Exploring XR in education: lessons from practice
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.
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.
360° video applications
- Faculty of Arts and Social Sciences
Students in the 'Arts and Audiences' master's elective used 360° videos to analyse exhibition spaces virtually. After initial training, they applied Roppola's analytical framework to assess spatial dynamics and audience engagement in virtual museum environments, comparing them with physical spaces. - Faculty of Health, Medicine and Life Sciences (FHML)
In the 'Care in Context' course, students watched 9-minute 360° videos using VR glasses to experience healthcare settings from patients' perspectives. This replaced traditional fieldwork in long-term care facilities, followed by small group discussions and a 2D video continuation. The approach broke the routine PBL format and enhanced student engagement with patient experiences.
Immersive case studies
- School of Business and Economics
Approximately 100 students in a Service Marketing course engaged with two VR applications:
- The TRIPP meditation app to explore gamification in mental wellness services
- 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.
Key lessons learned
- 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
For detailed findings and implementation suggestions from each pilot, see the full VR-enhanced PBL report.
Read more about each use case here
What is already available?
- UM Library collection (about XR)
- Edusources (apps and 360° videos)
- Npuls Appstore initiative (no specific information yet)
Npuls hub and community
We closely follow developments by Npuls, who are working on an XR framework and toolbox to support educators getting started with XR in their teaching.
Npuls is also developing an educational Appstore featuring XR content for different subject areas, educational levels and types of users.
Visit their website or consider joining the Npuls XR community (note: most information and activities are in Dutch).
