or technical activities. |
Level | Type | Current Description | Suggested Revised Description |
---|---|---|---|
7 | Knowledge | Has highly specialized knowledge, some of which is cutting- edge knowledge in a field of work or study and which is the basis for original thinking; has a critical awareness of knowledge issues in a field and at the interface of different fields. | Has highly specialized knowledge, some of which is cutting-edge knowledge in a field of work or study and which is the basis for original thinking; has a critical awareness of knowledge issues in a field and at the interface of different fields. Holds cutting-edge knowledge of immersive technologies and their application in interdisciplinary fields, critically evaluating the potential of VR/AR/MR to advance research, innovation, and user experiences. |
7 | Skills | Holds specialized problem-solving skills required in research and/or innovation in order to develop new knowledge and procedures and to integrate knowledge from different fields. | Holds specialized problem-solving skills required in research and/or innovation in order to develop new knowledge and procedures and to integrate knowledge from different fields. Uses immersive technologies to develop innovative solutions, integrating immersive experiences into research and professional practice. |
Competence | Can manage and transform work or study contexts that are complex, unpredictable and require new strategic approaches; can take responsibility for contributing to professional knowledge and practices and/or for the performance evaluation of strategy groups. | Can manage and transform work or study contexts that are complex, unpredictable, and require new strategic approaches; can take responsibility for contributing to professional knowledge and practices and/or for the performance evaluation of strategy groups. Can manage and transform complex work or study environments using immersive technologies. |
Level | Type | Current Description | Suggested Revised Description |
---|---|---|---|
8 | Knowledge | Has knowledge at the most advanced levels of a field of work or study and at the interface with other fields. | Has knowledge at the most advanced levels of a field of work or study and at the interface with other fields. Holds the most advanced knowledge of immersive technologies, applying them to redefine existing knowledge and practices in interdisciplinary fields. |
Skills | Has acquired very advanced and specialized skills and techniques, including synthesis and evaluation, required to solve critical problems in research and/or innovation for enlarging and redefining existing knowledge or existing professional practice. | Has acquired very advanced and specialized skills and techniques, including synthesis and evaluation, required to solve critical problems in research and/or innovation for enlarging and redefining existing knowledge or existing professional practice. Applies advanced skills in designing, evaluating, and refining immersive environments (e.g., VR simulations, AR tools) for critical research and innovation. | |
Competence | Demonstrate substantial authority, innovation, autonomy, scholarly and professional integrity and sustained commitment to the development of new ideas or processes at the forefront of work or study contexts including research. | Demonstrate substantial authority, innovation, autonomy, scholarly and professional integrity, and sustained commitment to the development of new ideas or processes at the forefront of work or study contexts including research. Demonstrates authority and leadership in the development and application of immersive technologies for innovation and research. |
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Pitsikalis, S.; Lasica, I.-E.; Kostas, A.; Vitsilaki, C. Educational Design Guidelines for Teaching with Immersive Technologies—Updating Learning Outcomes of the European Qualification Framework. Trends High. Educ. 2024, 3, 1091-1108. https://doi.org/10.3390/higheredu3040064
Pitsikalis S, Lasica I-E, Kostas A, Vitsilaki C. Educational Design Guidelines for Teaching with Immersive Technologies—Updating Learning Outcomes of the European Qualification Framework. Trends in Higher Education. 2024; 3(4):1091-1108. https://doi.org/10.3390/higheredu3040064
Chicago/Turabian StylePitsikalis, Stavros, Ilona-Elefteryja Lasica, Apostolos Kostas, and Chryssi Vitsilaki. 2024. "Educational Design Guidelines for Teaching with Immersive Technologies—Updating Learning Outcomes of the European Qualification Framework" Trends in Higher Education 3, no. 4: 1091-1108. https://doi.org/10.3390/higheredu3040064
APA StylePitsikalis, S., Lasica, I.-E., Kostas, A., & Vitsilaki, C. (2024). Educational Design Guidelines for Teaching with Immersive Technologies—Updating Learning Outcomes of the European Qualification Framework. Trends in Higher Education, 3(4), 1091-1108. https://doi.org/10.3390/higheredu3040064