Using Digitally Immersive Technologies in the Art Historical Classroom

Affiliated Society or Committee Name: Education Committee
Extended reality (XR) technologies promote embodied learning and encourage spatial understandings of cultural objects. The added situational context provided by immersive media such as virtual reality, augmented reality, mixed reality, and 360 capture makes richer educational content for students regarding art, museums and their exhibitions, and cultural heritage locations. XR platforms foster learning through non-linear, dynamic engagement. Using XR in classrooms helps expand students’ digital skill sets and can cultivate rhizomatic thinking.

A workshop website presents digital immersive content and resources along with related readings. Participants will learn lightweight XR tools and have the opportunity to exchange ideas on how workshop materials could be incorporated into classroom assignments and activities.

Schedule

Introduction (15 mins)

Participant introductions and a brief discussion of what extended reality technologies. Review what is on the workshop’s website. In preparation, participants will read excerpts from selected readings.

Resource Review (15 mins)

Walk-through of a set of art historical related VR, AR, and 360 resources. Participants will be able to navigate new resources that can then be cherry-picked and tailored for individual instructional needs.

XR Tutorial (10 mins)

Using materials provided, participants create a 360 photo tour, add hotspot annotations, and learn how to share tours.

Digital Ideas Board (20 mins)

Using a shared google doc, participants work in groups to contribute to a document, collaborating on possible use cases, noting implementation concerns, and posting outstanding technical questions. This will be the start of an XR education support network that participants can continue with after the workshop.



Workshop Leader:
Francesca Molly Albrezzi,UCLA - falbrezzi@ucla.edu