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Glossary

About this glossary

The following glossary entries are divided into developer language and teacher language. It is intended to familiarise educators with the concepts surrounding XR and to provide developers with explanations of common technical terms used by educators.

Coming soon: search function, filter options for Educator Language / Developer Language, pictures and figures

A

A/B Testing

Educator language

A/B testing compares two versions of a digital or learning experience to see which version works better. Users are split into two groups ” A and B”, each testing a different version (like of a training or a user interface). Their engagement, understanding, or results are measured and analyzed. This helps to find out which version is more effective.

Arena

Developer language

A physical or virtual space designed for XR experiences that involve full-body movement. In a physical arena, users may walk freely within a tracked area. In a virtual arena, it refers to a large digital play space.

Asset

Developer language

Any visual, audio, or code component used in XR development—such as textures, 3D models, or sound effects.

B

Build

Developer language

The compiled version of an XR application that can be installed on a headset or shared with users.

C

CAMIL

Educator language

The CAMIL model is a framework for designing and evaluating immersive learning in extended reality (XR). It highlights key factors for effective digital learning, such as the interaction between learners, cognitive development, engagement, control, and decision-making. These elements together support successful learning experiences in XR environments.

Classroom management

Educator language

Classroom management refers to all the activities a teacher undertakes to create a learning environment that facilitates curricular, emotional and social learning. It includes organising lessons, setting rules and expectations, resolving conflicts and creating a positive classroom community.

Cognitive load

Educator language

Cognitive load describes the mental effort needed to process information while learning. In XR environments, it is important to reduce distractions, structure content clearly, and use interactive elements purposefully. This supports working memory, leads to deeper understanding, and ensures knowledge is retained and applied effectively.

Competence

Educator language

In the broader educational debate, competence is generally understood as the combination of knowledge and skills in coping with action requirements. (BIBB, 2020)

Curriculum

Educator language

The curriculum is the largest entity of lesson planning. The curriculum contains multiple subjects/courses and describes the content that needs to be learned to achieve a specific graduation goal.

D

Diversity

Educator language

Diversity in learning refers to the inclusion and representation of different perspectives, backgrounds and experiences in educational environments. By encouraging diverse interactions and perspectives, XR can increase empathy, cultural awareness and critical thinking, and ensure that all learners feel represented and valued.

E

EQF

Educator language

EQF, or European Qualifications Framework, is a common European reference framework that makes qualifications in different countries and education systems comparable. It helps with the translation and comprehensibility of qualifications across national borders and promotes the mobility of learners and employees in Europe.

Evaluation, formative

Educator language

Formative assessment is essential in managing and improving learning processes by capturing the continuous feedback or behaviour of learners. Formative assessment in XR allows teachers to see their students progress in real time and adapt their teaching to their needs. XR-based formative assessments encourage active learner participation by allowing them to experiment, make mistakes and adapt their approach in real-life scenarios.

Evaluation, summative

Educator language

Summative assessment is a final assessment of learning outcomes. It provides a structured way of measuring learners’ knowledge, skills and competences at the end of a learning experience. In XR environments, this form of assessment can take the form of standardised tests, task completion in specific scenarios or even tracking data.

F

Field of View (FoV)

Developer language

The extent of the observable environment at any given time through the headset, typically measured in degrees.

Frame Rate (FPS)

Developer language

The number of frames per second (FPS) rendered in the XR experience. A higher frame rate ensures smoother visuals and reduces motion sickness.

G

Game mechanics

Developer language

Actions performed by a player that modify the state of the game, such as interacting with an object.

Game mechanics

Developer language

Actions performed by a player that modify the state of the game, such as interacting with an object.

Guardian

Developer language

A virtual boundary set up in XR headsets to prevent users from walking into walls or obstacles. When users get too close to the edge of the safe play area, a visual warning appears to guide them back.

H

Haptics

Developer language

Technology that simulates touch or physical feedback through vibrations or forces, enhancing immersion in XR experiences.

Hard lock

Developer language

A situation where user movement or actions are completely restricted within an application, often due to a technical issue, crash, or unintended bug. It usually requires restarting the app or headset. Sometimes, “Hard Locks” are also used to describe specific situations within an XR application where the user is intentionally made unable to move or interact. These moments are designed to present important information that would be difficult to convey otherwise. Often, the rest of the XR scenario is also frozen to help direct the user’s full attention to the additional content.

Head-Mounted Display (HMD) or Headset

Developer language

A wearable device that displays XR content in front of the user’s eyes, often including motion tracking and audio.

I

Inclusion

Educator language

Inclusion in learning environments means creating a space where diversity is recognised as the norm. The intention is that all learners feel valued and supported regardless of their background, identity or ability. In XR environments, inclusion is achieved by designing experiences that cater to different learning needs, provide accessibility and create immersive scenarios that reflect a wide range of perspectives.

Interaction (developer)

Developer language

Interaction that can happen between a player and an object, an NPC, or other players. Developers use the word “interaction” to write scripts, and prepare the game design.

Interaction (educator)

Educator language

Smallest unit of communication between educator and learner. Interactions can be as short as one minute and are sub-units in lesson planning.

IPD setting

Developer language

IPD stands for ‘Interpupillary Distance’: this is the distance between a user’s eyes. Adjusting the IPD setting ensures that the lenses of an XR headset align correctly with the eyes, improving comfort and clarity.

J

K

Knowledge

Educator language

Theoretical comprehension of a topic as opposed to competence which also includes practical knowledge or skills which solely focus on practical knowledge.

L

Learner agency

Educator language

Agency means taking control of your own learning process. In XR environments, it is crucial as they allow exploration, decision-making, and active participation. Learners can make meaningful choices, set personal goals, and engage with content independently. Educators support this by creating flexible XR experiences that foster creative problem-solving and active participation.

Learning analytics

Educator language

Learning analytics in extended reality involves using data from immersive learning experiences. It tracks user behavior and progress in real time to enhance learning. Metrics like gaze behavior, movements, and interactions inform teachers about comprehension and challenges. This data helps to personalize lessons and create tailored feedback while ensuring data protection and ethics.

Learning outcome

Educator language

Learning outcome or output describes the targeted competence goals defined for each learning unit. An output oriented lesson focusses on the results students are meant to produce after learning the topic.

Low poly

Developer language

Short for ‘low polygon count’, this refers to 3D models that are made using a small number of polygons. They are visually simpler but easier to render, which helps performance on mobile and standalone XR devices.

M

Mixed methods

Educator language

Mixed methods blend qualitative and quantitative evaluation to better understand learning processes. This approach allows teachers to assess measurable data alongside subjective experiences in XR environments. By combining structured assessments and immersive observations, it captures learners’ achievements and engagement, helping to adapt teaching strategies while considering both progress and personal growth.

MR (Mixed Reality)

Developer language

An advanced type of AR where virtual and physical elements interact in real time, allowing digital objects to respond to and interact with the physical world.

N

NPC

Developer language

Non-Player-Character. Typically an instructor, vendor, or a story-based character in video games, that is not played by another human.

O

Open/ Web GL application

Developer language

A 3D application built using OpenGL or WebGL: these are graphics libraries used to render interactive visuals. WebGL runs directly in a web browser without requiring installation, making XR content more accessible online.

Optimization

Developer language

The process of improving performance by reducing processing demand, often by simplifying models, textures, or scripts.

P

Passthrough

Developer language

A feature in XR headsets that uses external cameras to show the real world inside the headset by using a camera feed. It allows users to see their surroundings while still wearing the device. This is often used for safety or for blending real and virtual elements.

Peer-Feedback

Educator language

Peer feedback is a learning process in which learners give each other constructive feedback on their work, ideas or achievements. Immersive technologies enhance this by creating interactive virtual spaces for direct, visual, and tangible feedback. This fosters better understanding, critical thinking, and communication skills, boosting personal responsibility and improving learning processes.

Presence

Educator language

Presence is the degree to which learners feel engaged in a learning environment. In XR settings, it involves the sensation of being “there”, interacting with digital content and peers, and feeling personally involved. Strong presence boosts motivation and understanding. Educators can enhance this by using realistic simulations and interactive elements.

Project owner

Developer language

Strategic leader who is responsible for the outcome of the project

Prototyping

Developer language

The process of creating a preliminary or simplified version of a software application to test and refine its design, functionality, and user experience

Prefab

Developer language

In XR development (especially with Unity), a reusable game object or component that can be easily placed and customized in a scene.

Q

R

S

Scaffolding

Educator language

Specific help given by the educator to support the learner (e.g. vocabulary list to ensure text comprehension)

SDK (Software Development Kit)

Developer language

A collection of software tools and libraries that developers use to build XR applications for specific platforms or devices.

Server

Developer language

A remote computer or system that stores and manages data or applications. In XR, servers can be used to host multiplayer data, track user progress, or deliver updates and assets to applications.

Six Degrees of Freedom (6DoF)

Developer language

A tracking system for XR headsets that allows movement in all directions: forward/backward, up/down, left/right, and rotation around three axes (pitch, yaw, roll).

Skills

Educator language

Practical knowledge of a topic. Being able to use knowledge in a practical action-oriented situation.

Spatial Audio

Developer language

3D audio that gives the illusion of sound coming from a specific direction or location within an environment.

Standalone Device

Developer language

An XR headset that runs independently without needing to connect to a PC or smartphone.

T

Teleportation

Developer language

A common movement mechanic in VR where users point to a location and ‘jump’ there instantly to reduce motion sickness.

Tethered Device

Developer language

A headset that must be connected to a powerful PC or console to run XR applications, often allowing higher performance.

TICOL

Educator language

The TICOL model designs immersive learning in extended reality. It focuses on the key dimensions that shape effective digital learning. The model emphasizes technology integration, learner-digital interaction, and collaboration for effective digital learning. It promotes learner ownership and positive learning outcomes, helping educators optimize engagement and personalization in XR.

U

V

VR (Virtual Reality)

Developer language

A fully immersive experience where users are placed in a computer-generated 3D environment using a headset, often used for training, education, or entertainment.

W

Web XR

Developer language

A fully functional XR environment opened in a webbrowser via PC, mobile device or HMD.

X

XR (Extended Reality)

Developer language

A collective term for immersive technologies including Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR). XR refers to all real-and-virtual combined environments.

Y

Z