Extended Reality (XR) at Maastricht University

Explore how virtual worlds are shaping the future of learning

Extended Reality (XR) is changing how we teach and learn at Maastricht University. From practising medical procedures in a safe environment to exploring historical sites or collaborating in virtual spaces, XR is already part of education at UM.

By combining immersive technologies with our Problem-Based Learning (PBL) approach, we create learning experiences that are both innovative and aligned with our core principles: Contextual, Collaborative, Constructive and Self-directed (CCCS).

This work supports UM’s strategic focus on educational innovation and helps prepare students for a digital future.

We also work with partners in vocational schools, universities of applied sciences and research universities to explore how XR can best support education. Together, we aim to make XR more accessible and sustainable across the sector.

What is XR and how it can enhance your education

Extended Reality (XR) is an umbrella term for immersive technologies that blend physical and digital environments:

  • Virtual Reality (VR): Fully immersive 3D environments experienced through head-mounted displays and controllers
  • Augmented Reality (AR): Digital elements layered onto the real world (e.g., via phone or tablet).
  • Mixed Reality (MR): Interactive blending of physical and digital objects.
  • 360° Video: Immersive video environments viewed through VR headsets or browsers.

XR and the PBL philosophy at Maastricht University

 

  • Constructive learning

XR transforms students from passive recipients into active participants by enabling interaction, manipulation, and decision-making in immersive environments.

  • Contextual learning

XR situates learning in realistic, simulated environments that mirror real-world complexity.

  • Collaborative learning

Shared virtual environments allow distributed collaboration aligned with PBL’s social learning model.

  • Self-directed learning

Interactive scenarios support autonomy and exploration within structured learning objectives.


Note: VR enhances but does not replace conventional educational design and should be regarded as an add-on within PBL.

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