Exploring XR in education: lessons from practice

EDLAB and VR/AR expertise centre DEXLab (SBE) collaborated on a project exploring 'VR-enhanced PBL'. Their goal was to assess how VR technology could enhance Problem-Based Learning (PBL) formats, supporting its principles of constructive, contextual, collaborative, and self-directed learning. 

To create an equal playing field and stimulate VR-enhanced learning, EDLAB provided 15 VR glasses to each faculty that did not own any before.

Project report and guidelines

This joint effort concluded in April with the release of a detailed report, which is freely accessible online (DOI) and for download.  The report shows how VR can enhance the PBL experience by offering a fresh and engaging approach to learning. The report also offers a balanced perspective on where VR technology can effectively support PBL and where its limitations lie. 

Additionally, a practical guide provides instructions for teaching staff to implement VR in their classrooms, covering both didactic and technical aspects. The implementation guidelines can also be downloaded separately.

Use cases

How can Extended Reality (XR) support learning and teaching at Maastricht University? To explore this question, the VR-enhanced PBL project tested a range of XR applications across faculties. From presentation skills training to immersive case studies, these pilots offered insight into what works, what needs improvement, and how XR might complement existing educational approaches. Below, we share selected examples and key takeaways from the project.

Presentation skills training in VR 

  • Faculty of Science and Engineering (FSE) 
    Students used the Virtual Speech app to practice presentations in simulated environments. The pilot measured participants' heart rates to track anxiety levels during VR-assisted presentations, finding a reduction in public speaking anxiety after repeated practice sessions.
  • School of Business and Economics (SBE) 
    261 students participated in a structured programme where they practised twice in VR before delivering an actual class presentation. The approach provided immediate feedback on factors like eye contact, volume, and body language, with students showing improved motivation and performance in their real presentations.
  • Faculty of Arts and Social Sciences (FASoS) 
    A voluntary programme was offered during a Discourse Analysis course, where students could use VR to practise presentations in a low-pressure environment. Despite low participation (3 out of 12 students), those who participated reported skill improvements.
  • Faculty of Psychology and Neuroscience (FPN) 
    The pilot focused on modernising presentation skills training but encountered technical challenges that highlighted the need for a robust support infrastructure when implementing VR technologies. 

Immersive case studies 

  • School of Business and Economics 
    Approximately 100 students in a Service Marketing course engaged with two VR applications:
  1. The TRIPP meditation app to explore gamification in mental wellness services
  2. A Virtual Cave at Zuyd Hotel Management Maastricht that simulated hospitality environments similar to Disney World 
     

These experiences helped students develop a deeper understanding of service innovation and customer experiences through direct immersion. 

For detailed findings and implementation suggestions from each pilot, see the full VR-enhanced PBL report

Key lessons learned 

  • The report highlights the value of faculty tech lab support and emphasises VR as a complementary tool within the CCCS principles of PBL.
  • Start with simple VR activities and progressively introduce more complex ones
  • Establish clear technical support systems with troubleshooting guides
  • Provide basic training sessions for both students and instructors
  • Remember that VR complements rather than replaces conventional educational design 

UM VR network

The VR-enhanced PBL project led to the establishment of the UM VR network, connecting UM tech labs and VR specialists. DEXLab chairs the first year of the VR network that officially kicked off in June 2024.

 

DEXLAB VR

Contact

For more information, please contact the project leaders, Roberta di Palma (SBE) and Walter Jansen (EDLAB).