SemesterFall Semester, 2025
DepartmentMaster's Program in Global Communication and Innovation Technology, First Year Master's Program in Global Communication and Innovation Technology, Second Year Master's Program in Global Communication and Innovation Technology, Third Year
Course NameImmersive Realities: Augmented, Virtual and Mixed Reality
InstructorCHANG CHUN-HAO
Credit3.0
Course TypeElective
Prerequisite
Course Objective
Course Description
Course Schedule




































































































Week



Topic



Content and Reading Assignment



Teaching Activities and Homework



1 (9/5)



Orientation



Course overview



AR/VR/MR Conceptual Foundations



Lecture & discussions



2 (9/12)



Extended Reality



Assigned Readings



[2-1][2-2] [2-3][2-4]



Lecture & discussions



3 (9/19)



Experiential Learning



Assigned Readings



[3-1] [3-2][3-3]



Lecture-driven week



4 (9/26)



Experiential Learning



Student selected case study



Case-driven week



5 (10/3)



Embodied Cognition



Assigned Readings



[5-1][5-2][5-3][5-4]



Lecture-driven week



6 (10/10)



Double Tenth Day (no class)



7 (10/17)



Embodied Cognition



Student selected case study



Case-driven week



8 (10/24)



Taiwan Restoration Day (no class)



9 (10/31)



Affordance



Assigned Readings



[9-1][9-2][9-3]



Lecture-driven week



10 (11/7)



Affordance



Student selected case study



Case-driven week



11 (11/14)



Immersion Meets Innovation: Exploring EdTech Taiwan 2025



12 (11/21)



Design Principles Revisited



Assigned Readings



[12-1][12-2][12-3]



Lecture-driven week



13 (11/28)



Design Principles Revisited



Student selected case study



Case-driven week



14 (12/6)



Guest Lecture (Dr. Chandler Seokmin Kang)



15



Final Presentation(1)



Expert Panel Presentation



 



16



Final Presentation(2)



Expert Panel Presentation



 



Teaching Methods
Teaching Assistant
Requirement/Grading

  • Participation and Interaction (15%)

  • Group-led Discussions (15%)

  • Case Study Applications (15%)

  • Hands-on Practices (15%)

  • Final Project (30%)

  • Peer Critique (10%)


Textbook & Reference

Weekly Assigned Readings:

(All readings will be downloadable through Moodle)



 



[2-1] Alotaibi, M. N., & Malkawi, E. (2025). Learning beyond realities: Exploring virtual reality, augmented reality, and mixed reality in higher education—A systematic literature review. Discover Education, 4(1), 59. https://doi.org/10.1007/s44217-025-00559-7



[2-2] Vasarainen, M., Paavola, S., & Vetoshkina, L. (2021). A systematic literature review on extended reality: Virtual, augmented and mixed reality in working life. International Journal of Virtual Reality, 21(2), 1–28. https://doi.org/10.20870/IJVR.2021.21.2.4620



[2-3] Mitchell, B. (2023, August 24). AR vs. VR vs. MR vs. XR: What’s the difference? Lifewire. https://www.lifewire.com/ar-vs-vr-vs-mr-vs-xr-7089737



[2-4] Shoard, C. (2025, August 27). ‘We are seeing a new maturity’: How ‘extended reality’ is coming of age at the Venice film festival. The Guardian. https://www.theguardian.com/film/2025/aug/27/venice-film-festival-extended-reality-cinema-vr



 



[3-1] Crogman, H. T., Cano, V. D., Pacheco, E., Sonawane, R. B., & Boroon, R. (2025). Virtual reality, augmented reality, and mixed reality in experiential learning: Transforming educational paradigms. Education Sciences, 15(3), 303. https://doi.org/10.3390/educsci15030303



[3-2] Chen, G., Wang, H., Liang, A., Oubibi, M., & Zhou, Y. (2025). From detached observer to immersive participant: An augmented reality-based experiential learning approach to promote academic performance and learning behaviors in science education. Computers in Human Behavior Reports, 19, 100522. https://doi.org/10.1016/j.chbr.2025.100522



[3-3] Czerkawski, B. C. (2021). Learning experience design for augmented reality. Research in Learning Technology, 29, 2429. https://doi.org/10.25304/rlt.v29.2429



 



[5-1] Lehrman, A. L., & Kourtesis, P. (2025). Embodied learning through immersive virtual reality. Journal of Cognitive Enhancement, 9(1), 1-15.



[5-2] Fahim, M., & Rezanejad, A. (2014). An introduction to embodied cognition. International Journal of Language and Linguistics, 2(4), 283–289. https://doi.org/10.11648/j.ijll.20140204.16



[5-3] Lin, L., Li, C., Xiong, Z., & Chen, X. (2023). Design strategies for VR science and education games from an embodied cognition perspective: A literature-based meta-analysis. Frontiers in Psychology, 14, 1162224. https://doi.org/10.3389/fpsyg.2023.1162224



[5-4] Mansour, N., Aras, C., Kleine Staarman, J., & Alotaibi, S. B. M. (2025). Embodied learning of science concepts through augmented reality technology. Education and Information Technologies, 30(6), 8245–8275. https://doi.org/10.1007/s10639-024-13120-0



 



[9-1] Fernández-Ruiz, M., Ruiz-Torres, D., & Puente, H. (2023). Environmental visualization and exploration in mobile augmented reality games: Redefining the spatial affordances. Interaction Design and Architecture(s). https://doi.org/10.55612/s-5002-056-004



[9-2] Lim, K. Y. T., Liang, A. J. C., Fang, Y., & Kuok, B. Z. W. (2025). Annotating the Field: Investigating the Affordances of Mixed Reality for Learning Beyond the Classroom. Virtual Worlds, 4 (2), 23. https://doi.org/10.3390/virtualworlds4020023



[9-3] Keshavarzi, M., Wu, M., Chin, M. N., Chin, R. N., & Yang, A. Y. (2019). Affordance analysis of virtual and augmented reality mediated communication. arXiv. https://doi.org/10.48550/arXiv.1904.04723



[9-4] Dincelli, E. (2022). Immersive virtual reality in the age of the Metaverse. Information Systems Frontiers, 25(3), 101819. https://doi.org/10.1016/j.is.2022.101819



 



[12-1] Cao, Y., Ng, G.-W., & Ye, S.-S. (2025). A systematic review of evidence-based design and pedagogical principles in educational virtual reality environments. Educational Research Review, 47, 100676. https://doi.org/10.1016/j.edurev.2025.100676



[12-2] Sahu, S. (2025, June 15). Designing for the immersive world: A UX designer’s guide to AR, VR, and XR. UX Planet. https://uxplanet.org/designing-for-the-immersive-world-a-ux-designers-guide-to-ar-vr-and-xr-c2414802be59



[12-3] Johnson-Glenberg, M. C. (2018). Immersive VR and education: Embodied design principles that include gesture and hand controls. Frontiers in Robotics and AI, 5, 81.



 



 



Supplementary books



Dooley, K. J., & Lindquist, E. A. (Eds.). (2020). Immersive media and storytelling: Interactive technologies and the future of narrative. Routledge.



Liu, D., Dede, C., Huang, R., & Richards, J. (Eds.). (2017). Virtual, augmented, and mixed realities in education. Springer. https://doi.org/10.1007/978-981-10-5490-7



Radianti, J., Majchrzak, T. A., Fromm, J., & Wohlgenannt, I. (2020). A systematic review of immersive virtual reality applications for higher education: Design elements, lessons learned, and research agenda. Computers & Education, 147, 103778. https://doi.org/10.1016/j.compedu.2019.103778


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