
Advancing Immersive Learning at Scale
Company
University of Essex - School of Computer Science
Location
Colchester, UK
Duration
2019 - Present
Role
Associate Professor & Research Lead
Led research initiatives integrating immersive technologies into higher education curriculum, securing £250K Innovate UK funding and £5M EU Horizon funding for collaborative research projects.
Universities faced pressure to modernize curricula and improve student engagement. Immersive technologies showed promise but lacked proven pedagogical frameworks. Faculty needed evidence-based guidance on implementation and student outcomes.
Developed comprehensive XR curriculum integration framework including pedagogical guidelines, accessibility standards, and faculty training programs. Created immersive learning modules for multiple disciplines (engineering, medicine, design).
Duration: 2 years | Participants: 200
Research Methods
Students using VR-based learning showed 35% improvement in knowledge retention compared to traditional lectures
Impact: Validated immersive learning effectiveness for STEM subjects
Hands-on immersive experiences increased engagement by 45% compared to traditional lectures
Impact: Demonstrated measurable impact on student motivation and participation
Accessibility features were critical for inclusive learning environments
Impact: Made accessibility a core requirement in all XR learning modules
Faculty training and support were key adoption barriers
Impact: Developed comprehensive faculty training program and ongoing support
Understanding the diverse needs and motivations of key user segments
Engineering Professor
University of Essex
BACKGROUND
25 years teaching mechanical engineering, traditional lecture-based approach
GOALS
PAIN POINTS
"I want to use technology that actually helps students learn, not just for the sake of innovation"
Student - Engineering
University of Essex
BACKGROUND
Second-year student, visual learner, interested in practical applications
GOALS
PAIN POINTS
"When I can see and interact with the concepts, everything makes sense"
Department Head
University of Essex
BACKGROUND
15 years in academic leadership, focused on research excellence and student outcomes
GOALS
PAIN POINTS
"We need to demonstrate that our research translates to real educational impact"
6 months
6 months
12 months
Successfully demonstrated measurable learning outcomes with immersive technologies, attracting significant research funding and establishing the university as a leader in XR education research.
£250K
Innovate UK Funding
For pedagogical research
£5M
EU Horizon Funding
For collaborative research network
500+
Students Impacted
Across multiple disciplines
+35%
Learning Improvement
Knowledge retention vs traditional
87%
Faculty Adoption
Of trained faculty using XR in courses


Rigorous research methodology is essential for validating emerging technology benefits. Quantifiable learning outcomes convince stakeholders and secure funding.
Accessibility and inclusive design are non-negotiable for educational technology. They improve experience for all users, not just those with disabilities.
Faculty, student, and administrator engagement is critical for adoption. Early involvement in design and continuous feedback loops ensure success.