Pedagogical Strategies for Classroom-based Mixed Reality (MR) Technology Curriculum
Abstract
As Mixed Reality (MR) technologies continue to become more prevalent, it is important to design and prototype user-centered systems that integrate the kinds of interface and interaction components that are most effective for consumers to use. Integration of these concepts into the topics we currently teach is critical to the career trajectory of our students.
In this article, we discuss pedagogical strategies for how to transform IT education, including design thinking-based approaches, that have shown useful to the rapid design, prototyping, and integration of MR technologies and concepts into classroom-based curriculum. Lessons learned from the formal introduction of these concepts into the curriculum at Brigham Young University (BYU) during a longitudinal 12-month period and the creation of a new MR Lab on campus will also be discussed.
© 2019 Association for Computing Machinery. The full text is not hosted here. The definitive Version of Record was published in Proceedings of the 20th Annual SIG Conference on Information Technology Education, https://doi.org/10.1145/3349266.3351355.
Cite this
Brady Redfearn. (2019). Pedagogical Strategies for Classroom-based Mixed Reality (MR) Technology Curriculum. Proceedings of the 20th Annual SIG Conference on Information Technology Education, Tacoma, WA, USA, pp. 42. Association for Computing Machinery. https://doi.org/10.1145/3349266.3351355
@inproceedings{redfearn2019pedagogical,
author = {Redfearn, Brady},
title = {Pedagogical Strategies for Classroom-based Mixed Reality
({MR}) Technology Curriculum},
booktitle = {Proceedings of the 20th Annual SIG Conference on
Information Technology Education},
series = {SIGITE '19},
address = {Tacoma, WA, USA},
publisher = {Association for Computing Machinery},
year = {2019},
pages = {42},
doi = {10.1145/3349266.3351355}
}
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