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Design and Evaluation of an Augmented and Virtual
Reality Flipped-Learning Course for K-12
Educators
Maria Fragkaki
Scientific Coordinator
Open University of Cyprus
Nicosia, Cyprus
maria.fragkaki@ouc.ac.cy
Stylianos Mystakidis
Lead Scientific Expert
Open University of Cyprus
Nicosia, Cyprus
smyst@upatras.gr
Giorgos Filippousis
Scientific Expert
Open University of Cyprus
Nicosia, Cyprus
filvisg@outlook.com
Abstract—Augmented and Virtual Reality are emerging
Immersive Technologies that have the potential to enhance
learning in schools when applied in meaningful contexts and
combined with student-centered pedagogical frameworks.
Augmented Reality (AR) enhances the physical environment
and can bring any object in the classroom. Virtual Reality (VR)
can transport learners anywhere in this universe, immersing
them in synthetic environments. In this article we describe the
design of a blended training course on AR and VR for K-12
teachers. The overall aim of the course is to facilitate the
creation of communities of practice that will inspire, motivate,
and empower educators to apply innovative, pedagogically
informed learning scenarios using AR and VR. This eight-week
professional development course is one of the first of its kind to
be developed and offered nation-wide to all educators of a
European country. We also outline an elaborate evaluation
scheme based on pilot runs and mixed research methods,
interconnected with the European Framework for the Digital
Competence of Educators. In this course we demonstrate how
best practices from previous digital learning and educational
technology paradigms, such as Open and Distance Learning and
Flipped Learning, can be applied to facilitate teacher training
and the mass adoption of Immersive Technologies by teachers
in the primary and secondary education.
Keywords—virtual reality, augmented reality, teacher
professional development, K-12 education, flipped learning,
blended learning
I. INTRODUCTION: IMMERSIVE TECHNOLOGIES IN K-12
EDUCATION
Augmented Reality (AR) and Virtual Reality (VR) are
Immersive Technologies that have the potential to enhance
learning in schools and widen the horizon of learning when
applied in meaningful contexts and combined with student-
centered pedagogical strategies that permeate the narrow
boundaries of the classroom [1], [2]. Immersive Technologies
enable teachers in all levels of formal education to design and
implement lesson plans and projects, to visualize concepts,
phenomena and objects, to organize role-play activities, to
negotiate empathetically various opinions on a problem or
debate, so that learners are capable to handle and eventually
solve it [3], [4]. Augmented Reality combines virtual and real
objects in an existing, physical environment, and is based on
a system that overlays virtual and real objects and interacts in
real-time [5]. Virtual Reality features interactive three-
dimensional, computer-generated environments that evoke
psychological - social or multimodal immersion [6], [7]. AR
enhances the physical environment and enables educators and
learners to bring and visualize any object in the classroom. VR
can transport learners anywhere in this planet and universe,
immersing them in synthetic, realistic or fictional
environments [8]. In the context of education, AR primary
interface devices are smart phones and tablets, while VR can
be experienced mainly through computers (desktop VR) and
head-mounted displays (immersive VR). In this paper we
present the design and evaluation process of a distance
education teacher professional development course for AR
and VR in Primary and Secondary Education, available to all
educators of a European country.
II. TEACHER DIGITAL COMPETENCE DEVELOPMENT: THE
CASE OF CYPRUS
Digital competence is a critical factor for effective
teaching and learning. The Digital Education Action Plan [9]
of the European Commission includes actions organized
under priority areas to assist European Union member states
meet the challenges and opportunities of education in the
digital age. The two of the three areas of priority are directly
linked to teaching/learning issues:
Making better use of digital technology for teaching
and learning and
Developing digital competences and skills.
The Cyprus Pedagogical Institute initiated a five-year Κ-
12 teachers training programme on digital competence. The
programme features ten training courses. Each course has a
duration of 8 weeks and will award 2 ECTS that correspond
to approximately fifty hours of total study effort. After a
successful tender, the authors, affiliated with the Open
University of Cyprus, undertook the design and development
of the course “Augmented and Virtual Reality in Teaching
and Learning”. Other courses focus on the following digital
competences: technology-enhanced learning design, internet
safety, programming and robotics, interactive whiteboards,
collaborative web tools, learning management systems,
evaluation and assessment with digital environments, artificial
intelligence, and maker spaces.
III. DESIGN OF A BLENDED LEARNING COURSE FOR
AUGMENTED AND VIRTUAL REALITY IN EDUCATION
A. Course Outline and Content
The course is organized in four units. The first three units
empower educators to reflect theoretically, and interact
practically with immersive technologies through a variety of