Immersive education is a method of teaching that applies dynamic virtual reality technologies to foster student collaboration and educator facilitation.  Such technologies include software platforms that accompany virtually related digital electronics, (such as headsets), virtual meeting spaces, Massively Multiplayer Online Role-Playing Game (MMORPG’s), and Customer Resource Management (CRM) tools. Participants meet in the virtual environment, which is accessed on a server by way of authentication.  Once in the same area of the virtual environment (such as a particular meeting room), they can interact with other participants, all whom are represented by customizable avatars.  It is important to note the shared element of all of these technologies is collaboration—chat, group formations, document and image sharing, and facilitation features allow multiple end users to interact with one another.  By way of these technologies, educators are able to immerse learners together in virtual and dynamic environments that allow user interactions, audio lecture, and dissemination of notes and assignments as well as grades.

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Examples: Hardware (Digital Electronics) Occulus Rift, Samsung Gear VR

A digital electronic is a hardware component (such as a headset), that immerses the user in a virtual environment.  It is controlled by the accompanying software.  

Examples: Virtual Meeting Spaces BigBluebutton, GoToMeeting

Users can download and access by server, or utilize online, a virtual meeting mechanism that allows navigation to the same meeting ___location (whether by video chat or in a meeting room in that virtual world).   

Examples: MMORPG’s are an integral part of virtual worlds as they are some of the most widely used platforms to interact with other people in a non physical space.  Popular examples are Minecraft and Call of Duty.


Walsh, Aaron. "IETC 2013 Dr Aaron Walsh." Online video clip.

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