Future Learning Experience Space
Seamless learning in digital times
The digital transformation is having steadily greater effects on all areas of the modern working world. In order to prepare students to meet the demands of this working world, we need to introduce them to new learning methods in different educational environments that offer diverse possibilities for interaction and by incorporating multimedia learning content. Seamless learning – learning that tightly interconnects physical and virtual learning worlds – is the concept that directs the activities in the Future Learning Experience Space project.
Project description
Idea behind the initiative
On the one hand, the project focuses on the simplified (i.e. highly automated) production of multimedia learning content; on the other hand, it supports the development of immersive, three-dimensional virtual learning worlds. How immersive depends on the format, which ranges from interactive 360° videos to fully developed learning worlds that can be experienced by using VR glasses. The application scenarios are broad, extending from the integration of immersive elements into classroom teaching, to hybrid formats, and even on to interactive online teaching in a three-dimensional virtual environment.
Aims of the initiative
Future Learning Experience has three main aims:
- The FLEX video and audio studios create new spaces for producing multimedia learning content. In the video studio, teachers without any prior technical knowledge can create videos in various formats. These can range from videos of lectures to highly visually detailed explanatory videos. By using the Lightboard, for example, teachers can visualise complex processes in ways that are both easy to understand and effective. Not only videos, but also audio content can be produced easily in the form of podcasts. Teachers can concentrate fully on designing the content without having to worry about technical settings.
- In the FLEX Lab, one can "immerse" oneself in digital worlds and use as many senses as possible to explore, test, and try out teaching and learning methods in the area of immersive learning. Examples of this include teaching and learning in avatar-based, three-dimensional teaching and learning spaces that can simulate realistic scenarios or represent purely fictional scenarios. Supplemented by 360° videos of real environments and processes, it is possible to smoothly shift between a virtual teaching/learning space and a real environment.
- The FLEX Community supports the exchange of experiences, transfer of knowledge, and combines all competencies needed to encourage innovation in teaching.

c Raimo Rudi Rumpler
Current project status
- The FLEX Studios are fully equipped and being used. The first video productions have been made, and numerous others are already planned.
- In the area of immersive learning, a 3D virtual campus was developed; this features teaching and learning spaces that can be accessed by users either by using VR glasses and via a web browser. The open source software Mozilla Hubs is used to access the virtual campus.
- Several 360° videos were developed (in cooperation with SEPA360) and others) and used in teaching. A 360° video of a server room offers business informatics students the opportunity to virtually walk through the server room and experience the room’s soundscape. By adding hotspots, texts, and quizzes to the video, the practical insights are supplemented by further learning content, and students can test their knowledge. To prepare for a moot court, a 360° video of the Supreme Court was created; this familiarises business law students ahead of time with the most important spatial features of the Supreme Court, seating arrangements, and procedures associated with a hearing.
- Teachers can take advantage of an extensive, subject-related training offer to improve their media literacy. This includes "Conceptual and design features of videos and podcasts" as well as "Ways to use teaching videos in education" and offers "Tips for preparing presentation materials for teaching videos".
Potential synergies with other higher education institutions
The use of VR technologies in university teaching is still mostly uncharted territory. By sharing experiences and knowledge, people who are just starting to use these technologies can avoid pitfalls and efficiently tackle the topic.
Hero: c Raimo Rudi Rumpler