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Students and Staff as creators of immersive experiences with our new GoBags
Dan Axon, University of Sussex

This presentation will look at how we are exploiting new and emerging consumer technologies to enable our students and staff to become creators of immersive content. The GoBag is a new tool and service that provides users with the technology needed to both experience and create their own 360º content.

Dan is a Learning Technologist at the University of Sussex and specialises in immersive technologies. Prior to this Dan was an ICT lecturer and coordinator at an Independent Specialist College, where he worked on a number of projects using the power of immersive technology for creative productions with the students.
KARE: An Augmented Reality app for Clinical Simulation
Luke Bracegirdle, Associate Director of Digital Programmes, Keele Institute of Innovation for Innovation and Teaching Excellence (KIITE)
Clinical simulation can support learning but it requires access to appropriate facilities. This creates challenges when training a larger number of learners, some learning remotely. This session will demonstrate “KARE” (Keele Augmented Reality Environment app) to show how simulation is possible with students, patients and for clinical workforce training.
Working in higher education and the NHS, leading on e-learning and clinical simulation. Luke specialises in 3D digital animation to produce serious games and augmented reality applications for clinician training and patient information.            
Improving Inclusivity of Higher Education Practical Work Using Virtual Tours
Joe Berry  and Edwin Kyi, University of Birmingham

This talk will look at the practicalities of creating and utilising virtual tours to help students with practical work. We will demonstrate examples from a lab environment as well as a geology field trip, and discuss the pros and cons of using 360 degree technology.

Joe Berry is a Senior Fellow of the Higher Education Academy at the University of Birmingham. Joe has been working in the field of Digital Educational for over ten years and is Partnership Manager for Life and Environmental Sciences and Digital Educational lead for the Collaborative Teaching Laboratory.  
Joe Berry

Creating and Deploying Immersive VR Learning Materials in Health, Education and Social Care
Paul Driver, Anglia Ruskin University

This talk will share the current use of virtual reality at Anglia Ruskin University. Drawing on examples from teacher education, mental health, social care and nursing, I will discuss the findings of ongoing research, outline the theoretical motivations for using VR, and highlight the lessons learned.
Paul is a Learning Technologist at Anglia Ruskin University. He specialises in immersive scenario creation and holds an M.A. in Creative Media Practice. He is also an award-winning educational materials writer and teacher trainer. In 2018, Paul won the individual Learning Technologist of the Year award.
Twitter handle: @Paul_Driver URL (referred to during presentation):

Engage and Educate with Virtual Reality: sharing our experiences of Virtual Avebury and VR Deteriorating Patient
Heidi Singleton, Elizabeth Falconer, and Debbie Holley, Bournemouth University          
In this presentation we will share our experiences of implementing Virtual Avebury along with the feedback from members of the general public. We will also discuss how we worked with nurse specialists and a software company to develop a VR Deteriorating patient simulation which we have been trailing at BU.
Heidi Heidi Singleton is a PhD candidate at Bournemouth University 
debbie Elizabeth Falconer is an Academic Learning Designer in the Centre for Excellence in Learning at Bournemouth University.
Debbie Holley Debbie Holley is Professor of Learning Innovation and the Head of the Centre of Excellence for Learning at Bournemouth University.    
Virtual Reality in STEM Teaching
Samantha Chester

A collaborative project between staff and students to develop a Virtual Reality application for STEM teaching. We set out to test the concept that students could complete a laboratory exercise virtually before completing it in real life to encourage deep learning in the lab. This presentation will describe the process, the application itself and the early findings.
Our ‘Virtual Reality in STEM teaching’ team is from the School of Science and Engineering. We are a mixture of academics, E-learning support and most importantly student developers from different disciplines; Dr Sandie Dann, Dr Firat Batmaz, Samantha Chester, Aaran Grimley, Dr Helen Willcock, Mike Walsh and Dr Sarah Turner and our student interns. This range of both staff and students has so far been a successful blend of knowledge and energy.

Immersion on a Shoestring - Immersive Environments on a Small Budget

Tom Lovelock, Keele University

Immersive environments are usually viewed as gleaming, high-tech, high-cost projects. But what about the shoestring solution? Can meaningful and useful immersive environments be developed with low-cost or even free tools?


Tom Lovelock works as a Learning Technology Officer at KASTC (Keele Anatomy & Surgical Training Centre) in the School of Medicine, Keele University. His areas of work include Anatomical & Surgical photography, 3D scanning, 3D printing and VR development.  


Can virtual reality ward round experience help to improve medical students’ clinical confidence and documentation accuracy?
Mohammed Nasif Mahmood, Terese Bird and Vanessa Rodwell, University of Leicester

Following either a Virtual Reality simulation or a reading exercise on potential ward round events that can impact on documentation and confidence, participants’ pre and post-intervention confidence was assessed as well as the accuracy of their ward round documentation in a subsequent real-world ward round simulation.
Nasif is a Clinical Teaching Fellow at the University of Leicester School of Medicine and a training General Practice Registrar. His interests are varied with a particular focus on fusing his clinical experience as a doctor and aptitude in technology and design to advance medical education.


Learning Design for VR
David Vince, Lawrence Kizilkaya and Jamie Daniels, The Open University

We have created a set of principles which address some requirements for pedagogically viable VR learning experiences. In this session, we will share these as part of a toolkit and demonstrate potential examples of their application to help guide and inform the design and production of 3D virtual environments.    

David  David Vince is the Senior Product Development Manager
Lawrence Lawrence Kizilkaya is the Product Development Manager 
Jamie Jamie Daniels is the Learning Applications Developer  

Event Information
Event: Immersive Environments
Date: 5 December 2018
Venue: Austin Court, Birmingham
Book by:  15 November 2018
Status: open
Hashtag: #degie

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