BEYOND CLASSROOMS: A PEDAGOGICAL FRAMEWORK TO CREATE IMMERSIVE LEARNING EXPERIENCES
L. Quilantán, G. Sánchez
The integration of Extended Reality (XR) and Artificial Intelligence (AI) into educational settings presents new opportunities to enhance student learning and engagement. However, the effective implementation of these technologies requires a solid pedagogical foundation. This paper presents a structured instructional design framework for creating immersive learning experiences, consisting of four key stages: (1) Diagnosis, where the course, learning outcomes, learner profile, and instructional goals are identified; (2) Conceptual Design, which involves crafting a pedagogically driven narrative, immersive context, and enabling technology to enhance engagement; (3) Development, where learning resources, XR-based instructional materials, and activities are created; and (4) Implementation, which includes delivering the experience, evaluating its impact, and establishing a continuous improvement plan.
Two examples demonstrate the practical application of this framework: EngineerXplorer is a learning experience that guides students through an immersive exploration of 17 engineering programs and eight specialized laboratories using interactive 360° videos and an AI-driven avatar. This experience enhances students' understanding of engineering disciplines and boosts confidence in their career decision-making. Green Flags Crafts is another learning experience that immerses students in a virtual company environment where they identify and analyze social responsibility issues using the ISO 26000 Standard. Guided by an AI-powered virtual mentor, students develop actionable shared value strategies, fostering critical thinking and problem-solving skills. To evaluate both learning experiences, surveys were conducted to assess five criteria: (1) Utility, (2) Enjoyment, (3) Engagement, (4) Meaningful learning, and (5) User experience. Each criterion included 4 or 5 questions rated on a 1 to 10 scale.
In the case of EngineerXplorer, both the control and experimental groups reported similar scores for utility (9.3), enjoyment (9.3), and user experience (9.4); however, notable differences emerged in engagement and meaningful learning, with the control group averaging 8.1 on both criteria, and the experimental group scoring 9.4 and 9.2, respectively. In Green Flags Crafts, comparisons between control and experimental groups also revealed significant improvements. Utility rose from 8.5 to 9.1, enjoyment from 8.0 to 9.2, and user experience from 8.5 to 9.3. However, the most marked differences were in meaningful learning and engagement—both directly tied to educational impact—with experimental groups scoring 9.3 and 9.2 compared to 8.2 and 7.7 in the control groups.
The results in both projects suggest that the experiences that involved the use of technology not only improved surface-level perceptions but also led to greater student involvement and deeper, and more meaningful learning. These cases illustrate how immersive instructional design bridges theory and practice, supporting deeper understanding and the development of transferable skills. By grounding XR and AI-enhanced learning experiences in sound instructional design principles, educators can create meaningful, student-centered learning environments that drive long-term academic and professional success.
Keywords: Immersive learning, framework, extended reality, artificial intelligence.