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Accelerate: Accessible Immersive Learning for Art and Design

Project timeline and budget

Project duration: June 2021 – May 2023
Value: €248,000
Funded by: Erasmus+ Strategic Partnerships in Higher Education

Project summary

The development of innovative methodologies, tools, platforms and resources for accessible immersive learning in art and design.

This 2-year partnership brought together art and design lecturers, educational researchers and learning technologists from the UK, Ireland, Poland and Ukraine. The project reflected on the impact of COVID-19 on higher education teaching and explored new possibilities for pedagogy and digital innovation.

This project was jointly delivered by Camberwell, Chelsea and Wimbledon Colleges of Arts and the UAL Creative Computing Institute.

Screenshot inside of the virtual reality
Storytelling Frame VR performance, image courtesy of Chris Follows.

Project aims and approach

The project focus was on the potential transformative role of immersive technologies (augmented, virtual and mixed realities, also known as extended reality [XR]) in the teaching of art and design. It was recognised that many learners face significant challenges in engaging effectively with XR technologies. These included disabilities, complex personal circumstances, low quality devices, poor and unreliable internet access.

Research outputs

Diagnostic report

Qualitative and quantitive assessment of the impact of COVID-19 on art and design teaching and learning during 2020–2021.

Methodological guide

A wealth of online materials to support art and design teachers, technical staff and students in using immersive technologies.

Case studies

Included in the methodological guide they demonstrate the value of accessible immersive learning for art and design teaching.

Immersive ecosystem

Collects existing digital tools and platforms that support art and design learning. Includes a pioneering prototype open-source VR platform developed by the project and an enhanced AR smartphone app.

Project website

Access to the methodological guide, case studies, diagnostic report, online course and immersive ecosystem (including the VR platform) —immersiveartdesign.net

Online course

Self-paced training for art and design lecturers with little or no experience of immersive technologies.

Impact

On target audience

The diagnostic report of the impact of COVID-19 on art and design teaching provides a way for staff to reflect on their own institutional experiences and performance. This will help with future strategic planning and curriculum development.

The immersive ecosystem (IO4) can enhance the teaching of XR in practice-based classrooms by providing key digital tools and platforms. This includes a pioneering prototype VR platform that is open source. It allows users to retain full IP and data rights. It can be ported onto a new server, allowing any institution to manage its own pedagogical VR platform.

The case studies demonstrate the transformative potential of accessible immersive learning to art and design lecturers and learning technologists.

For partners

The project demonstrated the value of interdisciplinary approaches that could be applied to future projects and collaborations, both across practice-based subjects and between practitioners and developers.

Partners adopted UAL's 'Internet of Things’ network initiative as best practice for supporting institutional VR connectivity integration.

It established institutional ties between partners who have not worked together before and strengthened pre-existing relationships.

Ukrainian partners have been able to demonstrate their resilience and commitment to teaching despite the Russian invasion.

The online course has been incorporated into partner staff development programmes.

On participants

Training in immersive technologies and pedagogies improved digital competencies.

The Accessible Learning Student Ambassadors (ALSAs) gained experience by:

  • collaborating with other students and staff from across Europe
  • working with immersive technologies
  • evaluating pedagogical tools and materials
  • building confidence through meetings, workshops and events.

At UAL

Teaching and curriculum

Provided a specific Ukrainian-language teaching manual about VR, drawing on methodological guide and case studies, for teachers and students across the university.

Immersive technology workshops are now embedded into the art and design curriculum.

Project supported launch of a new undergraduate module on immersive media.

Improved pedagogical practice at undergraduate and postgraduate levels.

UAL BSc (Hons) Creative Computing and BA (Hons) Creative Arts Practice are considering incorporating VR platform in their courses.

Staff development

A new Camberwell, Chelsea and Wimbledon-wide community of practice has been established to help take forward and share project resources.

UAL Digital Learning has used project resources for on-boarding into Meta Quest headsets.

Tutors have made use of the Accelerate project as part of their teacher training qualifications.

Methodological guide is used to support tutors.

Knowledge Exchange and marketing

UAL benefited from the donation of 10 VR headsets by software developer Gravity Sketch and joined their education programme.

Exploration of a new model for offering paid for consultancy to other non-UAL institutions.

UAL is considering use of AR app for promotional purposes.

Project team

  • Chris Follows - Principal Investigator, Emerging Technologies Manager, Camberwell, Chelsea, Wimbledon Colleges of Arts
  • Mick Grierson - Professor and Research Leader, UAL Institute for Creative Computing
  • Darryl Clifton - Illustration Programme Director, Camberwell College of Arts
  • Matt Hawkins - Senior Lecturer, BA Illustration, Camberwell College of Arts
  • Katie Gardner - Digital Learning Producer
  • Amanda Dundas - Project Manager

Partners

Erasmus+ Programme logo

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