Q | Questions |
---|---|
0 | Demographic Questions: educational background, age, teaching experience (years, subjects, level) |
1 | Are you familiar with XR Technologies (AR, VR, MR)? |
2 | Have you used any XR technology on a personal or professional level? *Sub questions that have emerged: 2.1 If yes, which tool/app? 2.2 If yes, what is your impression? How would you rate your experience? |
3 | Would you be interested in using it in your classroom? *Sub questions that have emerged: 3.1 If yes, why? 3.2 How do you expect students to react toward applying XR in the classroom? 3.3 How ready are your students for the use of XR tools and platforms for learning purposes? 3.4 What is the educational value of using these XR technologies in the classroom? 3.5 From an educational perspective, what concerns you about XR? |
4 | With any software you use in teaching, do you normally develop it, buy it, download it for free, or subscribe to it, and why? |
5 | Does your institution cover software expenses? |
6 | Are you familiar with the following development platforms: unity, unreal, or WebEx? |
7 | Have you heard of any platforms or tools for using XR in education? *Sub questions that have emerged: 7.2 If yes, what are they? 7.3 If yes, did you try any? |
8 | What are the biggest challenges (or your main concerns) in introducing XR into your classroom? *Sub questions that have emerged: 8.1 How are the school conditions or environment that might support the use of XR technologies? 8.2 What are the pedagogical and curriculum changes or challenges that may need to be addressed to optimise their learning performance? 8.3: What are the social challenges concerning the use of XR in schools? 8.4 Do you have any other concerns about using XR in education? |
9 | When presented with the following options to create an XR learning experience, which is more likely to be your choice? Develop content from scratch using a game development platform such as unity Use platforms with minimal coding (a drag-and-drop approach) Subscribe to existing market solutions, either through purposely built platforms for educational usage or those built for general use Purchase complete hardware and educational software packages to be deployed immediately Use available XR applications available through online mobile stores or access immersive content made available by content providers such as NASA or BBC |
10 | Are you willing to be trained to use XR in the classroom? If yes, under what conditions? |