Digital Simulations and Virtual Reality at Boise State University’s eCampus
A Quick Look, May 2025
Purpose of This Document
This resource is designed to help faculty explore and integrate Extended Reality (XR) technologies, including Virtual Reality (VR), Augmented Reality (AR), and digital simulations, into their teaching. Drawing on findings from the Spring 2025 Digital Simulations and VR User Group at Boise State University and current research, it introduces key concepts, low-barrier strategies, practical use cases, and design considerations. Whether you're just getting started or planning a full project, this guide supports innovation aligned with student success, digital engagement, and institutional goals.
Foundational Concepts and Terminology
eXtended Reality (XR): An umbrella term encompassing technologies that merge or simulate real and digital environments. XR includes:
Virtual Reality (VR): Three-dimensional digital environments, typically consumable through head-mounted displays (HMDs) as well as through standard screens, that immerse users in a simulated world.
Augmented Reality (AR): The overlay of digital content onto the physical world, typically viewed through mobile devices or AR glasses. Augmented reality enhances the user’s perception of their environment by adding contextually relevant information or interactive elements in real time.
Mixed Reality (MR): A real-time environment where physical and digital elements interact and coexist, typically experienced through mixed reality headsets or mobile devices with advanced sensors. This integration allows digital content to respond to the physical world and the user’s actions within it.
Digital Simulations: Computer-based environments that replicate real-world systems, processes, or scenarios for learning and practice. Used in fields like healthcare, engineering, and social science, simulations allow for repeated, low-risk exploration of complex processes.
3D Models: Digitally rendered objects or structures that can be explored in interactive or spatial formats. Common in subjects like anatomy, architecture, and chemistry to support visualization and comprehension.
Immersion: The degree to which a user feels psychologically and physically absorbed in a digital environment. Higher immersion is associated with greater engagement, presence, and learning impact. While VR headsets are considered the most immersive option, PC and mobile devices can also present immersive content.
Presence: The psychological sense of “being there” in a virtual or augmented space. Presence is considered a critical factor in the effectiveness of immersive learning.
Getting Started
Adopting XR in the classroom doesn’t require a complete course redesign or advanced technical skills. The following strategies can help faculty ease into XR through simple, accessible approaches:
Low-Barrier XR Experiences
Start with tools and experiences that are easy to access and don’t require extensive setup.
360-degree tours and virtual field trips can enhance lectures or assignments.
Available tools: Pressbooks H5P Virtual Tour, YouTube 360 videos
Example application: Brian’s Epic Tour of Freak Alley
3D Models and Augmented Reality apps can help students visualize complex or abstract concepts (e.g., molecules, anatomy, architecture).
Available tools: PhET Simulations, Smithsonian 3D
Example application: Gene Expression Essentials
Start Small: Integrate XR into Existing Assignments
You don’t need to redesign your entire course to use XR effectively. Begin by enhancing existing activities with immersive elements:
Pilot a focused, low-risk activity, such as simulating a clinical procedure or virtual interview.
Use immersive content to introduce or reinforce a topic before or after a lecture.
Ask students to compare a simulation with a real-world scenario to build analytical skills.
Select a single unit or module where XR visuals or interactions could enhance understanding.
Find Partners
Collaboration strengthens projects and eases the learning curve.
Faculty peers may be exploring similar tools.
Partner with peers in your department or across disciplines to co-create immersive learning experiences.
XR lends itself to interdisciplinary learning. For example, a virtual public health simulation might bring together nursing, communication, and policy students.
Institutional supports can offer training and consultation services
Watch Campus Groups for relevant training opportunities;
Consider services available through the Games, Interactive Media, and Mobile Technology (GIMM) program;
Online faculty can reach out to the eCampus Research and Innovation Team for a consultation.
Research and scholarship on learning outcomes, engagement, or learning experience design can emerge from the use of XR for teaching and learning
Leverage DRED (the Division of Research and Economic Development) to identify research opportunities
Students can be valuable collaborators in XR design. Involving them in scenario writing, user testing, or even development supports authentic learning while improving the final product.
Tips for Success
Prioritize Accessibility and Flexibility: Choose tools that are browser-based and compatible across devices (laptops, tablets, smartphones). This minimizes technical barriers for both faculty and students while enabling online students in low bandwidth areas the ability to participate. For high-tech experiences, provide alternative formats or group-based access to ensure inclusivity.
Build Comfort and Confidence Gradually: Start with small, low-risk activities to build your own familiarity. A positive attitude toward XR tools, paired with growing technical competence, will strengthen your ability to adapt, design, and experiment.
Pedagogical Alignment: Ensure that XR meaningfully supports your course objectives and can be evaluated in ways that matter. Ask: What does XR help students see, do, or understand that traditional methods cannot? Plan activities that integrate seamlessly with your learning outcomes and include meaningful assessment. Use tools like reflective prompts, scenario-based quizzes, discussion posts, or project rubrics to evaluate student learning. Gather feedback and be ready to adapt based on what works for your students.
Stay Informed About Ethics and Safety: Be aware of considerations such as data privacy, screen time, and accessibility. Modeling ethical use helps students develop digital responsibility alongside content knowledge.
Thoughtful Use of AI in XR: When using AI-powered avatars or adaptive content, clearly communicate how the AI functions. Be mindful of ethical considerations, especially around data use and transparency. These tools may collect user data or produce responses influenced by design limitations or bias. Ensure the content aligns with your learning objectives, encourage students to reflect critically on their experience, and actively monitor outputs for accuracy, appropriateness, and relevance.
Example Applications
Extended Reality tools can enhance learning by creating immersive, interactive experiences that support a variety of instructional goals. Below are ways faculty can use XR, along with examples from across disciplines:
Experiential Learning: XR allows students to engage with environments, processes, and perspectives that are difficult to replicate in the classroom.
Example use: In health sciences, students practice clinical decision-making in virtual hospital simulations
Case in practice: Using 360 Virtual Reality to Make Experiential Learning Accessible to All by Lynn Long, Gillian Dabrowski and Anne Grant with University of Waterloo
Skill Development and Practice: Immersive simulations help students develop procedural, technical, or soft skills through repetition, reflection, and feedback.
Example use: Engineering students assemble or troubleshoot virtual machinery.
Case in practice: XR Nuclear Reactor Laboratory at University of Michigan
Scenario-Based Assessment: Students demonstrate knowledge by navigating branching scenarios or solving problems in simulated environments.
Example use: Counseling students interact with AI-powered avatars to practice empathy skills during difficult conversations
Case in practice: Extended Reality in Education and Training: Case Studies in Management Education article by Zwoliński et al. 2022
Visualization of Complex Concepts: 3D models and augmented content make abstract or hard-to-see systems more tangible and engaging.
Example use: Chemistry students interact with molecular structures or reactions in AR.
Case in practice: Augmented Reality in Higher Education: a Case Study in Medical Education article by Korre and Sherlock 2023
Cultural and Global Immersion: XR provides access to diverse contexts and environments that expand cultural awareness and global perspectives.
Example use: Language students explore a 360° virtual marketplace or city tour.
Case in practice: Real-life Immersions to Learn a Foreign Language from Harvard University
Additional Reading
Asoodar et al. (2024), Theoretical Foundations and Implications of AR, VR, and MR for Immersive Learning in Health Professions Education
Focusing on health professions education, this review evaluates 184 studies using AR/VR/MR. It finds that most applications target surgical and anatomical training, generally improving psychomotor and cognitive outcomes. However, few studies apply instructional design models, and the authors call for more rigorous and theory-informed research.
Cradit et al. (2023), Surveying the (Virtual) Landscape: A Scoping Review of XR in Postsecondary Learning Environments
This scoping review analyzes 46 empirical studies on XR use in postsecondary education. The authors report mixed evidence on XR’s effectiveness for learning outcomes, while highlighting consistent improvements in engagement and motivation. Limitations include required infrastructure, cost, training, technical issues, and reported physical effects. The authors emphasize the need for learning-driven, rather than tech-driven, research.
Fernández-Cerero et al. (2024), Possibilities of Extended Reality in Education
This systematic review explores how Extended Reality (XR), including Virtual, Augmented, and Mixed Reality, enhances education. The authors find that XR can improve understanding and retention through immersive, interactive experiences, and offers promise across disciplines. However, challenges remain regarding cost and accessibility.
Rangel-de Lázaro and Duart (2023), You Can Handle, You Can Teach It: Systematic Review on the Use of Extended Reality and Artificial Intelligence Technologies for Online Higher Education
This systematic review examines how extended reality (XR) and artificial intelligence (AI) have been integrated into online higher education. Analyzing 107 peer-reviewed studies, the authors highlight key trends in adaptive learning, intelligent tutoring, and predictive analytics. The review underscores both the pedagogical potential and ethical challenges of using XR and AI to enhance accessibility, engagement, and personalization in digital learning environments.