Extended Reality (XR)

Extended Reality (XR) is an umbrella term used in reference to augmented reality (AR), virtual reality (VR) or mixed reality (MR).
A man using an extended reality device in a classroom.

VR headsets available for faculty USE

Did you know that DC has 6 VR headsets for classroom use, available for faculty to sign out through the IT Service Desk? Headsets can be reserved by submitting a ticket.


Bodyswaps Grant

During the 2023 winter semester, CTL was a recipient of the Immersive Soft Skills Education Grant from Bodyswaps and Meta Immersive Learning, allowing interested faculty access to the entire soft skills course library simulation.

Learn more

2023-24 Bodyswaps Virtual Reality (VR) Pilot

Running October 1, 2023 to April 1, 2024

The CTL is excited to announce the BodySwaps Virtual Reality Pilot. This pilot will provide interested DC faculty members with an opportunity to explore and incorporate Virtual Reality (VR) technologies into their courses, which has the potential to transform the way we teach and learn by creating immersive and engaging educational experiences. Pending feedback from faculty members, Bodyswaps licensing will be extended.

Interested in piloting Bodyswaps within your course(s)?

Please complete the following intake form, expressing your interest by October 2, 2023.

Explore how to incorporate Extended Reality (XR) into your courses

View the XR Technology Framework (PDF)

The Extended Reality (XR) Technology Framework is a reflective and evaluative tool that is intended to provide faculty with support on how to integrate appropriate XR technology. Faculty are encouraged to examine their chosen XR technology using each of the five dimensions: faculty, curriculum, students, logistics, and environmental scan. This framework can be used as a starting point to evaluate the feasibility of using extended reality in your course.


The following table examines differences and similarities in definition and characteristics of augmented reality, mixed reality and virtual reality. Within each technology, there is also a range of complexity, equipment and level of student agency.

Augmented Reality (AR)

AR is an enhanced version of reality created by overlaying digital content onto the real-world, in real-time. Typically, through use of technology such as smartphones or headsets.

Mixed Reality (MR)

MR is a combination of AR and VR, allowing digital objects to interact with the real-world and users physical movement by using a high-end headset. For example, digital objects such as a hologram can be anchored to the real-world and interacted with, as if it’s actually there.

Virtual Reality (VR)

VR is an immersive experience created using digitally generated content (e.g., 3D objects), previously captured real-world content (e.g., 360 video/images), or a combination of both. The level of immersion and interaction can vary depending on the type of VR being used.

There are 3 types of VR: Semi-Immersive, Fully Immersive, and Collaborative.



Based on the answers to the questions under each dimension, a determination can be made on appropriate XR technology use in the classroom.
If you you have any questions or require support, please consult with the CTL. If you require funding, please consult with your ED/AD.


We are happy to help investigate potential XR options to use with your students. If you require support, please connect with:
AI generated photo of Erin Banit
Erin Banit / Multimedia Specialist