EDLAB Education Innovation Project

VR-enhanced PBL

During the 2022-2023 academic year, 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. 

This joint effort concluded in April with the release of a detailed report, available for free download, complemented with practical guidelines for educators interested in incorporating VR into their teaching practices.

Project goals

The main goals of the project consisted in:

  • Developing theoretical and empirical related foundations for VR-enhanced education and a UM-wide vision of VR-enhanced PBL.
  • Building on UM’s current VR-enhanced learning initiatives across faculties to create an interconnected and self-supporting network of digital laboratories.
  • Leveraging the commonalities and differences of VR uses among the different faculties to develop collaborations and learnings that could benefit the Maastricht University teaching and learning community, from students to teachers.
  • Fostering usability of VR by sharing insights gathered, guidelines and best practices across multiple disciplines.

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

The project proposal is available on the UM Intranet.

Project report and guidelines

The VR-enhanced PBL project report, produced in April 2024 by EDLAB and DEXLab, explores the benefits of integrating VR technology into PBL classrooms.

Based on the successful pilot projects across various UM faculties, the report presents a comprehensive framework for implementation. It also explores specific activities, such as the use of VR apps for presentation skills training and 360-degree videos.

It shows how VR can enhance the PBL experience by offering a fresh and engaging approach to learning. Additionally, a practical guide provides instructions for teaching staff to implement VR in their classrooms, covering both didactic and technical aspects.

The report is freely accessible online (DOI) and for download. The implementation guidelines are available on the UM Intranet for UM staff.

Key takeaways:

  • The report highlights the value of faculty tech lab support and emphasises VR as a complementary tool within the CCCS principles of PBL.
  • The report offers a balanced perspective on where VR technology can effectively support PBL and where its limitations lie. 

     

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