The increasing accessibility of Extended Reality (XR) technologies presents new opportunities for education and industry. In particular, the development of educational XR applications extends beyond traditional software engineering practices, as their effectiveness and ethical implementation heavily depend on direct engagement with end users—students, educators, and learning designers. The absence of well-defined standards and best practices for stakeholder involvement in XR development can hinder its integration into formal and informal learning environments. The XR4HUMAN project addresses this gap by proposing a stakeholder engagement methodology for a broad range of XR stakeholders. This paper presents the XR4HUMAN methodology and discusses its implications for creating and adopting human-centered and inclusive XR learning environments, to ensure that educational XR applications are developed with considerations for ethics, usability, accessibility, inclusivity and pedagogical effectiveness.

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Stakeholder Engagement in Ethical and Human-Centered XR: A Framework for Inclusive and Participatory Learning Environments

  • Ekaterina Prasolova-Førland,
  • Jose Fernando Garcia Estrada,
  • Kseniia Makhortova,
  • Stig Martin Tobiassen,
  • Leif Martin Hokstad,
  • Harriet Bartlett,
  • Maëlle Quevillard,
  • Panagiotis Kavouras,
  • Michael Barngrover

摘要

The increasing accessibility of Extended Reality (XR) technologies presents new opportunities for education and industry. In particular, the development of educational XR applications extends beyond traditional software engineering practices, as their effectiveness and ethical implementation heavily depend on direct engagement with end users—students, educators, and learning designers. The absence of well-defined standards and best practices for stakeholder involvement in XR development can hinder its integration into formal and informal learning environments. The XR4HUMAN project addresses this gap by proposing a stakeholder engagement methodology for a broad range of XR stakeholders. This paper presents the XR4HUMAN methodology and discusses its implications for creating and adopting human-centered and inclusive XR learning environments, to ensure that educational XR applications are developed with considerations for ethics, usability, accessibility, inclusivity and pedagogical effectiveness.