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.
Workshops and events
What is already available
UM XR network
The VR-enhanced PBL project led to the establishment of the UM XR network, connecting UM tech labs and VR specialists. DEXLab chairs the first year of the VR network that officially kicked off in June 2024.
The network is open to all UM staff and students who are interested in exploring the possibilities of XR.
Resources and support for XR at Maastricht University
Extended Reality (XR) is gradually finding its place in education at Maastricht University. With VR headsets available at all faculties, students and staff can explore immersive tools for learning, teaching and research. This section highlights UM spaces and initiatives that support XR use and development.
Research outcomes
Do you want to implement XR in your teaching but are not sure where to start? Here are five key considerations based on our research:
1. Align XR activities with learning outcomes
2. Use XR as a complementary tool, not a replacement
3. Choose between active and passive XR experiences
4. Make XR accessible for self-directed learning
5. Consider ethical and privacy implications
Regional and national developments on XR
At a regional level, Maastricht University and Zuyd University of Applied Sciences are part of the Limburg Immersive Technologies (LIT) Network, which connects academia, industry, and society to shape the future of XR in the Euregion.
At a national level, Npuls and educational institutions have launched a programme to ensure that XR continues to be used in practice after the initial experimentation phase.