The increasing use of digital platforms is bridging the distance between students and their instructors by augmenting student-instructor interactions.Yet when it comes to complex project-based and open-ended education content, the development of these platforms is far from complete.Especially seen in projectbased learning environment, where multiple ways to teach, learn, and practice are required, real-world interactions are integral for encouraging exploration and implementation.Though recent works have shown the possibility of immersive technologies like AR/VR for teaching and hands-on experience, they are either strictly restricted to visualisation or require sophisticated equipment to be implemented as educational content.Here, a simplified and structured approach that can be directly used in the regular education environment, both in-house and remote, is needed.By taking a bottom-up approach through realistic use-case, this work demonstrates how to investigate and utilise/combine mixed-reality technologies for use in a PBL environment, targeting the values provided for education in general.Through a use case targeting design education activity in architecture, this work conducts a technological survey, evaluating available platforms/products and establishing PBL requirements, followed by mapping them to surveyed tech.The result of this work is a valuable MR Tech-PBLeducation map, which can be used as a reference for designing interactive educational material.
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Maurya et al. (2022) studied this question.