Extended Reality (XR) at Maastricht University

Step into the future of education where virtual worlds enhance real learning

Extended Reality (XR) is revolutionising how we teach and learn at Maastricht University. Imagine practising complex medical procedures in a risk-free environment, exploring historical sites without leaving campus, or collaborating with international peers in shared virtual spaces. These aren't future possibilities: they're happening now at UM. 

By integrating these immersive technologies with our acclaimed Problem-Based Learning (PBL) approach, we're creating educational experiences that aren't just innovative: they're transformative. Our initiatives ensure that these powerful tools align perfectly with our core learning principles: Contextual, Collaborative, Constructive, and Self-directed (CCCS). 

This work is an integral part of Maastricht University's strategic programme, reflecting our commitment to educational innovation and preparing students for an increasingly digital future. 

VR-Enhanced PBL project report

Maastricht University has published the VR-Enhanced PBL project report and implementation guidelines. This document, produced by EDLAB and DEXLab in April 2024, explores the benefits of integrating VR technology into PBL classrooms and presents a comprehensive framework for implementation across faculties. 

The report shows how VR enhances the PBL experience with fresh, engaging approaches to learning and includes a practical guide for teaching staff covering both didactic and technical aspects. 

VR enhanced report

What is XR and how it can enhance your education

Extended Reality (XR) lets you immerse yourself in a virtual world where you can recreate realistic scenarios. This technology is highly promising for education. There is a difference between: 

  • Augmented reality or AR: an interactive experience that enhances the real world with computer-generated perceptual information
  • Mixed reality or MR: which overlays the real world with digital elements, and the physical and digital objects co-exist and react to each other in real time
  • Virtual reality or VR: a computer-generated environment with scenes and objects that appear to be real, making the user feel they are immersed in their surroundings. 

 

In the VR-enhanced PBL project, UM explored what is needed to develop and provide the best possible education with VR closely fitting our education. We do this in coordination with and on behalf of vocational education training schools, universities of applied sciences, and research universities. In this way, we can work together to ensure the accessibility and future of XR in education. 

Workshops and events

  • 25-27 June 2025: XR-Metaverse Conference (XRM 2025) hosted by SBE
  • 2 July 2025: National XR-day (Npuls, Rotterdam)
  • 9-11 July2025: ICVR25 Wageningen