Multi-Stakeholder Perspective on Socio-Technical XR Implementation in Higher Education Curricula
| dc.contributor.author | Lee, Tony Chang | en |
| dc.contributor.committeechair | Patrick, Rafael | en |
| dc.contributor.committeechair | Topcu, Taylan Gunes | en |
| dc.contributor.committeemember | McMahan, Ryan Patrick | en |
| dc.contributor.department | Industrial and Systems Engineering | en |
| dc.date.accessioned | 2026-05-30T08:01:49Z | en |
| dc.date.available | 2026-05-30T08:01:49Z | en |
| dc.date.issued | 2026-05-29 | en |
| dc.description.abstract | As eXtended Reality (XR) technologies continue to mature, they present significant opportunities to enhance higher education through immersive, experiential, and learner-centered pedagogies. Despite this potential, adoption within higher education institutions remains limited due to complex, interdependent socio-technical barriers that extend beyond the technology itself. This study investigates XR implementation at Virginia Tech, a land-grant R1 institution, through a systems engineering lens, focusing on identifying key stakeholders, characterizing their roles and interdependencies, and examining the barriers and enablers influencing adoption and scalability. A single-case study design was employed, integrating mixed methods comprising a campus-wide survey (N = 232), educator focus groups (N = 14), and semi-structured interviews with domain experts in information technology, accessibility, and information security (N = 3). The study also documents the development process of a supplemental XR tool, in collaboration with an external team, to examine the real-world development workflows and identify implementation constraints. Across these data sources, findings indicate that XR adoption is shaped by interdependent socio-technical factors. These include financial constraints, infrastructure limitations, pedagogical misalignment, accessibility concerns, governance requirements, and fragmented institutional coordination. Critical gaps were identified in faculty training, cross-functional collaboration, and governance frameworks for XR-generated behavioral and biometric data. Despite these challenges, XR demonstrates strong potential to enhance engagement and experiential learning when aligned with instructional goals and supported by sustained institutional infrastructure. This study contributes a stakeholder-informed framework and actionable recommendations, namely a Stakeholder Needs Document and an External XR Development Guide, to support scalable and sustainable XR implementation in higher education. | en |
| dc.description.abstractgeneral | Universities are under increasing pressure to modernize teaching in a rapidly evolving, technology-driven world. eXtended Reality (XR), which includes virtual, augmented, and mixed reality, offers new ways to create immersive, hands-on learning experiences. However, many universities struggle to adopt these technologies due to cost, technical challenges, and the need for coordination across different institutional groups. This study explores how XR can be effectively implemented in higher education through a case study at Virginia Tech. Rather than focusing only on the technology itself, the research examines the people and systems involved, including faculty, instructional designers, technical staff, accessibility experts, and administrators. Using surveys, focus groups, and interviews, the study identifies what challenges these groups face and what support they need. The findings show that while XR has strong potential to improve engagement and real-world skill development, successful adoption depends on addressing broader institutional challenges, including limited funding, lack of faculty training, accessibility barriers, unclear data privacy policies, and poor coordination across departments and colleges, and limited institutional awareness hindering cross-unit collaboration. The study provides practical tools and recommendations to help universities adopt XR more effectively. Ultimately, immersive technology succeeds not because of what it is, but because of how well institutions prepare to support it. | en |
| dc.description.degree | Master of Science | en |
| dc.format.medium | ETD | en |
| dc.identifier.other | vt_gsexam:47304 | en |
| dc.identifier.uri | https://hdl.handle.net/10919/143209 | en |
| dc.language.iso | en | en |
| dc.publisher | Virginia Tech | en |
| dc.rights | Creative Commons Attribution 4.0 International | en |
| dc.rights.uri | http://creativecommons.org/licenses/by/4.0/ | en |
| dc.subject | eXtended Reality (XR) | en |
| dc.subject | Higher Education Institution (HEI) | en |
| dc.subject | Education Technology Integration | en |
| dc.subject | Stakeholder Analysis | en |
| dc.subject | Systems Engineering | en |
| dc.title | Multi-Stakeholder Perspective on Socio-Technical XR Implementation in Higher Education Curricula | en |
| dc.type | Thesis | en |
| thesis.degree.discipline | Industrial and Systems Engineering | en |
| thesis.degree.grantor | Virginia Polytechnic Institute and State University | en |
| thesis.degree.level | masters | en |
| thesis.degree.name | Master of Science | en |
Files
Original bundle
1 - 1 of 1