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  • Champions in Higher Education of XR (CHEX) is a consortium of higher education Immersive Learning Research Network that brings together both administrators as well as faculty/staff grassroots leaders who are championing the adoption and use of XR and immersive technologies at colleges, universities, and college/university systems around the world. Many of these champions have oversight of XR initiatives at a campus, institution, or system-wide level (whether as part of their official job responsibilities or in a voluntary capacity), the scope of which may encompass some or all of the following:

    • Design, development, and delivery of XR-related academic courses and programs;

    • Application of XR technologies for learning, teaching, and assessment within and across various disciplines;

    • XR research, development, innovation, and commercialization;

    • Use of XR in other areas of higher education such as marketing/outreach, student services, and the library.

    The main goals of the CHEX Consortium are to:

    1. Advocate for and accelerate the growth of XR and immersive technologies for learning across the higher education sector;

    2. Cultivate cross-institutional and cross-national relationships and networks in the space;

    3. Support and assist members in building a business case to senior administrators for investment in XR and immersive technologies;

    4. Serve as a unified voice and a vehicle representing higher education institutions in their endeavours to build XR industry partnerships and collaborations;

    5. Identify and promote best practices for facilitating collaborative XR projects and initiatives within and among higher education institutions, and between institutions and industry, that bring together diverse stakeholder interests, disciplines, and perspectives.

    The inaugural CHEX meeting took place during the iLRN 2020 Virtual Conference. Selection of participants for the meeting was by prior invitation only.

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