Tag: Coherence

  • XR for education propaganda – EDUMetaverse

    XR for education propaganda – EDUMetaverse

     

    Decorative image of an analog bullshit meter

    propaganda: 

    1 – ideas, facts, or allegations spread deliberately to further one’s cause or to damage an opposing cause

    also

    : a public action having such an effect

    2: the spreading of ideas, information, or rumors for the purpose of helping or injuring an institution, a cause, or a person

    Merriam-Webster Dictionary entry


    I was so tempted to make a reaction video to this video within Andrew Wright’s LinkedIn post.  But no. Instead, I’ll just point out the XR for education problems therein.

    Post:

    If you’re wondering what #immersivelearning looks like. Watch the clip of today’s onsite session till the end. Innovate, Engage, Inspire
    This is not a ‘flash over substance’ experience, at EDUmetaverse, this is the real deal!

    Consider that this is one lesson of ten, from one world out of a hundred, you’ll then get some idea of what we’ve spent five years creating.

    Designed by teachers, for teachers. Available now as part of our education bundle for 2026.
    All you need is a browser..

    ✅ Immersive Worlds
    ✅ Engaging PBL
    ✅ Relevant Content
    ✅ Curriculum aligned
    ✅ A.I Literacy embedded
    ✅ STEM based
    ✅ Teacher Created

    What are you waiting for? Get in touch today.
    www.edumetaverse.com.au

    #educationevolved #ai #vr #mixedreality #3ddesign #stem #webxr #pbl #generativeai Frame MeshyAI Lauren Main Andrew Google Flow Apple

    Strong Words

    Wondering what immersive learning looks like?
    Not ‘flash over substance’?
    The real deal!
    1 of 10, 1 of 100!
    Spent 5 years creating

    Designed by teachers, for teachers (ouch. I apologize to teachers on EDUMetaverse’s behalf, cause EDUMetaverse has a tendency to throw y’all under the bus, regularly.)


    Then a bunch of key phrases: STEM, relevant, immersive! Probably written by AI. 🙄
     
    I did not find the same video posted to any other EDUMetaverse social media (huh? 🙄) . I’m going to show screen captures with my written descriptions.

    Opening scene, upbeat music: It’s Avatar Andrew inside of a FrameVR/Virbela world that looks like a stadium during winter. Avatar Andrew is standing on a blue running track looking towards empty wooden spectator seats where a real world ski jumping video clip plays and 2D picture of a 3D model of a ski jump is displayed.

    Students are watching a flat screen monitor 🙄, where an EDUMetaverse world is shown and inside that world there is what looks like an EDUMetaverse produced video and some Olympics mascots. (I searched for matching clip or 3D model, didn’t easily find anything but it isn’t hard to guess that they could have been made by AI.)

    Capture of students looking into EDUMetaverse world

    An interface shows a 3D ski jump model. I’ve never used EDUMetaverse, so I’m guessing this is a compose or build-type of interface. Interestingly, we can see that AI is doing the building because there is text: “Prompt: An olympic ski jumper in jump mode leaning forward over skis…” and “Generating 70%”.  In my experience with VirBELA, this looks like a VirBELA-like interface. Note: this supposed result doesn’t appear anywhere in the video. (cough, AI fail? 🙄 cough)

    Capture of program interface. Unsure if this is EDUMetaverse generative AI for 3D object creation.


    A little more video of Avatar Andrew watching real world ski jumping video in world. 🙄

    Then what must be a post-production edited still shot (NOT video) because an innocent student appears to be pointing to something that doesn’t exist but a ski jump has been placed into the shot. This is AR-like. In my opinion, this is a faked video shot and it is poorly done. 🙄  For fun, I noticed the colored bracelet. Can we see it elsewhere in the video OR was the student’s hand a new creation from somewhere else? (Spoiler: yup, the bracelet is on a student later).

     
    Capture of video moment when a fake ski jump is placed into a real classroom
    Nomination for worst AR faked video shot


    Then a slick EDUMetaverse video clip of a ski jumper.

     
    Capture of a ski jumper with a stunning view of mountains

     

    I asked Google Image to find this image as I thought it might have been a clip produced by the Olympic organizers or broadcasters. Result: “No exact matches found. This could mean the image is unique or has not been widely shared yet.”  Technically, that is one hell of a ski jumping video clip if it was based on ANY form of real reality cause the top of that ski jump is literally as tall as mountains. 🙄

    Capture of Google image search results that do not show any 'exact matches'

    Then back to videos of students sketching a ski jump. At this point, I don’t know why since I thought this was a pro-VR video. But I have had a great deal of fun with The Sum of All Thrills where one designs a roller coaster so I’m aware that working on design is a fun step.

    Capture of students drawing ski jumps on paper.


    Students are creating a ski jump from a cardboard box. Imagine my surprise. Is this a middle design–like between the drawn designs and the 3D one? Looks fun…but…why are they doing this? 🙄

    Capture of students forming ski jumps from pieces of card board boxes


    Quick shot of a student navigating inside of the VR world that is simultaneously displayed on a bigger screen. I don’t know why the student is doing this. 🙄 Displaying it on a bigger screen is intriguing, though.

    Final scenes with students show them letting a marble roll down and off their cardboard ski jump models. At this point, I’m like “OK, let’s take these skills into VR somehow or…what?”  No joy. 🙄 It doesn’t have to go back into VR, I know that. But this is a VR company so I’m looking for them to clinch the promo.  

    Lesson had a claim to be related to STEM (overall EDUMetaverse website claims that their lessons have ‘PBL packs’, problem-based learning) but I’m not sure I ever saw any math, anything measured or calculated. 🙄

    Capture of cardboard ski jump with marble rolling down


    But the piece de resistance that threw me over the edge was the post-production video edit of a ski jumping going the wrong direction on to/ off of the cardboard ski jump.
     

    Capture from video of ski jumper beginning to land on the bottom of the ski jump

    Yup, ski jump is definitely going UP the jump, left to right across the screen. 

    Capture of ski jumper going up a ski jump and sailing into the air
    Dear Jumper, that is not the correct way to use our ski jump.


    Executing a truly miraculous pivot 90° to the right at the height of the jump. Impressive for a ski jumper, that is. To be fair, less impressive for a freestyle skier. 😒


    Capture of a ski jumper turning right in mid air 
     
     
    Really nailed the landing well. On the desk. Which wasn’t really part of any of the students’ designs. This is one prescient ski jumper. 
     
    Capture of a ski jumper landing perfectly on a student desk


    Who is Veo anyway? I just noticed their watermark in the corner.
     
    Capture of a ski jumper sliding during a landing on a student desk

     
     
    I won’t link to Veo here because when I surfed there, it took over my browser dominantly. I would steer clear. 
    Search results for what is veo
    Veo makes AI-generated Clips.


    Educational value

    So…how does this product (which provides no prices upfront, you need to ask for a quote and hope for your educational discount…from a company with EDU in their name 🙄) actually add to the educational experience where students made ski jumps and rolled marbles off of them?
    Gif for the concept of lost or nothing from Pulp Fiction

     

    • The students watched a video about ski jumping inside a virtual world.
    • Then they did something with generative AI about making a ski jumper?
    • Then they made their own ski jump models out of cardboard and rolled marbles off of them.

    I didn’t see any measurement of angles or distance.

    I even think the students’ faces look a little disappointed as their marble doesn’t sail up into the air much like a ski jumper does.
     


    before and after


    So where’s the learning added? Where is the advantage of using the product? 

    where’s the beef?


     
    Students could have watched that 2D ski jumper video outside of the Olympic world.  Technically, everything I saw happening in world was unnecessary.  
     
    Yeah, it would be a tad more boring but when the immersive Olympic world doesn’t add anything, it is a distraction. Unnecessary information should be removed (Mayer’s Principle of Coherence).

    BTW, who’s going to tell them that PBL is falling out of fashion?

     
    Gif of Kristoff from Frozen saying Somebodys got to tell him


    So let’s score them against their words

    Wondering what immersive learning looks like?

    No, but that’s because I’m a specialist in immersive learning. What you’ve shown ain’t it.


    Not ‘flash over substance’?

    The video and supposed learning has no real substance. You might want to re-think using the phrase ‘not flash’.

    The real deal!

    😆

    1 of 10, 1 of 100!

    When in doubt, dazzle them with statistics!

    Spent 5 years creating

    what. a. waste.

    BTW, your YouTube says you went AI crazy 6 months ago. Sure you want to stick with 5 years?

    EDUMetaverse reputation

    Interestingly, EDUMetavere’s YouTube account is empty! What?
    Capture of EDUMetaverse YouTube account which is completely empty of videos
    This channel doesn’t have any content. You’re telling me.

    And Andrew’s YouTube account is full! huh?  (No comment on this Jess Jones AI agent…but…let’s just say there is a LOT of content with her.)

     
    Did you know that you can spin up ‘blank’ avatars, basically avatar bots, in VirBELA based products? 
     
    Advertised image from EDUMetaverse for a global topic world. Avatars are seen in a UN-like room.
    I got $5  💸saying this image contains bots


    Summary

    I don’t begrudge the students. Poor souls having to be dragged into this. They remind me of the poor HTC Vive students.  I’m glad the students made their cardboard ski jumps IRL.  But somebody get them a tape measure. Get a physics teacher in there!

    But for the love of God, please have your fake AI video have the ski jumper going down and then up OFF OF THE SKI JUMP, not the opposite. That is, if you are going to highly produce your propaganda about how your VR helps learning, have the ski jumper go from right to left, not left to right.  

    Here’s how to goes:

    Gif of an actual real ski jumper
    Notice how the ski jumper slides down and jumps up off the ramp?

     

    What’s my main problem with the video/post? 

    It does a terrible job of portraying a possible way to use XR for education. Even if one looked past the faked video shots (and I don’t have a direct beef against using AI for video clips, even though I mourn for the proper actors put out of jobs with this), teaching this way with XR is awful.  I see no educational benefit at all.

    All in all, posts like this (and Andrew posts like this very often) do more harm than good to the XR for education industry. 

    Over and out.

    Post script


    I usually add more to my blog posts after publication; don’t be weirded out. But this one is quite the eyebrow raiser. 

    The blogger records show that I published this blog post on Saturday February 7, 2026 at 11:27 A.M. EST.

    On ~Sunday February 8, 2026, Andrew Wright published on LinkedIn that he was leaving EDUMetaverse, a company by his own LinkedIn tagline he “created” saying that “the project is now in safe, capable hands.”

    I’m not implying that Andrew lost his job with EDUMetaverse because of my blog post. Far from it. My read stats of this blog post immediately upon posting/sharing it and all up to this very moment of writing this post script on February 14, 2026 show that there have been at best ~2 views.  I highly doubt that Andrew was one and EDUMetaverse (whomever that is) was the other.

    But the coincidence is A-MAZ-ING.

    And if you followed my inference in my blog post, I immediately wondered if Jess was taking over at EDUMetaverse. 😖

    An interesting idea: build AI…and it takes your…job? 😕

  • Instructional Design in the Metaverse Part 5 Building Blocks

    Instructional Design in the Metaverse Part 5 Building Blocks

    This conceptual series proposes instructional design principles for the metaverse. This is Part 5. Today we start the building blocks of design. And the best news for instructional designers? So much of what we already know from two-dimensional learning will work in three-dimensions. Grab your toolbox, IDs!

    2D to 3D: What Is the Same

    Technology can benefit learning when the affordances are leveraged towards effective and evidence-based learning principles (Yeung, Carpenter, & Corral, 2021). Instructional design already has a depth of theory and research that shows that a learning experience is a “systemic, complex design” (Honebein & Reigeluth, 2023. p. 14).

    Yet, instructional designers (IDs) interested in the metaverse in education can be at risk for two unhelpful mindsets: first, thinking that IDs must become developers or second, succumbing to a ‘buy first, find a use for it later’ mentality. The first creates a substantial learning curve with the end result mostly being scenes or environments and 3D objects. Currently, AI is able to create scenes and objects (Sahu, Young, & Rai, 2021). As a consequence, the need for programmers may decrease. The second mindset leads to IDs to search for educational resources to justify the expense and bother of entering the metaverse. 

    Capture of a post with text: With the world in such a virtual/hybrid state, I'm curious if any of you have explored using (REDACTED) VR to enhance virtual new hire onboarding experiences. My boss ordered myself and one of my peers our own (REDACTED) devices to explore as this an add on to our current onboarding program, so I'd love to hear from people with similar use cases.

    Buy first, find a use for it later. Technocentric-design.

    Both of these mindsets miss the main point of instructional design. They sacrifice the learner-centric stance for a technology-centric stance (Mayer, 2020). Many of the 2D-based instructional design models, structures, and principles apply towards 3D learning (Dodds, 2021).

    What we already know should inform us as we make future 3D designs because as Alger stated, “Principles and processes of design are pretty universal because we’re usually designing for humans (2020, 3:06).

    A further extension of this thought would be that IDs are not designing for technology. An ID focusing on 3D design for the first time can have an advantage because their experience will be from a novice’s viewpoint. Learners are novices. Thus, the ID experiences what the learners will later experience for the first time.

    Keeping the learner-centric point of view is key.

    This section emphasizes the use of Mayer’s Principles of Multimedia Design (Mayer, 2020, pp. 400-402, [Reminder, I covered the basics in Part 2]) because they are based on research. This list is not meant as a checklist. This is meant to remind IDs of what the correct design choice would be within a 3D experience.

    1 Reduce extraneous processing

    The Coherence, Signaling, Redundancy, Spatial Contiguity, and Temporal Contiguity Principles will assist in decisions about types of media (visual, text, audio) and where it will be placed or made available in XR experiences. Because of the enveloping nature of the 3D environment upon the learner, extra unnecessary material could interfere with the learning.

    1.1 Coherence

    Summary: “Weed out extraneous material”.

    ID: Minimize text, sounds, and movement that is not directly related to the learning goal.

    1.2 Signaling

    Summary: “Highlight important material.”

    ID: Use slow pulsating glows, arrows, or narrative prompts to focus the learner on the content.

    1.3 Redundancy

    Summary: “Do not add printed text that duplicates narration.”

    ID: Accessibility concerns dictate that information available via vision or sound should be made available in an alternate form. To follow the spirit of this principle, default settings can be set to include both alternates as activated, which could then be toggled off by the learner at will. XR accessibility research organizations such as XR Access or Virtual Ability should be consulted for further guidance.

    1.4 Spatial Contiguity

    Summary: “Place printed text near to the corresponding part of the graphic.”

    ID: There is more space to work with in 3D than 2D. The key with this principle will be to find just the right place to put the text. Some user experience (UX) testing in the form of A/B testing can help find the best placement.

    1.5 Temporal Contiguity

    Summary: “Present corresponding graphics and narration at the same time.”

    ID: Sound and action triggers can be timed within 3D programming.

    2 Managing essential processing

    The Segmenting, Pre-training, and Modality Principles help the designer place the necessary material in the right place and time for the learner to move the content into sensory memory, short-term memory, and into long-term memory.

    2.1 Segmenting

    Summary: “Break a lesson into learner-paced parts.”

    ID: Plan lessons with storyboards with scenes where the learner moves through the experience. Always provide an escape button that saves learner progress. If that is not possible, a confirmation dialog message can indicate that the learner upon re-entry will be returned to a certain spot.

    2.2 Pre-training

    Summary: “Provide pre-training in the names and characteristics of the key terms.”

    ID: Plan for pre- and post-experience briefing. Pre-training is analogous to reading the box when considering buying a game or reviewing choices in an online store. The learner experience starts there.

    2.3 Modality

    Summary: “Present words in spoken form.”

    ID: Especially for key vocabulary, provide sound files of pronunciation. This especially matters if the experience is designed for solo learner use.

    3 Fostering generative processing

    The Multimedia, Personalization, Voice, Image, Embodiment, Immersion and Generative Activity Principles help encourage learners to cognitively engage with the material and exert effort to make sense of it. It is this area of design where the ID is making sure that the learners are not passively accepting information but must do mental work with it.

    3.1 Multimedia

    Summary: “Use corresponding words and graphics to explain the material.”

    ID: XR is a natural fit for this principle because it nearly always contains simultaneous visuals and sounds. These can be timed together within 3D programming. An interesting design exercise for IDs, however, is to isolate certain aspects of a design and think through how it might work if only one channel of input was working. For example, in a tour of XR spaces, there might be a period of a few seconds of complete darkness between scenes. How are the learners guided by sound only during this time?

    3.2 Personalization

    Summary: “Put words in conversational language.”

    ID: Recorded audio should sound comfortably natural.

    3.3 Voice

    Summary: “Present spoken words in an appealing human voice.”

    ID: This applies most logically in XR to human sources of the spoken words. Poor sound can ruin an XR experience.

    3.4 Image

    Summary: “Do not put the instructor’s static image on the screen.”

    ID: The keyword in this principle is ‘static’. This would rarely be needed in XR. Exceptions might include biographies or eulogies.

    3.5 Embodiment

    Summary: “Have instructors display human-like gestures, eye contact, facial expressions, and body movements.”

    ID: The Proteus Effect shows that users change their behaviors depending on their avatars (Praetorius, & Görlich, 2020). Employers are becoming more interested in the use of the metaverse for meetings (Jaehnig, 2022). It is reasonable to predict that educators will be holding meetings that are now on-campus or in Zoom with their learners in the metaverse within five years. Due to the demand for these human-like behaviors, avatar creators and platforms are adding more movements like blinking, sitting, or gesturing.

    3.6 Generative Activity

    Summary: “Add prompts to engage in generative activities such as summarizing, mapping, drawing, imagining, self-testing, self-explaining, teaching, and enacting.”

    ID: Interestingly, here the research reaches a nexus; several different sources point in the same direction. Mayer called these generative activities and points to their use within the learning act, as a guided form of practice, “Insert prompts to engage in generative learning activities within the instructional episode” and “learners must use the material from the lesson rather than simply remember it” (2020, p. 371). From this, an activity within XR would be ideal. However, generative activities are not exclusive to happening within XR. Wallace stated in Washburn (2023) that all learning points to some place in the future where the results are played out–ideally in a workplace or high stakes setting; it is the final performance that counts. Dede (2021) pointed out the importance of onboarding and off-boarding as where the learning occurs primarily. Mayer conceded that generative activities likely need to be taught first as behaviors before asking a learner to perform them (2020). That is, learners need to be taught what summarizing is before being asked to summarize. This is a valid and somewhat overlooked point. D. Clark referred to these activities as “effortful learning” or “desirable difficulties” (2022, p. 3) and Thalheimer (2006) supported retrieval practice, spaced practice, or interleaving approaches. Each of these researchers has a slightly different view into the same problem.

    They seem to point to the need for a certain amount of learner effort (not just clicking), with guidance, that should occur within XR and then a follow-on amount of learner effort after leaving XR.

    What might this look like? Here, we reach the edges of known ID in the metaverse universe [Editor Heather here: fresh off the presses! This just hit ResearchGate last month: Collaborative generative learning activities in immersive virtual reality increase learning], but we can take with us what we already know.

    The key question to ask is: In real life, where do learners practice in place and later perform when the stakes really matter?  How something is done in real life should be the template that we use to start thinking of how the behavior should be prompted in the metaverse.

    Here is an example: Learners do science labs in real life. They practice doing a procedure under the watchful eye of an instructor. It is usually fine if they fail because they can start again but there is some risk and limitation of resources. In XR, the same lab can be set up as practice where learners can repeat interactions, control the speed, and engage in plausible manipulations of scientific equipment (Asare, Annan, & Ngman-Wara, 2022). The scripted practice available within XR should be added to other generative activities which could be inside and/or outside of XR such as learners self-explaining what is happening in the experiment during a video recording of the experience or learners teaching what would happen if the variables changed or if there was a chemical spill.

    3.7 Immersion

    Summary: “Do not convert lessons into 3D immersive virtual reality.”

    ID: At this point, this article series would appear to come to a stop.

    This last principle basically states do not use 3D. This article series posits, do use 3D, if it is the right thing to do. Returning to the beginning assumptions:

    1. Learners experience the virtual as real.

    2. Learning outcomes are expected to be equal to other media.

    It goes to follow, therefore, that if the designs will be accepted by the learners as real experiences and if the learning outcomes are the same as for other forms of media, the decision to go forward with the design should only occur if the lesson cannot reasonably be done in 2D and meets at least one of the conditions of saving time, money, or danger. Stepping outside of the learning objective decision, one could argue that 3D allows for added immersion and presence. But in that case, the ID should ask “Is immersion or presence critical to the learning objective?”

    Acknowledging the affordance of immersion, Mayer pointed out that the case for immersion is often wrapped into the learner’s feelings of interest and motivation (2020, p.361). The logic goes that if a learner is motivated, they will learn more. Research shows that interest and motivation wane and learning performance drains away with it.

    The case for presence can be tied with a personal feeling of being there. The more a learner takes on the experience as real and really happening to them, the more the learning should stick with them. Contrarily, research shows that distraction due to extraneous processing seems to cancel any benefit that might be gained (Mayer, 2020). In sum, the research does not predict at this time that presence will increase learning.

    Finally, this tidbit might tip the scales for a decision. Clark and Mayer recommended this strategy from e-learning: “Use facilitative techniques that support social presence” (2016, p. 313). This tips the balance of synchronous versus asynchronous learning towards synchronous and shows an affordance not before mentioned: the benefit of social learning in XR.

    Wise uses of XR seem to contain elements of bringing learners together.

    This should be leaned into in designs, if possible. Therefore, if learning designs can minimize extraneous processing and are best done in 3D, next we should ask what is different about designing for 3D.

    That will be Part 6. Stay tuned!


    Part 1 was the Introduction.

    Part 2 covered Theory and Scope.

    Part 3 was Myths versus Reality.

    Part 4 covered the Characteristics of Success.

    Want to see my full references? Have at it.

     

    Midjourney and Me. Prompt: Blend full color charcoal and game cover of Legends of Zelda, an attractive woman with short blonde hair and blue eyes wears hooded cloak, casting a glowing spell in a laboratory, cinematic lighting, fantasycore, blue and green color scheme


    #InstructionalDesign #XR #Multimedia #Principles #Mayer #LXD #ID #L&D #InstructionalDesigner #WebXR #3D #2D #ExtraneousProcessing #Coherence #Signaling #Redundancy #SpatialContiguity #TemporalContiguity #EssentialProcessing #Segmenting #PreTraining #Modality #GenerativeProcessing #Multimedia #Personalization #Voice #Image #Embodiment #GenerativeActivity #Immersion #Presence #EffortfulLearning #DesirableDifficulties #RetrievalPractice #SpacedPractice #Interleaving #LearnerCentric #edtech