Pedagogical Integration of XR Technologies in School Education: A Case Study from the Czech Republic with Cross-National Reflections
DOI:
https://doi.org/10.56198/qw1bk060Keywords:
Extended Reality (XR), Technologies, Virtual Reality (VR), Digital Competency, Case Study, Curriculum Integration, PAX EU ProjectAbstract
This extended abstract investigates the practical integration and utilisation of Extended Reality (XR) technologies in a Czech elementary school and compares the opportunities in the Greek context with particular emphasis on the applied principles of the PAX (Pedagogical Alliance for XR-Technology in Education) framework. The study addresses the following research question: How can XR technologies be meaningfully integrated into everyday teaching practice in resource-constrained school environments, and how do these practices align with the pedagogical principles of the PAX XR framework? The study evaluates XR implementation in a Czech elementary school and compares these insights with emerging opportunities for XR-supported pedagogy in Greece. The presented case study of the selected nine-grade public school serving approximately 200 students aged 6 to 15 years employs a qualitative methodology, synthesising data from a semi-structured interview with the school principal and a structured questionnaire administered to teachers specialising in biology and languages. The findings show that, despite the absence of explicit "XR" mandates in school policy, the school actively utilises 6 Meta Quest 3 VR headsets and develops digital competence. This study draws on the broader European discourse on immersive learning and offers comparative insights from the Greek context, highlighting opportunities to expand XR-enhanced translation pedagogy and interdisciplinary learning through localised adaptations of the PAX approach. The findings indicate that XR integration becomes pedagogically meaningful when three conditions are present: structured scheduling and access to equipment, alignment with curriculum-based learning activities, and teacher-driven experimentation with immersive media. These conditions closely correspond to the pedagogical design principles promoted by the PAX XR framework.
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